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A variety of modifiers may be attached to objects. The following items may be applied to any object:
OBJECT_MODIFIER: clipped_by { UNTEXTURED_SOLID_OBJECT... } | clipped_by { bounded_by } | bounded_by { UNTEXTURED_SOLID_OBJECT... } | bounded_by { clipped_by } | no_shadow | no_image [ Bool ] | no_reflection [ Bool ] | inverse | sturm [ Bool ] | hierarchy [ Bool ] | double_illuminate [ Bool ] | hollow [ Bool ] | interior { INTERIOR_ITEMS... } | material { [MATERIAL_IDENTIFIER][MATERIAL_ITEMS...] } | texture { TEXTURE_BODY } | interior_texture { TEXTURE_BODY } | pigment { PIGMENT_BODY } | normal { NORMAL_BODY } | finish { FINISH_ITEMS... } | photons { PHOTON_ITEMS...} TRANSFORMATION
Transformations such as translate, rotate and scale have already been
discussed. The modifiers "Textures" and its parts
"Pigment", "Normal", and "Finish" as well as
"Interior", and "Media" (which is part of interior) are
each in major chapters of their own below. In the sub-sections below we cover
several other important modifiers: clipped_by
,
bounded_by
, material
, inverse
,
hollow
, no_shadow
, no_image
,
no_reflection
, double_illuminate
and
sturm
. Although the examples below use object statements and
object identifiers, these modifiers may be used on any type of object such as
sphere, box etc.
The clipped_by
statement is technically an object modifier
but it provides a type of CSG similar to CSG intersection. The syntax is:
CLIPPED_BY: clipped_by { UNTEXTURED_SOLID_OBJECT... } | clipped_by { bounded_by }
Where UNTEXTURED_SOLID_OBJECT is one or more solid objects which have had no texture applied. For example:
object { My_Thing clipped_by{plane{y,0}} }
Every part of the object My_Thing
that is inside the plane is
retained while the remaining part is clipped off and discarded. In an
intersection
object the hole is closed off. With
clipped_by
it leaves an opening. For example the following figure
shows object A
being clipped by object B
.
You may use clipped_by
to slice off portions of any shape. In
many cases it will also result in faster rendering times than other methods
of altering a shape. Occasionally you will want to use the
clipped_by
and bounded_by
options with the same object.
The following shortcut saves typing and uses less memory.
object { My_Thing bounded_by { box { <0,0,0>, <1,1,1> } } clipped_by { bounded_by } }
This tells POV-Ray to use the same box as a clip that was used as a bound.
The calculations necessary to test if a ray hits an object can be quite
time consuming. Each ray has to be tested against every object in the scene.
POV-Ray attempts to speed up the process by building a set of invisible
boxes, called bounding boxes, which cluster the objects together. This way a
ray that travels in one part of the scene doesn't have to be tested
against objects in another, far away part of the scene. When a large number
of objects are present the boxes are nested inside each other. POV-Ray can
use bounding boxes on any finite object and even some clipped or bounded
quadrics. However infinite objects (such as a planes, quartic, cubic and
poly) cannot be automatically bound. CSG objects are automatically bound if
they contain finite (and in some cases even infinite) objects. This works by
applying the CSG set operations to the bounding boxes of all objects used
inside the CSG object. For difference and intersection operations this will
hardly ever lead to an optimal bounding box. It's sometimes better
(depending on the complexity of the CSG object) to have you place a bounding
shape yourself using a bounded_by
statement.
Normally bounding shapes are not necessary but there are cases where they can be used to speed up the rendering of complex objects. Bounding shapes tell the ray-tracer that the object is totally enclosed by a simple shape. When tracing rays, the ray is first tested against the simple bounding shape. If it strikes the bounding shape the ray is further tested against the more complicated object inside. Otherwise the entire complex shape is skipped, which greatly speeds rendering. The syntax is:
BOUNDED_BY: bounded_by { UNTEXTURED_SOLID_OBJECT... } | bounded_by { clipped_by }
Where UNTEXTURED_SOLID_OBJECT is one or more solid objects which have had no texture applied. For example:
intersection { sphere { <0,0,0>, 2 } plane { <0,1,0>, 0 } plane { <1,0,0>, 0 } bounded_by { sphere { <0,0,0>, 2 } } }
The best bounding shape is a sphere or a box since these shapes are highly optimized, although, any shape may be used. If the bounding shape is itself a finite shape which responds to bounding slabs then the object which it encloses will also be used in the slab system.
While it may a good idea to manually add a bounded_by
to
intersection, difference and merge, it is best to never bound a
union. If a union has no bounded_by
POV-Ray can internally
split apart the components of a union and apply automatic bounding slabs to
any of its finite parts. Note that some utilities such as
raw2pov
may be able to generate bounds more efficiently than
POV-Ray's current system. However most unions you create yourself can be
easily bounded by the automatic system. For technical reasons POV-Ray cannot
split a merge object. It is maybe best to hand bound a merge, especially if
it is very complex.
Note: if bounding shape is too small or positioned incorrectly it may
clip the object in undefined ways or the object may not appear at all. To do
true clipping, use clipped_by
as explained in the previous
section. Occasionally you will want to use the clipped_by
and
bounded_by
options with the same object. The following shortcut
saves typing and uses less memory.
object { My_Thing clipped_by{ box { <0,0,0>,<1,1,1 > }} bounded_by{ clipped_by } }
This tells POV-Ray to use the same box as a bound that was used as a clip.
One of the changes in POV-Ray 3.1 was the removal of several items from
texture { finish{
...} }
and to move them to the new
interior
statement. The halo
statement, formerly part of
texture
, is now renamed media
and made a part of
the interior
.
This split was deliberate and purposeful (see "Why are Interior and Media Necessary?") however beta testers pointed out that it made it difficult to entirely describe the surface properties and interior of an object in one statement that can be referenced by a single identifier in a texture library.
The result is that we created a "wrapper" around
texture
and interior
which we call material
.
The syntax is:
MATERIAL: material { [MATERIAL_IDENTIFIER][MATERIAL_ITEMS...] } MATERIAL_ITEMS: TEXTURE | INTERIOR_TEXTURE | INTERIOR | TRANSFORMATIONS
For example:
#declare MyGlass=material{ texture{ Glass_T } interior{ Glass_I }} object { MyObject material{ MyGlass}}
Internally, the "material" isn't attached to the object. The material is just a container that brings the texture and interior to the object. It is the texture and interior itself that is attached to the object. Users should still consider texture and interior as separate items attached to the object.
The material is just a "bucket" to carry them. If the object
already has a texture, then the material texture is layered over it. If the object
already has an interior, the material interior fully replaces it and the old
interior is destroyed. Transformations inside the material affect only the
textures and interiors which are inside the material{}
wrapper
and only those textures or interiors specified are affected. For example:
object { MyObject material { texture { MyTexture } scale 4 //affects texture but not object or interior interior { MyInterior } translate 5*x //affects texture and interior, not object } }
Note: The material
statement has nothing to do with the
material_map
statement. A material_map
is
not a way to create patterned material. See "Material Maps"
for explanation of this unrelated, yet similarly named, older feature.
When using CSG it is often useful to invert an object so that it'll be
inside-out. The appearance of the object is not changed, just the way that
POV-Ray perceives it. When the inverse
keyword is used the
inside of the shape is flipped to become the outside and vice
versa. For example:
object { MyObject inverse }
The inside/outside distinction is also important when attaching
interior
to an object especially if
media
is also used. Atmospheric media
and fog also do not work as expected if your camera is inside an object.
Using inverse
is useful to correct that problem.
POV-Ray by default assumes that objects are made of a solid material that
completely fills the interior of an object. By adding the
hollow
keyword to the object you can make it hollow, also see the
"Empty and Solid Objects" chapter. That is very
useful if you want atmospheric effects to exist inside an object. It is even
required for objects containing an interior media. The keyword may optionally
be followed by a float expression which is interpreted as a boolean value.
For example hollow off
may be used to force it off. When the
keyword is specified alone, it is the same as hollow on
.
By default hollow
is off
when not specified.
In order to get a hollow CSG object you just have to make the top level
object hollow. All children will assume the same hollow
state
except when their state is explicitly set. The following example will set both
spheres inside the union hollow
union { sphere { -0.5*x, 1 } sphere { 0.5*x, 1 } hollow }
while the next example will only set the second sphere hollow because the first sphere was explicitly set to be not hollow.
union { sphere { -0.5*x, 1 hollow off } sphere { 0.5*x, 1 } hollow on }
You may specify the no_shadow
keyword in an object to make
that object cast no shadow. This is useful for special effects and for
creating the illusion that a light source actually is visible. This keyword
was necessary in earlier versions of POV-Ray which did not have the
looks_like
statement. Now it is useful for creating things like laser
beams or other unreal effects. During test rendering it speeds things up if
no_shadow
is applied.
Simply attach the keyword as follows:
object { My_Thing no_shadow }
OBJECT { [OBJECT_ITEMS...] no_image no_reflection }
These two keywords are very similar in usage and function to the
no_shadow
keyword, and control an object's visibility.
You can use any combination of the three with your object.
When no_image
is used, the object will not be seen by
the camera, either directly or through transparent/refractive objects. However,
it will still cast shadows, and show up in reflections (unless no_reflection
and/or no_shadow
is used also).
When no_reflection
is used, the object will not show up in
reflections. It will be seen by the camera (and through transparent/refractive objects)
and cast shadows, unless no_image
and/or no_shadow
is used.
Using these three keywords you can produce interesting effects like a sphere casting a rectangular shadow, a cube that shows up as a cone in mirrors, etc.
Syntax:
OBJECT { [OBJECT_ITEMS...] double_illuminate }
A surface has two sides; usually, only the side facing the light source is illuminated,
the other side remains in shadow. When double_illuminate
is used,
the other side is also illuminated.
This is useful for simulating effects like translucency (as in a lamp shade, sheet of paper, etc).
Note: double_illuminate
only illuminates both sides of the same
surface, so on a sphere, for example, you will not see the effect unless the
sphere is either partially transparent, or if the camera is inside and the light source
outside of the sphere (or vise versa).
Some of POV-Ray's objects allow you to choose between a fast but sometimes inaccurate root solver and a slower but more accurate one. This is the case for all objects that involve the solution of a cubic or quartic polynomial. There are analytic mathematical solutions for those polynomials that can be used.
Lower order polynomials are trivial to solve while higher order polynomials require iterative algorithms to solve them. One of those algorithms is the Sturmian root solver. For example:
blob { threshold .65 sphere { <.5,0,0>, .8, 1 } sphere { <-.5,0,0>,.8, 1 } sturm }
The keyword may optionally be followed by a float expression which is
interpreted as a boolean value. For example sturm off
may be
used to force it off. When the keyword is specified alone, it is the same as
sturm on
. By default sturm
is off
when not specified.
The following list shows all objects for which the Sturmian root solver can be used.
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