
                    Persistence of Vision(tm) Ray-Tracer
                               (POV-Ray(tm))

                        User's Documentation 3.0.10

                        Copyright 1996 POV-Team(tm)


1                Introduction
   1.1              Notation
2                Program Description
   2.1              What is Ray-Tracing?
   2.2              What is POV-Ray?
   2.3              Which Version of POV-Ray should you use?
      2.3.1            IBM-PC and Compatibles
         2.3.1.1          MS-Dos
         2.3.1.2          Windows
         2.3.1.3          Linux
      2.3.2            Apple Macintosh
      2.3.3            Commodore Amiga
      2.3.4            SunOS
      2.3.5            Generic Unix
      2.3.6            All Versions
      2.3.7            Compiling POV-Ray
         2.3.7.1          Directroy Structure
         2.3.7.2          Configuring POV-Ray Source
         2.3.7.3          Conclusion
   2.4              Where to Find POV-Ray Files
      2.4.1            Graphics Developer Forum on CompuServe
      2.4.2            Internet
      2.4.3            PC Graphics Area on America On-Line
      2.4.4            The Graphics Alternative BBS in El Cerrito, CA
      2.4.5            PCGNet
      2.4.6            POV-Ray Related Books and CD-ROMs
3                Quick Start
   3.1              Installing POV-Ray
   3.2              Basic Usage
      3.2.1            Running Files in Other Directories
      3.2.2            INI Files
      3.2.3            Alternatives to POVRAY.INI
      3.2.4            Batch Files
      3.2.5            Display Types
4                Beginning Tutorial
   4.1              Your First Image
      4.1.1            Understanding POV-Ray's Coordinate System
      4.1.2            Adding Standard Include Files
      4.1.3            Adding a Camera
      4.1.4            Describing an Object
      4.1.5            Adding Texture to an Object
      4.1.6            Defining a Light Source
   4.2              Using the Camera
      4.2.1            Camera Types
      4.2.2            Using Focal Blur
      4.2.3            Using Camera Ray Perturbation
   4.3              Simple Shapes
      4.3.1            Box Object
      4.3.2            Cone Object
      4.3.3            Cylinder Object
      4.3.4            Plane Object
      4.3.5            Standard Include Objects
   4.4              Advanced Shapes
      4.4.1            Bicubic Patch Object
      4.4.2            Blob Object
      4.4.3            Height Field Object
      4.4.4            Julia Fractal Object
      4.4.5            Lathe Object
      4.4.6            Mesh Object
      4.4.7            Polygon Object
      4.4.8            Prism Object
      4.4.9            Superquadric Ellipsoid Object
      4.4.10           Surface of Revolution Object
      4.4.11           Text Object
      4.4.12           Torus Object
   4.5              CSG Objects
      4.5.1            What is CSG?
      4.5.2            CSG Union
      4.5.3            CSG Intersection
      4.5.4            CSG Difference
      4.5.5            CSG Merge
      4.5.6            CSG Pitfalls
         4.5.6.1          Coincidence Surfaces
   4.6              The Light Source
      4.6.1            The Ambient Light Source
      4.6.2            The Point Light Source
      4.6.3            The Spotlight Source
      4.6.4            The Cylindrical Light Source
      4.6.5            The Area Light Source
      4.6.6            Assigning an Object to a Light Source
      4.6.7            Light Source Specials
         4.6.7.1          Using Shadowless Lights
         4.6.7.2          Using Light Fading
         4.6.7.3          Light Sources and Atmosphere
   4.7              Simple Texture Options
      4.7.1            Surface Finishes
      4.7.2            Adding Bumpiness
      4.7.3            Creating Color Patterns
      4.7.4            Pre-defined Textures
   4.8              Advanced Texture Options
      4.8.1            Pigment and Normal Patterns
      4.8.2            Pigments
         4.8.2.1          Using Color List Pigments
         4.8.2.2          Using Pigment and Patterns
         4.8.2.3          Using Pattern Modifiers
         4.8.2.4          Using Transparent Pigments and Layered Textures
         4.8.2.5          Using Pigment Maps
      4.8.3            Normals
         4.8.3.1          Using Basic Normal Modifiers
         4.8.3.2          Blending Normals
      4.8.4            Finishes
         4.8.4.1          Using Ambient
         4.8.4.2          Using Surface Highlights
         4.8.4.3          Using Reflection and Metallic
         4.8.4.4          Using Refraction
         4.8.4.5          Light Attenuation and Caustics
         4.8.4.6          Using Iridescence
      4.8.5            Halos
         4.8.5.1          What are Halos?
         4.8.5.2          The Emitting Halo
            4.8.5.2.1        Starting with a Basic Halo
            4.8.5.2.2        Increasing the Brightness
            4.8.5.2.3        Adding Some Turbulence
            4.8.5.2.4        Resizing the Halo
            4.8.5.2.5        Using Frequency to Improve Realism
            4.8.5.2.6        Changing the Halo Color
         4.8.5.3          The Glowing Halo
         4.8.5.4          The Attenuating Halo

            4.8.5.4.1        Making a Cloud
            4.8.5.4.2        Scaling the Halo Container
            4.8.5.4.3        Adding Additional Halos
         4.8.5.5          The Dust Halo
            4.8.5.5.1        Starting With an Object Lit by a Spotlight
            4.8.5.5.2        Adding Some Dust
            4.8.5.5.3        Decreasing the Dust Density
            4.8.5.5.4        Making the Shadows Look Good
            4.8.5.5.5        Adding Turbulence
            4.8.5.5.6        Using a Coloured Dust
         4.8.5.6          Halo Pitfalls
            4.8.5.6.1        Where Halos are Allowed
            4.8.5.6.2        Overlapping Container Objects
            4.8.5.6.3        Multiple Attenuating Halos
            4.8.5.6.4        Halos and Hollow Objects
            4.8.5.6.5        Scaling a Halo Container
            4.8.5.6.6        Choosing a Sampling Rate
            4.8.5.6.7        Using Turbulence
   4.9              Using Atmospheric Effects
      4.9.1            The Background
      4.9.2            The Sky Sphere
         4.9.2.1          Creating a Sky with a Color Gradient
         4.9.2.2          Adding the Sun
         4.9.2.3          Adding Some Clouds
      4.9.3            The Fog
         4.9.3.1          A Constant Fog
         4.9.3.2          Setting a Minimum Translucency
         4.9.3.3          Creating a Filtering Fog
         4.9.3.4          Adding Some Turbulence to the Fog
         4.9.3.5          Using Ground Fog
         4.9.3.6          Using Multiple Layers of Fog
         4.9.3.7          Fog and Hollow Objects
      4.9.4            The Atmosphere
         4.9.4.1          Starting With an Empty Room
         4.9.4.2          Adding Dust to the Room
         4.9.4.3          Choosing a Good Sampling Rate
         4.9.4.4          Using a Coloured Atmosphere
         4.9.4.5          Atmosphere Tips
            4.9.4.5.1        Choosing the Distance and Scattering Parameters
            4.9.4.5.2        Atmosphere and Light Sources
            4.9.4.5.3        Atmosphere Scattering Types
            4.9.4.5.4        Increasing the Image Resolution
            4.9.4.5.5        Using Hollow Objects and Atmosphere
      4.9.5            The Rainbow
         4.9.5.1          Starting With a Simple Rainbow
         4.9.5.2          Increasing the Rainbow's Translucency
         4.9.5.3          Using a Rainbow Arc
5                POV-Ray Reference
6                POV-Ray Options
   6.1              Setting POV-Ray Options
      6.1.1            Command Line Switches
      6.1.2            Using INI Files
      6.1.3            Using the POVINI Environment Variable
   6.2              Options Reference
      6.2.1            Animation Options
         6.2.1.1          External Animation Loop
         6.2.1.2          Internal Animation Loop
         6.2.1.3          Subsets of Animation Frames
         6.2.1.4          Cyclic Animation
         6.2.1.5          Field Rendering
      6.2.2            Output Options
         6.2.2.1          General Output Options
            6.2.2.1.1        Height and Width of Output
            6.2.2.1.2        Partial Output Options
            6.2.2.1.3        Interrupting Options
            6.2.2.1.4        Resuming Options
         6.2.2.2          Display Output Options
            6.2.2.2.1        Display Hardware Settings
            6.2.2.2.2        Display Related Settings
            6.2.2.2.3        Mosaic Preview
         6.2.2.3          File Output Options
            6.2.2.3.1        Output File Type
            6.2.2.3.2        Output File Name
            6.2.2.3.3        Output File Buffer
         6.2.2.4          CPU Utilization Histogram
            6.2.2.4.1        File Type
            6.2.2.4.2        File Name
            6.2.2.4.3        Grid Size
         6.2.2.5          Input File Name
         6.2.2.6          Library Paths
         6.2.2.7          Language Version
         6.2.2.8          Removing User Bounding
      6.2.3            Shell-out to Operating System
         6.2.3.1          String Substitution in Shell Commands
         6.2.3.2          Shell Command Sequencing
         6.2.3.3          Shell Command Return Actions
      6.2.4            Text Output
         6.2.4.1          Text Streams
         6.2.4.2          Console Text Output
         6.2.4.3          Directing Text Streams to Files
         6.2.4.4          Help Screen Switches
      6.2.5            Tracing Options
         6.2.5.1          Quality Settings
         6.2.5.2          Radiosity Setting
         6.2.5.3          Automatic Bounding Control
         6.2.5.4          Anti-Aliasing Options
7                Scene Description Language
   7.1              Language Basics
      7.1.1            Identifiers and Keywords
      7.1.2            Comments
      7.1.3            Float Expressions
         7.1.3.1          Float Identifiers
         7.1.3.2          Float Operators
      7.1.4            Vector Expressions
         7.1.4.1          Vector Literals
         7.1.4.2          Vector Identifiers
         7.1.4.3          Vector Operators
         7.1.4.4          Operator Promotion
      7.1.5            Specifying Colors
         7.1.5.1          Color Vectors
         7.1.5.2          Color Keywords
         7.1.5.3          Color Identifiers
         7.1.5.4          Color Operators
         7.1.5.5          Common Color Pitfalls
      7.1.6            Strings
         7.1.6.1          String Literals
         7.1.6.2          String Identifiers
      7.1.7            Built-in Identifiers
         7.1.7.1          Constant Built-in Identifiers
         7.1.7.2          Built-in Identifier 'clock'
         7.1.7.3          Built-in Identifier 'version'
      7.1.8            Functions
         7.1.8.1          Float Functions
         7.1.8.2          Vector Functions
         7.1.8.3          String Functions
   7.2              Language Directives
      7.2.1            Include Files

      7.2.2            Declare
         7.2.2.1          Declaring identifiers
      7.2.3            Default Directive
      7.2.4            Version Directive
      7.2.5            Conditional Directives
         7.2.5.1          IF ELSE Directives
         7.2.5.2          IFDEF Directives
         7.2.5.3          IFNDEF Directives
         7.2.5.4          SWITCH CASE and RANGE Directives
         7.2.5.5          WHILE Directive
      7.2.6            User Message Directives
         7.2.6.1          Text Message Streams
         7.2.6.2          Text Formatting
   7.3              POV-Ray Coordinate System
      7.3.1            Transformations
         7.3.1.1          Translate
         7.3.1.2          Scale
         7.3.1.3          Rotate
         7.3.1.4          Matrix Keyword
      7.3.2            Transformation Order
      7.3.3            Transform Identifiers
      7.3.4            Transforming Textures and Objects
   7.4              Camera
      7.4.1            Type of Projection
      7.4.2            Focal Blur
      7.4.3            Camera Ray Perturbation
      7.4.4            Placing the Camera
         7.4.4.1          Location and Look_At
         7.4.4.2          The Sky Vector
         7.4.4.3          The Direction Vector
         7.4.4.4          Angle
         7.4.4.5          Up and Right Vectors
            7.4.4.5.1        Aspect Ratio
            7.4.4.5.2        Handedness
         7.4.4.6          Transforming the Camera
      7.4.5            Camera Identifiers
   7.5              Objects
      7.5.1            Empty and Solid Objects
         7.5.1.1          Halo Pitfall
         7.5.1.2          Refraction Pitfall
      7.5.2            Finite Solid Primitives
         7.5.2.1          Blob
         7.5.2.2          Box
         7.5.2.3          Cone
         7.5.2.4          Cylinder
         7.5.2.5          Height Field
         7.5.2.6          Julia Fractal
         7.5.2.7          Lathe
         7.5.2.8          Prism
         7.5.2.9          Sphere
         7.5.2.10         Superquadric Ellipsoid
         7.5.2.11         Surface of Revolution
         7.5.2.12         Text
         7.5.2.13         Torus
      7.5.3            Finite Patch Primitives
         7.5.3.1          Bicubic Patch
         7.5.3.2          Disc
         7.5.3.3          Mesh
         7.5.3.4          Polygon
         7.5.3.5          Triangle and Smooth Triangle
      7.5.4            Infinite Solid Primitives
         7.5.4.1          Plane
         7.5.4.2          Poly, Cubic and Quartic
         7.5.4.3          Quadric
      7.5.5            Constructive Solid Geometry
         7.5.5.1          About CSG
         7.5.5.2          Inside and Outside
         7.5.5.3          Inverse
         7.5.5.4          Union
         7.5.5.5          Intersection
         7.5.5.6          Difference
         7.5.5.7          Merge
      7.5.6            Light Sources
         7.5.6.1          Point Lights
         7.5.6.2          Spotlights
         7.5.6.3          Cylindrical Lights
         7.5.6.4          Area Lights
         7.5.6.5          Shadowless Lights
         7.5.6.6          Looks_like
         7.5.6.7          Light Fading
         7.5.6.8          Atmosphere Interaction
         7.5.6.9          Atmospheric Attenuation
      7.5.7            Object Modifiers
         7.5.7.1          Clipped_By
         7.5.7.2          Bounded_By
         7.5.7.3          Hollow
         7.5.7.4          No_Shadow
         7.5.7.5          Sturm
   7.6              Textures
      7.6.1            Pigment
         7.6.1.1          Solid Color Pigments
         7.6.1.2          Color List Pigments
         7.6.1.3          Color Maps
         7.6.1.4          Pigment Maps
         7.6.1.5          Image Maps
            7.6.1.5.1        Specifying an Image Map
            7.6.1.5.2        The map_type Option
            7.6.1.5.3        The Filter and Transmit Bitmap Modifiers
            7.6.1.5.4        Using the Alpha Channel
         7.6.1.6          Quick Color
      7.6.2            Normal
         7.6.2.1          Slope Maps
         7.6.2.2          Normal Maps
         7.6.2.3          Bump Maps
            7.6.2.3.1        Specifying a Bump Map
            7.6.2.3.2        Bump_Size
            7.6.2.3.3        Use_Index and Use_Color
      7.6.3            Finish
         7.6.3.1          Ambient
         7.6.3.2          Diffuse Reflection Items
            7.6.3.2.1        Diffuse
            7.6.3.2.2        Brilliance
            7.6.3.2.3        Crand Graininess
         7.6.3.3          Highlights
            7.6.3.3.1        Phong Highlights
            7.6.3.3.2        Specular Highlight
            7.6.3.3.3        Metallic Highlight Modifier
         7.6.3.4          Specular Reflection
         7.6.3.5          Refraction
            7.6.3.5.1        Light Attenuation
            7.6.3.5.2        Faked Caustics
         7.6.3.6          Iridescence
      7.6.4            Halo
         7.6.4.1          Halo Mapping
         7.6.4.2          Multiple Halos
         7.6.4.3          Halo Type
            7.6.4.3.1        Attenuating

            7.6.4.3.2        Dust
            7.6.4.3.3        Emitting
            7.6.4.3.4        Glowing
         7.6.4.4          Density Mapping
            7.6.4.4.1        Box Mapping
            7.6.4.4.2        Cylindrical Mapping
            7.6.4.4.3        Planar Mapping
            7.6.4.4.4        Spherical Mapping
         7.6.4.5          Density Function
            7.6.4.5.1        Constant
            7.6.4.5.2        Linear
            7.6.4.5.3        Cubic
            7.6.4.5.4        Poly
         7.6.4.6          Halo Color Map
         7.6.4.7          Halo Sampling
            7.6.4.7.1        Number of Samples
            7.6.4.7.2        Super-Sampling
            7.6.4.7.3        Jitter
         7.6.4.8          Halo Modifiers
            7.6.4.8.1        Turbulence Modifier
            7.6.4.8.2        Octaves Modifier
            7.6.4.8.3        Omega Modifier
            7.6.4.8.4        Lambda Modifier
            7.6.4.8.5        Frequency Modifier
            7.6.4.8.6        Phase Modifier
            7.6.4.8.7        Transformation Modifiers
      7.6.5            Special Textures
         7.6.5.1          Texture Maps
         7.6.5.2          Tiles
         7.6.5.3          Material Maps
            7.6.5.3.1        Specifying a Material Map
      7.6.6            Layered Textures
      7.6.7            Patterns
         7.6.7.1          Agate
         7.6.7.2          Average
         7.6.7.3          Bozo
         7.6.7.4          Brick
         7.6.7.5          Bumps
         7.6.7.6          Checker
         7.6.7.7          Crackle
         7.6.7.8          Dents
         7.6.7.9          Gradient
         7.6.7.10         Granite
         7.6.7.11         Hexagon
         7.6.7.12         Leopard
         7.6.7.13         Mandel
         7.6.7.14         Marble
         7.6.7.15         Onion
         7.6.7.16         Quilted
         7.6.7.17         Radial
         7.6.7.18         Ripples
         7.6.7.19         Spiral1
         7.6.7.20         Spiral2
         7.6.7.21         Spotted
         7.6.7.22         Waves
         7.6.7.23         Wood
         7.6.7.24         Wrinkles
      7.6.8            Pattern Modifiers
         7.6.8.1          Transforming Patterns
         7.6.8.2          Frequency and Phase
         7.6.8.3          Waveform
         7.6.8.4          Turbulence
         7.6.8.5          Octaves
         7.6.8.6          Lambda
         7.6.8.7          Omega
         7.6.8.8          Warps
            7.6.8.8.1        Black Hole Warp
            7.6.8.8.2        Repeat Warp
            7.6.8.8.3        Turbulence Warp
         7.6.8.9          Bitmap Modifiers
            7.6.8.9.1        The once Option
            7.6.8.9.2        The "map_type" Option
            7.6.8.9.3        The interpolate Option
   7.7              Atmospheric Effects
      7.7.1            Atmosphere
      7.7.2            Background
      7.7.3            Fog
      7.7.4            Sky Sphere
      7.7.5            Rainbow
   7.8              Global Settings
      7.8.1            ADC_Bailout
      7.8.2            Ambient Light
      7.8.3            Assumed_Gamma
         7.8.3.1          Monitor Gamma
         7.8.3.2          Image File Gamma
         7.8.3.3          Scene File Gamma
      7.8.4            HF_Gray_16
      7.8.5            Irid_Wavelength
      7.8.6            Max_Trace_Level
      7.8.7            Max_Intersections
      7.8.8            Number_Of_Waves
      7.8.9            Radiosity
         7.8.9.1          How Radiosity Works
         7.8.9.2          Adjusting Radiosity
            7.8.9.2.1        brightness
            7.8.9.2.2        count
            7.8.9.2.3        distance_maximum
            7.8.9.2.4        error_bound
            7.8.9.2.5        gray_threshold
            7.8.9.2.6        low_error_factor
            7.8.9.2.7        minimum_reuse
            7.8.9.2.8        nearest_count
            7.8.9.2.9        radiosity_quality
            7.8.9.2.10       recursion_limit
         7.8.9.3          Tips on Radiosity

                             *** APPENDICES ***

A                Copyright
   A.1              General License Agreement
   A.2              Usage Provisions
   A.3              General Rules for All Distributions
   A.4              Definition of "Full Package"
   A.5              Conditions for On-Line Services and BBS's Including Inter
   A.6              Online or Remote Execution of POV-Ray
   A.7              Conditions for Distribution of Custom Versions
   A.8              Conditions for Commercial Bundling
   A.9              Other Provisions
   A.10             Revocation of License
   A.11             Disclaimer
   A.12             Technical Support
B                Authors
C                Contacting the Authors
D                Postcards for POV-Ray Team Members
E                POV-Ray Output Messages
   E.1              Options in Use
   E.2              Warning Messages

      E.2.1            Warnings during the Parsing Stage
      E.2.2            Other Warnings
   E.3              Error Messages
      E.3.1            Scene File Errors
      E.3.2            Other Errors
   E.4              Statistics
F                Tips and Hints
   F.1              Scene Design Tips
   F.2              Scene Debugging Tips
   F.3              Animation Tips
   F.4              Texture Tips
   F.5              Height Field Tips
   F.6              Converting "Handedness"
G                Frequently Asked Questions
   G.1              General Questions
   G.2              POV-Ray Option Questions
   G.3              Atmosphere Questions
H                Suggested Reading
I                Help on Help


1                Introduction

***********************************************************

Note that this document is still in work and there may  (and  will)  be  some
larger changes. Do not waste  your  time,  money  and  paper  to  print  this
document!

***********************************************************

This document details the use of the Persistence  of  Vision(tm)  Ray  Tracer
(POV-Ray(tm)). It is broken down into four parts: the installation guide, the
tutorial guide, the reference guide and the appendix.  The  first  part  (see
chapter "Program Description" chapter and "Quick Start" ) tells you where  to
get and how to install  POV-Ray.  It  also  gives  a  short  introduction  to
ray-tracing. The tutorial explains step by step  how  to  use  the  different
features of POV-Ray (see chapter "Beginning Tutorial" ). The reference  gives
a complete description of all features available in POV-Ray by explaining all
command line options (INI file keywords) and the scene  description  language
(see chapter "POV-Ray Reference" ,  chapter  "POV-Ray  Options"  and  chapter
"Scene Description Language" ). The appendix includes some  tips  and  hints,
suggested reading, contact addresses and legal information.


1.1              Notation

Throughout this document the following notation is used to mark  keywords  of
the scene description language, command line options, INI file  keywords  and
file names.

  name  scene description keyword
  name  command line option
  name  INI file keyword
  name  file name
  name  Internet address, Usenet group


2                Program Description

The  Persistence  of  Vision(tm)   Ray-Tracer   creates   three-dimensional,
photo-realistic images using a rendering  technique  called  ray-tracing.  It
reads in a text  file  containing  information  describing  the  objects  and
lighting in a scene and generates an image of that scene from the view  point
of a camera also described in the  text  file.  Ray-tracing  is  not  a  fast
process by any means, but it produces very high quality images with realistic
reflections, shading, perspective and other effects.

2.1              What is Ray-Tracing?

Ray-tracing is a rendering technique that calculates an image of a  scene  by
shooting rays into the scene. The scene is build from shapes, light  sources,
a camera, materials, special features, etc.

For every pixel in the final image a viewing ray is shot into the  scene  and
tested for intersection with any of the objects in the  scene.  Viewing  rays
originate from the viewer, represented by the camera, and  pass  through  the
viewing window (representing the final image).

Every time an object is hit, the color  of  the  surface  at  that  point  is
calculated. For this purpose the amount of light coming from any light source
in the scene is determined to tell wether the surface point lies in shadow or
not. If the surface is reflective or translucent new  rays  are  set  up  and
traced in order to determine the contribution of the reflected and  refracted
light to the final surface color.

Special  features  like  interdiffuse  reflection  (radiosity),  atmospheric
effects and area lights make it necessary to shoot a lot of  additional  rays
into the scene for every pixel.

2.2              What is POV-Ray?

The Persistence of Vision(tm) Ray-Tracer was  developed  from  DKBTrace  2.12
(written by David K. Buck and Aaron A. Collins) by a bunch of people,  called
the POV-Team(tm), in their spare time. The headquarters of the POV-Team is in
the  GRAPHDEV  forum  on  CompuServe  (see  "Graphics  Developer  Forum   on
CompuServe" for more details).

The  POV-Ray(tm)  package  includes  detailed  instructions  on  using   the
ray-tracer and creating  scenes.  Many  stunning  scenes  are  included  with
POV-Ray so you can  start  creating  images  immediately  when  you  get  the
package. These scenes can be  modified  so  you  don't  have  to  start  from
scratch.

In addition to the pre-defined scenes is a large library of predefined shapes
and materials that you can use in your  own  scenes  by  just  including  the
appropriate files and typing the name of the shape or material.

Here are some highlights of POV-Ray's features:

  * Easy to use scene description language.
  * Large library of stunning example scene files.
  * Standard include files that pre-define many shapes, colors and  textures.

  * Very high quality output image files (up to 48-bit color).
  * 15 and 24 bit color display on IBM-PC's using appropriate hardware.
  * Create landscapes using smoothed height fields.
   *  Spotlights,  cylindrical  lights  and  area  lights  for  sophisticated
    lighting.
  * Phong and specular highlighting for more realistic-looking surfaces.
  * Interdiffuse reflection (radiosity) for more realistic lighting.
  * Atmospheric effects like atmosphere, fog and rainbow.
  * Halos to model effects like clouds, dust, fire and steam.
  * Several image file output formats including Targa, PNG and PPM.
  * Basic shape primitives such as ... spheres, boxes,  quadrics,  cylinders,
    cones, triangles and planes.
  * Advanced shape primitives  such  as  ...  torii  (donuts),  hyperboloids,
    paraboloids, bezier patches, height fields (mountains), blobs,  quartics,
    smooth triangles, text, fractals, superquadrics, surfaces of  revolution,
    prisms, polygons, lathes and fractals.
  * Shapes can  easily  be  combined  to  create  new  complex  shapes  using
    Constructive Solid  Geometry  (CSG).  POV-Ray  supports  unions,  merges,
    intersections and differences.
  * Objects are assigned materials called textures (a texture  describes  the
    coloring and surface properties of a shape).
  * Built-in color and normal patterns: Agate, Bozo, Bumps, Checker, Crackle,
    Dents,  Granite,  Gradient,  Hexagon,  Leopard,  Mandel,  Marble,  Onion,
    Quilted, Ripples, Spotted, Sprial,  Radial,  Waves,  Wood,  Wrinkles  and
    image file mapping.
  * Users can create their own textures or use pre-defined textures  such  as
    ... Brass, Chrome, Copper, Gold, Silver, Stone, Wood.
  * Combine textures using layering of semi-transparent textures or tiles  of
    textures or material map files.
   *  Display  preview  of  image  while  computing  (not  available  on  all
    platforms).
  * Halt rendering when part way through.
  * Continue rendering a halted partial scene later.

2.3              Which Version of POV-Ray should you use?

POV-Ray can be used under MS-Dos, Windows 3.x, 95 and NT; Apple Macintosh 68k
and Power PC; Commodore Amiga; Linux, UNIX and other platforms.

The latest versions of the necessary files  are  available  over  CompuServe,
Internet, America Online and  several  BBS's.  See  section  "Where  to  Find
POV-Ray Files" for more info.

2.3.1            IBM-PC and Compatibles

Currently there are three different versions for  the  IBM-PC  running  under
different operating systems (MS-Dos, Windows, Linux) as described below.

2.3.1.1          MS-Dos

The  MS-Dos  version  runs  under  Ms-Dos  or  as  a  dos  application  under
Windows'95, Windows NT, Windows 3.1 or 3.11. It  also  runs  under  OS/2  and
Warp.

Required hardware and software:

  - A 386 or better CPU and at least 4 meg of RAM.
  - About 6 meg disk space to install and 2-10 meg or more  beyond  that  for
    working space.
  - A text editor capable of editing plain ASCII text files. The EDIT program
    that comes with MS-Dos will work for moderate size files.
  - Graphic file viewer capable of  viewing  GIF  and  perhaps  TGA  and  PNG
    formats.


Required POV-Ray files:

  - POVMSDOS.EXE - a self-extracting archive containing the  program,  sample
    scenes, standard include files and  documentation  in  a  hypertext  help
    format with help viewer. This file may be split into  smaller  files  for
    easier downloading. Check the directory of your download or ftp  site  to
    see if other files are needed.


Recommended:

  - Pentium or 486dx or math co-processor for 386 or 486sx.
  - 8 meg or more RAM.
  - SVGA display preferably with VESA interface and high color or true  color
    ability.


Optional: The source code is not needed to use POV-Ray. It  is  provided  for
the curious and adventurous.

  - POVMSD_S.ZIP - The C source code for POV-Ray for MS-Dos Contains  generic
    parts and MS-Dos specific parts.  It  does  not  include  sample  scenes,
    standard include files and documentation  so  you  should  also  get  the
    executable archive as well
  - A C compiler that can  create  32-bit  protected  mode  applications.  We
    support Watcom 10.5a, Borland  4.52  with  Dos  Power  Pack  and  limited
    graphics under DJGPP 1.12maint4. DJGPP 2.0 not supported.

2.3.1.2          Windows

The Windows version runs under Windows'95, Windows NT and under  Windows  3.1
or 3.11 if Win32s extensions are added. Also runs under OS/2 Warp.

Required hardware and software:

  - A 386 or better CPU and at least 8 meg of RAM.
  - About 12 meg disk space to install and 2-10 meg or more beyond  that  for
    working space.


Required POV-Ray files:

  - User archive POVWIN3.EXE  -  a  self-extracting  archive  containing  the
    program, sample scenes, standard include files  and  documentation.  This
    file may be split into smaller files for easier  downloading.  Check  the
    directory of your download or ftp site to see if other files are  needed.



Recommended:

  - Pentium or 486dx or math co-processor for 386 or 486sx.
  - 16 meg or more RAM.
  - SVGA display preferably with high color or true color ability and drivers
    installed.


Optional: The source code is not needed to use POV-Ray. It  is  provided  for
the curious and adventurous.

  - POVWIN_S.ZIP - The C  source  code  for  POV-Ray  for  Windows.  Contains
    generic parts and Windows specific parts.  It  does  not  include  sample
    scenes, standard include files and documentation so you should  also  get
    the executable archive as well.
  - POV-Ray can only be compiled using C compilers that create 32-bit Windows
    applications. We support Watcom 10.5a, Borland  4.52/5.0  compilers.  The
    source code is not needed to use POV-Ray. It is provided for the  curious
    and adventurous.

2.3.1.3          Linux

Required hardware and software:

  - A 386 or better CPU and at least 4 meg of RAM.
  - About 6 meg disk space to install and 2-10 meg or more  beyond  that  for
    working space.
  - A text editor capable of editing plain ASCII text files.
  - Any recent (1994  onwards)  Linux  kernel  and  support  for  ELF  format
    binaries. POV-Ray for Linux is not in a.out-format.
  - ELF libraries libc.so.5, libm.so.5 and one  or  both  of  libX11.so.6  or
    libvga.so.1.


Required POV-Ray files:

  - POVLINUX.TGZ or POVLINUX.TAR.GZ - archive containing an  official  binary
    for each SVGALib  and  X-Windows  modes.  Also  contains  sample  scenes,
    standard include files and documentation.


Recommended:

  - Pentium or 486dx or math co-processor for 386 or 486sx.
  - 8 meg or more RAM.
  - SVGA display preferably high color or true color ability.
  - If you want display, you'll need either SVGALib or X-Windows.
  - Graphic file viewer capable of viewing PPM, TGA or PNG formats.


Optional: The source code is not needed to use POV-Ray. It  is  provided  for
the curious and adventurous.

  - POVUNI_S.TAR.GZ or POVUNI_S.TGZ - The  C  source  code  for  POV-Ray  for
    Linux. Contains generic parts and  Linux  specific  parts.  It  does  not
    include sample scenes, standard include files and  documentation  so  you
    should also get the executable archive as well.
  - The GNU C compiler and (optionally) the X include files and libraries and
    KNOWLEDGE OF HOW TO USE IT. Although we provide source code  for  generic
    Unix systems, we do not provide technical support on how to  compile  the
    program.

2.3.2            Apple Macintosh

The Macintosh versions run under Apple's MacOS operating system  version  7.0
or better, on any 68020/030/040-based Macintosh (with or without  a  floating
point coprocessor) or any of the Power Macintosh computers.

Required hardware and software:

  - A 68020 or better CPU without a floating point unit (LC  or  Performa  or
    Centris series) and at least 8 meg RAM or
  - A 68020 or better CPU *with* a floating point  unit  (Mac  II  or  Quadra
    series) and at least 8 meg RAM or
  - Any Power Macintosh computer and at least 8 meg RAM.
  - System 7 or newer and color QuickDraw (System 6 is no longer  supported).

  - About 6 meg free disk space to install and an additional  2-10  meg  free
    space for working space.
  - Graphic file viewer utility capable of viewing Mac PICT, GIF and  perhaps
    TGA and PNG  formats  (the  shareware  GIFConverter  or  GraphicConverter
    applications are good.)


Required POV-Ray files:

  - POVMACNF.SIT or POVMACNF.SIT.HQX  -  a  Stuffit  archive  containing  the
    non-FPU 68K Macintosh application, sample scenes, standard include  files
    and documentation (slower version for Macs without an FPU) or
  - POVMAC68.SIT or POVMAC68.SIT.HQX - a Stuffit archive containing  the  FPU
    68K Macintosh application, sample  scenes,  standard  include  files  and
    documentation (faster version for Macs WITH an FPU) or
  - POVPMAC.SIT or POVPMAC.SIT.HQX - a Stuffit archive containing the  native
    Power Macintosh application, sample scenes, standard  include  files  and
    documentation.


Recommended:

  - 68030/33 or faster with FPU, or any Power Macintosh
  - 8 meg or more RAM for 68K Macintosh; 16 meg or more for  Power  Macintosh
    systems.
  - Color monitor preferred, 256 colors OK,  but  thousands  or  millions  of
    colors is even better.


Optional: The source code is not needed to use POV-Ray. It  is  provided  for
the curious and adventurous. POV-Ray can be compiled using Apple's  MPW  3.3,
Metrowerks CodeWarrior 8 or Symantec 8.

  - POVMACS.SIT or POVMACS.SIT.HQX - The full C source code for  POV-Ray  for
    Macintosh. Contains generic parts and Macintosh specific parts.  It  does
    not include sample scenes, standard include files  and  documentation  so
    you should also get the executable archive as well.

2.3.3            Commodore Amiga

The Amiga version comes in several  flavors:  68000/68020  without  FPU  (not
recommended, very slow), 68020/68881(68882), 68030/68882 and 68040. There are
also two sub-versions, one with a CLI-only interface,  and  one  with  a  GUI
(requires MUI 3.1). All versions run under OS2.1 and up. Support  exists  for
pensharing and window display under OS3.x with 256 color palettes and CybeGFX
display library support.

Required:

  - at least 4 meg of RAM.
  - at least 2 meg  of  hard  disk  space  for  the  necessities,  5-20  more
    recommended for workspace.
  - an ASCII text editor, GUI configurable  to  launch  the  editor  of  your
    choice.
  - Graphic file viewer -  POV-Ray  outputs  to  PNG,  Targa  (TGA)  and  PPM
    formats, converters from the PPMBIN distribution are included to  convert
    these to IFF ILBM files.


Required POV-Ray files:

  - POVAMI.LHA - a LHA archive containing executible, sample scenes, standard
    include files and documentation.


Recommended:

  - 8 meg or more of RAM.
  - 68030 and 68882 or higher processor.
  - 24bit display card (CyberGFX library supported)


As soon as a stable compiler is released for Amiga PowerPC systems, plans are
to add this to the flavor list.

Optional: The source code is not needed to use POV-Ray. It  is  provided  for
the curious and adventurous.

  - POVLHA_S.ZIP - The C source code for POV-Ray for Amiga. Contains  generic
    parts and Amiga specific  parts.  It  does  not  include  sample  scenes,
    standard include files and documentation  so  you  should  also  get  the
    executable archive as well.

2.3.4            SunOS

Required hardware and software:

  - A Sun SPARC processor and at least 4 meg of RAM.
  - About 6 meg disk space to install and 2-10 meg or more  beyond  that  for
    working space.
  - A text editor capable of editing plain ASCII text files.
  - SunOS 4.1.3 or other operating system capable of running  such  a  binary
    (Solaris or possibly Linux for Sparc).


Required POV-Ray files:

  - POVSUNOS.TGZ or POVSUNOS.TAR.GZ - archive containing an  official  binary
    for each text-only and X-Windows  modes.  Also  contains  sample  scenes,
    standard include files and documentation.


Recommended:

  - 8 meg or more RAM.
  - If you want display, you'll need X-Windows or an X-Term.
  - preferably 24-bit TrueColor display ability, although the X display  code
    is known to work with ANY combination of visual and color depth.
  - Graphic file viewer capable of viewing PPM, TGA or PNG formats.


Optional: The source code is not needed to use POV-Ray. It  is  provided  for
the curious and adventurous.

  - POVUNI_S.TGZ or POVUNI_S.TAR.GZ - The C source code for POV-Ray for UNIX.
    Contains generic UNIX parts and Linux specific parts. It does not include
    sample scenes, standard include files and  documentation  so  you  should
    also get the executable archive as well.
  - A C compiler and (optionally) the  X  include  files  and  libraries  and
    knowledge of how to use it.


Although we provide source code for generic Unix systems, we do  not  provide
technical support on how to compile the program.

2.3.5            Generic Unix

Required:

  - POVUNI_S.TGZ or POVUNI_S.TAR.GZ - The C source code for POV-Ray for Unix.
    Either archive contains full generic source, Unix and X-Windows  specific
    source.
  - POVUNI_D.TGZ or POVUNI_D.TAR.GZ or  any  archive  containing  the  sample
    scenes, standard include files and documentation. This could be the Linux
    or SunOS executable archives described above.
  - A C compiler for your computer and KNOWLEDGE OF HOW TO USE  IT.  Although
    we provide source code for  generic  Unix  systems,  we  do  not  provide
    technical support on how to compile the program.
  - A text editor capable of editing plain ASCII text files.


Recommended:

  - Math co-processor.
  - 8 meg or more RAM.
  - Graphic file viewer capable of viewing PPM, TGA or PNG formats.


Optional:

  - X Windows if you want to be able to display as you render.
  - You will need the X-Windows include files as well. If you're not familiar
    with compiling programs for X-Windows you may need some help from someone
    who is knowledgeable at your installation because the X include files and
    libraries are not always in a standard place.

2.3.6            All Versions

Each executable archive includes full documentation  for  POV-Ray  itself  as
well as specific instructions for using POV-Ray with your type of platform.

All versions of the program share the same ray-tracing features like  shapes,
lighting and textures. In other words, an IBM-PC can create the same pictures
as a Cray supercomputer as long as it has enough memory.

The user will want to get the executable that  best  matches  their  computer
hardware. See the section "Where to Find POV-Ray Files"  for  where  to  find
these files. You can contact those sources to find out what the best  version
is for you and your computer.

2.3.7            Compiling POV-Ray

The following sections will help you to compile the portable  C  source  code
into a working executable version of POV-Ray. They are only for those  people
who want to compile a  custom  version  of  POV-Ray  or  to  port  it  to  an
unsupported platform or compiler.

The first question you should ask yourself before proceeding is Do  I  really
need to compile POV-Ray at all? Official POV-Ray Team executable versions are
available for MS-Dos, Windows 3.1x/95/NT, Mac 68k, Mac Power PC, Amiga, Linux
for Intel x86, and SunOS. Other unofficial compiles may soon be available for
other platforms. If you do not intend  to  add  any  custom  or  experimental
features to the program and if an executable already exists for your platform
then you need not compile this program yourself.

If you do want to proceed you should be aware that you  are  very  nearly  on
your own. The following sections and other  related  compiling  documentation
assume you know what you are  doing.  It  assumes  you  have  an  adequate  C
compiler installed and working. It assumes you know how to compile  and  link
large, multi-part programs using a make utility or an  IDE  project  file  if
your compiler supports  them.  Because  makefiles  and  project  files  often
specify drive, directory or path information, we cannot promise our makefiles
or projects will work on your system. We assume you know how to make  changes
to makefiles and projects to specify where your system  libraries  and  other
necessary files are located.

In general you should not expect any technical support from the POV-Ray  Team
on how to compile the program. Everything is provided here as is. All we  can
say with any certainty is that we were able to compile it on our systems.  If
it doesn't work for you we probably cannot tell you why.

There is no technical documentation for the source code itself except for the
comments in the source files. We try our best to write clear, well- commented
code but some sections are barely commented at all and some comments  may  be
out dated. We do not provide  any  technical  support  to  help  you  to  add
features. We  do  not  explain  how  a  particular  feature  works.  In  some
instances, the person who wrote a part of the program is no longer active  in
the Team and we don't know exactly how it works.

When making any custom version of POV-Ray or any unofficial  compile,  please
make sure you read and follow all provisions of our license in "Copyright"  .
In general you can modify and use POV-Ray on your own however you want but if
you distribute your unofficial version you must follow our rules. You may not
under any  circumstances  use  portions  of  POV-Ray  source  code  in  other
programs.

2.3.7.1          Directroy Structure

POV-Ray source code is distributed in  archives  with  files  arranged  in  a
particular hierarchy of directories or folders. When extracting the  archives
you should do so in a way that  keeps  the  directory  structure  intact.  In
general we suggest you create a directory  called  povray3  and  extract  the
files from there. The extraction will create a directory called  source  with
many files and sub-directories.

In general, there are  separate  archives  for  each  hardware  platform  and
operating system but each  of  these  archives  may  support  more  than  one
compiler. For example here is the directory structure for the MS-Dos archive.


  SOURCE
  SOURCE\LIBPNG
  SOURCE\ZLIB
  SOURCE\MSDOS
  SOURCE\MSDOS\PMODE
  SOURCE\MSDOS\BORLAND
  SOURCE\MSDOS\DJGPP
  SOURCE\MSDOS\WATCOM


The source directory contains source files for the generic parts  of  POV-Ray
that are the same on all platforms.  The  source\libpng  contains  files  for
compiling a library of routines used in reading  and  writing  PNG  (Portable
Network Graphics) image files. The source\zlib contains files for compiling a
library of routines used by LIBPNG to compress and uncompress  data  streams.
All of these files are used by all platforms and compilers. They are in every
version of the source archives.

The source\msdos directory contains all source files for the  MS-Dos  version
common to all supported MS-Dos compilers. The  pmode  sub-directory  contains
source files for pmode.lib which is required  by  all  MS-Dos  versions.  The
borland , djgpp , and watcom sub-directories contain  source,  makefiles  and
project files for C compilers by Borland, DJGPP and Watcom.

The source\msdos directory is only  in  the  MS-Dos  archive.  Similarly  the
Windows  archive  contains  a  source\windows  directory.  The  Unix  archive
contains source/unix etc.

The source\msdos  directory  contains  a  file  cmpl_msd.doc  which  contains
compiling information specific to the MS-Dos version. Other platform specific
directories contain similar cmpl_xxx.doc  files  and  the  compiler  specific
sub-directories also contain compiler specific cmpl_xxx.doc files. Be sure to
read all pertinent cmpl_xxx.doc files for your platform and compiler.

2.3.7.2          Configuring POV-Ray Source

Every platform has a header file config.h that is generally in  the  platform
specific directory but may  be  in  the  compiler  specific  directory.  Some
platforms have multiple versions of this file and you may  need  to  copy  or
rename it as config.h . This file is included in every module of POV-Ray.  It
contains any prototypes, macros or other definitions that may  be  needed  in
the generic parts of POV-Ray but must be customized for a particular platform
or compiler.

For example  different  operating  systems  use  different  characters  as  a
separator between directories and file names. MS-Dos uses back slash, Unix  a
front slash or Mac a colon. The config.h file for MS-Dos and Windows contains
the following:

  #define FILENAME_SEPARATOR '\\'


which tells the generic part of POV-Ray to use a back slash.

Every customization that the generic part of the code  needs  has  a  default
setting in the file source\frame.h which is also  included  in  every  module
after config.h . The frame.h header contains many groups of defines  such  as
this:

  #ifndef FILENAME_SEPARATOR
  #define FILENAME_SEPARATOR '/'
  #endif


which basically says if we didn't define this  previously  in  config.h  then
here's a default value . See frame.h to see what other values you might  wish
to configure.

If any definitions are used to specify platform specific functions you should
also include a prototype for that function. The file source\msdos\config.h  ,
for example, not only contains the macro:

  #define POV_DISPLAY_INIT(w,h) MSDOS_Display_Init ((w), (h));


to define the name  of  the  graphics  display  initialization  function,  it
contains the prototype:

  void MSDOS_Display_Init (int w, int h);


If you plan to port POV-Ray to an unsupported platform  you  should  probably
start with the simplest, non-display  generic  Unix  version.  Then  add  new
custom pieces via the config.h file.

2.3.7.3          Conclusion

We understand that the above sections are only the most trivial  first  steps
but half the fun of working on POV-Ray source is digging in and  figuring  it
out on your own. That's how the POV-Ray Team members got started. We've tried
to make the code as clear as we can.

Be sure to read the cmpl_xxx.doc files in your platform specific and compiler
specific directories for some more  minor  help  if  you  are  working  on  a
supported platform or compiler.


2.4              Where to Find POV-Ray Files

The latest versions of the POV-Ray software are available from the  following
sources.

2.4.1            Graphics Developer Forum on CompuServe

POV-Ray's  headquarters  are  on  CompuServe,  GRAPHDEV  forum,  ray-tracing
sections. We meet there to share info and graphics and discuss  ray  tracing,
fractals and other kinds of computer art. Everyone is welcome to join  in  on
the action on CIS GRAPHDEV. Hope to see you there! You can get information on
joining CompuServe by calling (800)848-8990 or visit the CompuServe home page
http://www.compuserve.com . Direct CompuServe access  is  also  available  in
Japan, Europe and many other countries.

2.4.2            Internet

The internet home of POV-Ray is reachable on  the  World  Wide  Web  via  the
address http://www.povray.org and via ftp as ftp.povray.org . Please stop  by
often for the latest files, utilities, news  and  images  from  the  official
POV-Ray internet site.

The comp.graphics.rendering.raytracing newsgroup has many  competent  POV-Ray
users that are very willing to share their knowledge. They generally ask that
you first browse a few files to see if someone has already answered the  same
question, and of course, that you follow proper "netiquette". If you have any
doubts about the qualifications of the folks that frequent the group,  a  few
minutes spend at the Ray Tracing Competition  pages  at  www.povray.org  will
quickly convince you!

2.4.3            PC Graphics Area on America On-Line

There's an area now on America  On-Line  dedicated  to  POV-Ray  support  and
information. You can find it in the PC Graphics section of AOL. Jump  keyword
POV (the keyword PCGRAPHICS brings you to the top  of  the  graphics  related
section). This area includes the Apple Macintosh executables also. It is best
if messages are left in the Company Support section. Currently,  Bill  Pulver
(BPulver) is our representative there.

2.4.4            The Graphics Alternative BBS in El Cerrito, CA

For those on the West coast, you may want to find the POV-Ray  files  on  The
Graphics Alternative BBS . It's a great graphics BBS run  by  Adam  Shiffman.
TGA is high quality, active and progressive  BBS  system  which  offers  both
quality messaging and files to its 1300+ users.

  510-524-2780 (PM14400FXSA v.32bis 14.4k, Public)
  510-524-2165 (USR DS v.32bis/HST 14.4k, Subscribers)


2.4.5            PCGNet

The Professional CAD and Graphics Network (PCGnet) serves both  the  CAD  and
Graphics communities by making information useful to them widely available.

Formerly known as ADEnet, PCGnet is a new network created from the ground up,
incorporating new nodes and focusing evenly on both CAD and graphics  related
topics, including, but not limited to the following topics: design, drafting,
engineering,  2d  and  3d  modeling,  multimedia,  systems,  raster  imaging,
raytracing, 3d rendering and animation.

PCGnet is designed to serve the needs of all callers by stimulating  interest
and generating support forums for active users who have an  interest  in  the
CAD and graphics related topics previously mentioned; interest and support is
generated through PCGnet's  message  conferences,  file  sharing  across  the
network, and industry news and press releases.  PCGnet's  message  conference
are moderated forums designed to accommodate friendly, yet  professional  and
informative discussion of CAD and graphics related subjects.

TGA BBS serves as the central hub for a large  network  of  graphics-oriented
BBS systems around the world. Following is a concise listing of active PCGNet
nodes at the time of this  writing.  The  POV-Team  can  not  vouch  for  the
currency of this information, nor verify that any of these boards  may  carry
POV-Ray.

USA and Canada
  411-Exchange                 Alpharetta        GA      404-345-0008
  Autodesk Global Village      San Rafael        CA      415-507-5921
  CAD/Engineering Services     Hendersonville    TN      615-822-2539
  Canis Major                  Nashville         TN      615-385-4268
  CEAO BBS                     Columbus          OH      614-481-3194
  CHAOS BBS                    Columbia          MO      314-874-2930
  Joes CODE BBS                West Bloomfield   MI      810-855-0894
  John's Graphics              Brooklyn Park     MN      612-425-4436
  PC-AUG                       Phoenix           AZ      602-952-0638
  SAUG BBS                     Bellevue          WA      206-644-7115
  Space Command BBS            Kennewick         WA      509-735-4894
  The CAD/fx BBS               Mesa              AZ      602-835-0274
  The Drawing Board BBS        Anchorage         AK      907-349-5412
  The Graphics Alternative     El Cerrito        CA      510-524-2780
  The Happy Canyon             Denver            CO      303-759-3598
  The New Graphics BBS         Piscataway        NJ      908-271-8878
  The University               Shrewsbury Twp    NJ      908-544-8193
  The Virtual Dimension        Oceanside         CA      619-722-0746
  Time-Out BBS                 Sadsburyville     PA      610-857-2648

Australia
  MULTI-CAD Magazine BBS       Toowong QLD              61-7-878-2940
  My Computer Company          Erskineville NSW         61-2-557-1489
  Sydney PCUG Compaq BBS       Caringbah NSW            61-2-540-1842
  The Baud Room                Melbourne VIC            61-3-481-8720

Austria
  Austrian AutoCAD User Group  Graz                    43-316-574-426

Belgium
  Lucas Visions BBS            Boom                     32-3-8447-229

Denmark
  Horreby SuperBBS             Nykoebing Falster        45-53-84-7074

Finland
  DH-Online                    Jari Hiltunen           358-0-40562248
  Triplex BBS                  Helsinki                358-0-5062277

France
  CAD Connection               Montesson                33-1-39529854
  Zyllius BBS!                 Saint Paul                 33-93320505

Germany
  Ray BBS Munich               Munich                    49-89-984723
  Tower of Magic               Gelsenkirchen            49-209-780670

Netherlands
  BBS Bennekom: Fractal Board  Bennekom                 31-318-415331
  CAD-BBS                      Nieuwegein               31-30-6090287
                                                        31-30-6056353
  Foundation One               Baarn                    31-35-5422143

New Zealand
  The Graphics Connection      Wellington               64-4-566-8450
  The Graphics Connection II   New Plymouth             64-6-757-8092
  The Graphics Connection III  Auckland                 64-9-309-2237

Slovenia
  MicroArt                     Koper                     386-66-34986

Sweden
  Autodesk On-line             Gothenburg                46-31-401718

United Kingdom
  CADenza BBS                  Leicester, UK          44-116-259-6725
  Raytech BBS                  Tain, Scotland         44-1862-83-2020
  The Missing Link             Surrey, England        44-181-641-8593


Country or long distance dial numbers may require additional  numbers  to  be
used. Consult your local phone company.

2.4.6            POV-Ray Related Books and CD-ROMs

The following items were produced by POV-Team members. Although they are only
current to POV-Ray 2.2 they will still be helpful. Steps are being  taken  to
update the POV-Ray CDROM to version 3.0, with a new version  expected  around
October 1996.

The books listed below have been recently  listed  as  out-of-print  but  may
still   be   found    in    some    bookstores    or    libraries    (Visit
http://www.dnai.com:80/waite/ for more details).

  Ray Tracing Creations, 2d Ed.
  Chris Young and Drew Wells
  ISBN 1-878739-69-7
  Waite Group Press 1994
    700 pages with color insert and POV-Ray 2.2 on 3.5" MS-Dos disk.

  Ray Tracing Worlds with POV-Ray
  Alexander Enzmann, Lutz Kretzschmar, Chris Young,
  ISBN 1-878739-64-6
  Waite Group Press 1994
    Includes Moray 1.5x modeler and POV-Ray 2.2 on 3.5" MS-Dos disks.

  Ray Tracing for the Macintosh CD
  Eduard Schwan
  ISBN 1-878739-72-7
  Waite Group Press, 1994
    Comes with a CD-ROM full of scenes, images, and QuickTime movies,
    and an interactive keyword reference. Also a floppy with POV-Ray for
    those who don't have a CD ROM drive.


'The Official POV-Ray CDROM' The Official POV-Ray CDROM: The Official POV-Ray
CDROM is a compilation of images, scene source, program source, utilities and
tips on POV-Ray and 3D graphics from the Internet and Compuserve. This CD  is
aimed not only at those who want to create their own images or do general  3D
programming work, but also at  those  who  want  simply  to  experience  some
high-quality renderings done by some of the  best  POV-Ray  artists,  and  to
learn from their source code. The CDROM contains over 500 ray-traced  images.


It's a good resource for those learning POV-Ray as  well  as  those  who  are
already  proficient,  and  contains  a  Microsoft  Windows-based  interactive
tutorial. The disk comes with a fold-out poster and reference sheet.  The  CD
is compatible with DOS/Windows and Macintosh formats.

The CDROM is available for free retrieval and browsing on the World Wide  Web
at http://www.povray.org/pov-cdrom . For more  details  you  may  also  visit
http://www.povray.org/povcd .

3                Quick Start

The next section describes how to quickly install POV-Ray and  render  sample
scenes on your  computer.  It  is  assumed  that  you  are  using  an  IBM-PC
compatible computer with MS-Dos. For other platforms you must  refer  to  the
specific documentation included in POV-Ray's archive.

3.1              Installing POV-Ray

[*** STILL BEING WRITTEN ***]

Specific installation instructions are included with the  executable  program
for your computer. In general, there are two ways to install POV-Ray.

[ Note that the generic word "directory" is used throughout.  Your  operating
system may use another word (subdirectory, folder, etc.) ]

1) The messy way: Create a directory called POVRAY and copy all POV-Ray files
into it. Edit and run all files and programs from this directory. This method
works, but is not recommended.

Or the preferred way:

2) Create  a  directory  called  POVRAY  and  several  subdirectories  called
INCLUDE, DEMO, SCENES,  UTIL.  The  self-extracting  archives  used  in  some
versions of the program will create subdirectories for  you.  If  you  create
your own, the file tree for this should look something like this:

    \-
      |
      +POVRAY -
               |
               +INCLUDE
               |
               +DEMO
               |
               +SCENES
               |
               +UTIL


Copy the executable file  and  docs  into  the  directory  POVRAY.  Copy  the
standard include files into the subdirectory INCLUDE. Copy the  sample  scene
files into the subdirectory SCENES. And  copy  any  POV-Ray  related  utility
programs and their related files into the subdirectory UTIL. Your  own  scene
files will go into the SCENES subdirectory. Also,  you'll  need  to  add  the
directories \POVRAY and \POVRAY\UTIL to your "search path" so the  executable
programs can be run from any directory.

Note that some operating systems don't have an equivalent to  the  multi-path
search command.

The second method is a bit more difficult to set-up, but is preferred.  There
are many files associated with POV-Ray and they are far easier to  deal  with
when separated into several directories.

3.2              Basic Usage

Notice: If you did not install the program using the install.exe system,  the
examples and instructions given here may not work! The  installation  process
configures povray.ini and several important batch files. Without these  files
configured, the examples herein may not work.

POV-Ray's basic purpose is to read a scene description  written  in  the  POV
language and to write an image file. The scene files  are  plain  ASCII  text
files that you create using  a  text  editor.  Dozens  of  sample  files  are
included with this package to illustrate the various features.

You invoke POV-Ray by typing a command at the MS-Dos prompt. The  command  is
POVRAY and it must be followed by one or more  command  line  switches.  Each
switch begins with a plus or minus sign. Blanks separate  the  switches.  The
switches may be upper or lower case.

Note: The examples in this documentation assume you installed POV-Ray in  the
c:\povray3 directory. The installer will let you install POV-Ray anywhere and
will properly configure it for the drive and  directory  you  specified.  You
just substitute that  drive  and  directory  anywhere  we  tell  you  to  use
c:\povray3 . Change to that directory now. Then type  the  following  command
line and press [ENTER]

  POVRAY +ISHAPES +D1


The +I command (for input ) tells the program what file to read as input.  If
you don't give an extension on the file name, .pov is assumed. Thus +I shapes
tells it to read in shapes.pov to be rendered.

The +D switch (for display ) tells the program to turn  the  graphic  preview
display on. A -D would turn it off. The number "1"  tells  it  what  type  of
display to use. Type "1" is the old fashioned standard generic VGA at 320  by
200 resolution and just 256 colors. This is pretty much guaranteed to work on
any VGA video system.

There are other options in effect besides those  you  typed  on  the  command
line. They are stored in a file called povray.ini which was  created  by  the
install system. POV-Ray  automatically  looks  for  this  file  in  the  same
directory where povray.exe resides. See "INI Files" and "Using INI Files" for
more information on povray.ini and other INI files.

When you enter the  command  shown  above,  you  will  see  brightly  colored
geometric shapes begin to appear as POV-Ray  calculates  the  color  of  each
pixel row by row. You will probably be disappointed with the graphic  display
results. That is because this is only a preview display. The actual image  is
in full 24-bit color but we cannot display that high quality using simple VGA
with a fixed set of 256 colors. If your hardware supports the VESA  interface
standard or you have a VESA TSR driver loaded, try running  with  +DG  rather
than +D1 . This will give you access to all of the various modes  your  video
hardware can use. If you have 15-bit or 16- bit  high  color  capability  try
+DGH or if you have 24-bit true color capability try +DGT to see the image in
all its glory. See section "Display Types"  below  for  more  information  on
graphics preview.

When the program finishes, you will hear beeps.  After  admiring  the  image,
press [ENTER]. You will see a text screen of statistics. If the text  is  too
much to fit on the screen you may press [CURSOR UP] or [CURSOR DOWN] keys  to
read more text. Notice that there are tabs at the bottom of the screen. Press
[CURSOR  LEFT]  or  [CURSOR  RIGHT]  keys  to  view  other  interesting  text
information. Press [ENTER] again to exit POV-Ray.

If you do not have high color or true color ability you will have to view the
image file to see the real colors. The image file shapes.tga  is  written  to
your current directory. By default POV-Ray creates files in TGA format.  This
is a standard format for storing 24-bit true-color images. You will  need  an
image viewing program to view the file. Such programs are  usually  available
from the same place where you obtained POV-Ray but a viewer is  not  included
in this package.

If you cannot view TGA files you may add the  switch  +FN  and  POV-Ray  will
output PNG (Portable Network Graphic) format. If PNG  format  viewer  is  not
available then type the following

  T2G SHAPES


and press [ENTER]. This will run  a  batch  file  that  invokes  the  tga2gif
program. The program will read your shapes.tga file, create  an  optimal  256
color palette and write a GIF format file shapes.gif  .  Most  image  viewing
programs support GIF.

3.2.1            Running Files in Other Directories

Normally POV-Ray only looks in the current directory for the files it  needs.
It does not search your MS-Dos path for data  files;  it  only  searches  for
programs. In the sample scene you  just  ran,  file  shapes.pov  was  in  the
current directory so this was no problem. That scene also needed other  files
but your povray.ini file tells POV-Ray other places to search  for  necessary
files.

If you allowed the install system to update your autoexec.bat file, then  you
can change to any drive or directory and can run POV-Ray from that directory.
You will also be able to use the batch files and  utilities  that  came  with
this package in any directory. For future  reference  let's  call  the  "use-
c:\povray3 -in-your-path-plan" as plan one .

There are some circumstances where you may not want to put c:\povray3 in your
path. There is a limit of 128 characters in your path statement and  you  may
not have room for it. Try rendering  the  shapes  example  from  a  different
directory. If it doesn't work, then you forgot to re-boot your system so  the
new path takes effect. If after re-booting it still doesn't work, it probably
means your path is too full. You will have to adopt a different plan.

Chances are, you already have several directories in your path. Most  systems
have c:\dos , c:\windows or some directory such as c:\utility already in  the
path. We have provided several small batch files that you can  copy  to  that
directory.     For     future     reference      we'll      call      the
"put-batch-files-in-a-directory-already-on-the-path-plan" as plan two .

At any dos prompt, type the word path and press [ENTER].  It  will  show  you
what directories are already on your path. Then copy the following files from
your c:\povray3 directory to any of the directories already on your path. The
files are:

  RUNPOV.BAT RERUNPOV.BAT RUNPHELP.BAT T2G.BAT


Once you have copied these files, try the following example. In this case, do
not invoke the program with the  command  povray  .  Instead  use  runpov  as
follows:

  cd \POVRAY3\POV3DEMO\SHOWOFF
  RUNPOV +ISUNSET3 +D1


This changes  to  the  \povray3\pov3demo\showoff  directory  where  the  file
sunset3.pov is found. It runs the file runpov.bat . That batch file is set up
to run POV-Ray even if it is not on the dos path. It also passes the switches
along to POV-Ray. These batch files have other uses, even if  you  are  using
plan one as described above or plan three as described  below.  For  more  on
these batch files, see "Batch Files" .

All of the early examples in this document assumed you were  running  POV-Ray
from the directory where it was  installed  such  as  c:\BS  povray3  .  This
approach of always using the installation directory is in fact plan  three  .
If you are using this method, you need to tell POV-Ray where else to look for
files. In the case of sunset3.pov you could do this:

  POVRAY +IC:\POVRAY3\POV3DEMO\SHOWOFF\SUNSET3 +D1


However some scenes need more than one file. For example the directory drums2
that can be found  under  \povray3\povscn\BS  level3  contains  three  files:
drums.pov , drums.inc and rednewt.gif all of which are required for that  one
scene. In this case you should use the +L switch (for library )  to  add  new
library paths to those that POV-Ray will search. You would render  the  scene
with this command.

  POVRAY +L\POVRAY3\POVSCN\LEVEL3\DRUMS2 +IDRUMS +D1


3.2.2            INI Files

There were more options used in these renderings than just the switches +I  ,
+D  ,  and  +L  that  you  specify.  When  you  run  the  program,  POV-  Ray
automatically looks for  the  file  povray.ini  in  whatever  directory  that
povray.exe is in. The povray.ini file contains many options that control  how
POV-Ray works. We have set this file up so that it is especially easy to  run
your first scene with minimal problems. The file should be placed in the same
directory as povray.exe and it will automatically read when POV-Ray  is  run.
If you ever move povray.exe  to  a  different  directory,  be  sure  to  move
povray.ini too.

Complete details on all of the available switches and  options  that  can  be
given on the command line or in povray.ini are given in "POV-Ray Options" .

You may also create INI files of your own with switches or options similar to
povray.ini . If you put a file name on the command line  without  a  plus  or
minus sign before it, POV-Ray reads it as an INI file. Try this...

  POVRAY RES120 +ISHAPES +D1


This causes POV-Ray to look for  a  file  called  res120.ini  which  we  have
provided. It sets your resolution to 120 by 90 pixels for  a  quick  preview.
The following INI files have been provided for you.

  RES120.INI            Sets resolution to 120 by 90.
  RES320.INI            Sets resolution to 320 by 200.
  RES640.INI            Sets resolution to 640 by 480.
  RES800.INI            Sets resolution to 800 by 600.
  RES1K.INI             Sets resolution to 1024 by 768.
  LOW.INI               Sets low quality at 120 by 90.
  SLOW.INI              Turns on radiosity and anti-aliasing; very  slow  but
                        beautiful.
  TGAFLI.INI TGAFLC.INI Create an FLI/FLC animation from TGA images.
  PNGFLI.INI PNGFLC.INI Create an FLI/FLC animation from DTA images.
  ZIPFLI.INI ZIPFLC.INI Create an FLI/FLC animation from zipped  images.  See
                        "ANIMATION TIPS" below.


You can create your own custom INI's which can contain  any  command  in  the
reference guide.

3.2.3            Alternatives to POVRAY.INI

The povray.ini file is supposed to hold your favorite global default  options
that you want to use all the time. You should feel free to edit it  with  new
options that suit your  needs.  However  it  must  be  located  in  the  same
directory as povray.exe or it won't be found. The dos path isn't searched nor
will +L commands help because povray.ini is processed before any command line
switches.

If your povray.exe resides on a CD-ROM then you can't edit the povray.ini  on
the CD. There is an alternative. You  may  use  an  environment  variable  to
specify an alternative global default.

In your autoexec.bat file add a line similar to this:

  set POVINI=D:\DIRECT\FILE.INI


which sets the POVINI environment variable to whatever drive,  directory  and
INI file you choose. If you specify  any  POVINI  environment  variable  then
povray.ini is not read . This is true even if  the  file  you  named  doesn't
exist. Note that you are specifying an entire path and file name. This is not
a pointer to a directory containing povray.ini .  It  is  a  pointer  to  the
actual file itself.

Note that the POVRAYOPT environment variable in previous versions of  POV-Ray
is no longer supported.

3.2.4            Batch Files

We've already described how the file runpov.bat can be used as an alternative
to running POV-Ray directly. runpov.bat also has one other use. It  uses  the
+GI switch to create a file called rerun.ini . This makes it very easy to run
the same file over again with the same parameters.  When  creating  your  own
scene files you will probably make dozens of test renders.  This  is  a  very
valuable feature. Here is how it works...  Suppose  you  render  a  scene  as
follows:

  RUNPOV +IMYSCENE +D1 RES120


This renders myscene.pov at 120 by 90  resolution.  Note  there  is  no  such
scene. This is hypothetical. After viewing it, you noticed  a  mistake  which
you fixed with your text editor. To rerun the scene type:

  RERUNPOV


and that's all. It will rerun the same scene you just ran. Suppose  you  want
more detail on the next run. You can add more  switches  or  INI  files.  For
example:

  RERUNPOV RES320


will rerun at higher resolution. Subsequent uses of rerunpov will be  at  320
by 200 until you tell it differently. As another example, the +A switch turns
on anti-aliasing. Typing " rerunpov +A " reruns with anti- aliasing  on.  All
subsequent reruns will have it on until you do a " rerunpov -A " to  turn  it
off. Note if you do another  runpov  it  starts  over  from  your  povray.ini
defaults and it overwrites the old rerun.ini .

Two other  batch  files  are  included.  runphelp.bat  is  only  used  as  an
alternative  way  to  run  povhelp  from  another  directory.  If  you  used
installation plan two then use runphelp.bat rather than  povhelp.exe  .  This
batch file serves no other purpose.

Finally t2g.bat invokes the tga2gif.exe program for converting TGA  files  to
GIF files. You could run \FILE {tga2gif} directly but its default  parameters
do not generally produce the best results. If you use T2G  instead,  it  adds
some command line switches which work better. For a  full  list  of  switches
available for tga2gif , type tga2gif with no parameters and it  will  display
the available switches and options.

3.2.5            Display Types

You have already seen how to turn on graphics preview using +D1  .  Here  are
details on other variations of the +D switch. Use -D to turn the display off.
If you use -D then you will probably want to add the +V  switch  to  turn  on
verbose status messages so you can monitor  the  progress  of  the  rendering
while in progress.

The number "1" after the +D tells it what kind of video hardware to  use.  If
you use +D alone or +D0  then  POV-Ray  will  attempt  to  auto  detect  your
hardware type. Use +D? to see a message about what type of  hardware  POV-Ray
found.

You may also explicitly tell POV-Ray what  hardware  to  use.  The  following
chart lists all of the supported types.

  +D0 Auto detect (S)VGA type (Default)
  +D1 Standard VGA 320x200
  +D2 Standard VGA 360 x 480
  +D3 Tseng Labs 3000 SVGA 640x480
  +D4 Tseng Labs 4000 SVGA
  +D5 AT&T VDC600 SVGA 640x400
  +D6 Oak Technologies SVGA 640x480
  +D7 Video 7 SVGA 640x480
  +D8 Video 7 Vega (Cirrus) VGA 360x480
  +D9 Paradise SVGA 640x480
  +DA Ahead Systems Ver. A SVGA 640x480
  +DB Ahead Systems Ver. B SVGA 640x480
  +DC Chips & Technologies SVGA 640x480
  +DD ATI SGVA 640x480
  +DE Everex SVGA 640x480
  +DF Trident SVGA 640x480
  +DG VESA Standard SVGA Adapter
  +DH ATI XL display card
  +DI Diamond Computer Systems SpeedSTAR 24X


The most common type is a VESA standard card which  uses  +DG  .  VESA  is  a
standard software interface that works on a  wide  variety  of  cards.  Those
cards which do not have VESA support  directly  built-in,  generally  have  a
video driver that you can load to provide VESA support. The program UniVBE is
a high quality universal VESA driver that may work for you. It can  be  found
at http://www.povray.org or possibly other POV-Ray sites.

The options listed above had been tested worked  under  earlier  versions  of
POV-Ray but there have been  many  changes  in  the  program  and  we  cannot
guarantee these all still work. If you can use VESA then do so. It  has  been
well tested and will give you the most flexibility.

After the +D and the type, you may specify a 3rd character that specifies the
palette type.

  +D?3 Use 332 palette with dithering (default and  best  for  VGA  systems).
       This is a fixed palette of  256  colors  with  each  color  consisting
       3-bits of red data, 3-bits green and 2-bits blue.
  +D?0 Use HSV palette option for VGA display. This is a fixed palette of 256
       colors where colors are  matched  according  to  hue,  saturation  and
       intensity rather than the amount of red, green and blue.
  +D?G Use fixed gray scale palette option for VGA display.
  +D?H Use HiColor option. Displays more than 32,000 colors  with  dithering.
       Supported on VESA, SpeedSTAR 24X, ATI XL HiColor and Tseng 4000  based
       cards with high color 15 or 16 bit options.
  +D?T For Truecolor 24 bit cards. Use 24 bit color. Supported on the Diamond
       SpeedSTAR 24X and cards with 24bit VESA support only.


Here are some examples:

   +D0H Auto detect the VGA display type and display the image to the
        screen as it's being worked on. Use the 15-bit HiColor chip and
        dithering to display more than 32,000 colors on screen.
   +D4  Display to a TSENG 4000 chipset VGA using the 332 palette option.
   +D4H Display to a TSENG 4000 chipset VGA using the HiColor option.
   +DG0 Display to a VESA VGA adapter and use the HSV palette option.
   +DG3 Display to a VESA VGA adapter and use the 332 palette option.
   +DGH Display to a VESA VGA adapter and use the HiColor option for
        over 32,000 colors.
   +DGT Display to a VESA VGA adapter and use the TrueColor option for
        over 16 million colors.


Note that your VESA BIOS must support these options in order for you  to  use
them. Some cards may support HiColor and/or TrueColor at the  hardware  level
but not through their VESA BIOS.

4                Beginning Tutorial

The beginning tutorial explains step by  step  how  to  use  POV-Ray's  scene
description language to create your own  scenes.  The  use  of  almost  every
feature of POV-Ray's language is explained in detail. You  will  learn  basic
things like placing cameras and light sources. You will  also  learn  how  to
create a large variety of objects and how to  assign  different  textures  to
them. The more sophisticated features like radiosity, halos, and  atmospheric
effects will also be explaind in detail.

The following sections explain the features in roughly the same order as they
are described in the reference chapter.

4.1              Your First Image

Let's create the scene file for a simple picture. Since ray-tracers thrive on
spheres, that's what we'll render first.

4.1.1            Understanding POV-Ray's Coordinate System

First, we have to tell POV-Ray where our camera is and where it's looking. To
do this, we use 3D coordinates. The usual coordinate system for  POV-Ray  has
the positive Y axis pointing up, the positive X axis pointing to  the  right,
and the positive Z axis pointing into the screen as follows:

          ^+Y
          |   /+Z
          |  /
          | /
  -X      |/        +X
  <--|-->
         /|
        / |
       /  |
    -Z/   |
          v-Y
The left-handed coordinate system (the z-axis is pointing away from you).

This kind of coordinate system is called a left-handed coordinate system.  If
you use your left hand's  fingers  you  can  easily  see  why  it  is  called
left-handed. Just point your thumb in the direction of the  positive  x-axis,
your index finger in the direction of the positive  y-axis  and  your  middle
finger in the positive z-axis direction. You can only do this with your  left
hand. If you had used your right hand you would not have been able  to  point
the middle finger in the correct direction.

The left hand can also be used to determine rotation directions. To  do  this
you must perform the famous Computer Graphics Aerobics exercise. Hold up your
left hand. Point your  thumb  in  the  positive  direction  of  the  axis  of
rotation. Your fingers will curl  in  the  positive  direction  of  rotation.
Similarly if you point your thumb in the negative direction of the axis  your
fingers will curl in the negative direction of rotation.

           ^
         +Y|   +Z/ _
           |    /_| |_  _
           |   _| | | |/ \
           |  | | | | |  |
           | /| | | | |  V
 -X        |/ | | | | |    +X
<--+-|-|-|-|-|->
          /|  |       ____
         / |  |         ___|
        /  |          /
       /   |   |      /
    -Z/  -Y|
     /     |
"Computer Graphics Aerobics" to determine the rotation direction.

In the above illustration, the left hand is curling around  the  x-axis.  The
thumb points in the positive x direction and the fingers  curl  over  in  the
positive rotation direction.

If you want to use a right-handed system, as some CAD systems such as AutoCAD
do, the right vector in the camera specification needs to be changed. See the
detailed description in "Handedness" . In a right-handed system you use  your
right hand for the Aerobics .

Note that there is some controversy over whether POV-Ray's method of doing  a
right-handed system is really proper.  If  you  want  to  avoid  problems  we
suggest you stick with the left-handed system which is not in dispute.

4.1.2            Adding Standard Include Files

Using your personal favorite text editor, create a file called demo.pov . Now
type in the following (the input is case sensitive, so be sure to get capital
and lowercase letters correct).

  #include "colors.inc"    // The include files contain
  #include "shapes.inc"    // pre-defined scene elements
  #include "finish.inc"
  #include "glass.inc"
  #include "metals.inc"
  #include "stones.inc"
  #include "woods.inc"


The first include statement reads in definitions for various  useful  colors.
The second include statement reads in  some  useful  shapes.  The  next  read
pre-defined finishes, glass, metal, stone, and wood textures. When you get  a
chance, have a look through them to see but a few of the many possible shapes
and textures available.

You should only include files you really need in  your  scene.  Some  of  the
include files coming with POV-Ray are quite large and you should better  save
the parsing time (and memory) if  you  don't  need  them.  In  the  following
examples we will only use the colors.inc , finish.inc and stones.inc  include
files so you'll better remove the appropriate lines from your scene file.

You may have as many include files as needed in a scene file.  Include  files
may themselves contain include  files,  but  you  are  limited  to  declaring
includes nested only ten levels "deep".

Filenames specified in the include statements will be  searched  for  in  the
current directory first and, if not found,  will  then  be  searched  for  in
directories specified by any +L or Library_Path options  active.  This  would
facilitate keeping all your "include" ( .inc ) files  such  as  shapes.inc  ,
colors.inc , and textures.inc in an "include" subdirectory, and giving an  +L
option on the command line to where your library of include files are.

4.1.3            Adding a Camera

The camera declaration describes where and how the camera sees the scene.  It
gives x, y, z coordinates to indicate the position of  the  camera  and  what
part of the scene it is pointing at. You describe x, y, z coordinates using a
three-part vector . A vector is specified by  putting  three  numeric  values
between a pair of angle brackets and separating the values with commas.

Add the following camera statement to the scene.

  camera {
    location <0, 2, -3>
    look_at  <0, 1,  2>
  }


Briefly, location <0,2,-3> places the camera up  two  units  and  back  three
units from the center of  the  ray-tracing  universe  which  is  at  <0,0,0>.
Remember that by default +z is into the screen and -z  is  back  out  of  the
screen.

Also look_at <0,1,2> rotates the camera to  point  at  x,  y,  z  coordinates
<0,1,2>. A point 5 units in front of and 1 unit lower than  the  camera.  The
look_at point should be the center of attention of your image.

4.1.4            Describing an Object

Now that the camera is set up to record  the  scene,  let's  place  a  yellow
sphere into the scene. Add the following to your scene file:

  sphere {
    <0, 1, 2>, 2
    texture {
      pigment { color Yellow }
    }
  }


The first vector specifies the center of the sphere. In this  example  the  x
coordinate is zero so it is centered left and right. It is also at y=1  or  1
unit up from the origin. The z coordinate is 2 which is 5 units in  front  of
the camera, which is at z=-3. After the center vector is a comma followed  by
the radius which in this case is 2 units. Since the radius is half the  width
of a sphere, the sphere is 4 units wide.

4.1.5            Adding Texture to an Object

After we have defined the location  and  size  of  the  sphere,  we  need  to
describe the appearance of the surface. The texture {...  }  block  specifies
these parameters. Texture blocks describe the  color,  bumpiness  and  finish
properties of an object. In this example we will specify the color only. This
is the minimum we must do. All other texture options except  color  will  use
default values.

The color you define is the way you want it to look if fully illuminated.  If
you were painting a picture of a sphere you would use dark shades of a  color
to indicate the shadowed side and bright  shades  on  the  illuminated  side.
However ray-tracing takes care of that for you.  You  pick  the  basic  color
inherent in the object and POV-Ray brightens or darkens it depending  on  the
lighting in the scene. Because we are defining the  basic  color  the  object
actually has rather than how it looks the parameter is called pigment .

Many types of color patterns are available  for  use  in  a  pigment  {...  }
statement. The keyword color specifies that the whole object  is  to  be  one
solid color rather than some pattern of colors. You can use one of the  color
identifiers previously defined in the standard include file colors.inc .

If no standard color is available for your needs, you  may  define  your  own
color by using the color keyword followed by red , green  and  blue  keywords
specifying the amount of red, green and blue to be mixed. For example a  nice
shade of pink can be specified by:

  color red 1.0 green 0.8 blue 0.8


The values after each keyword should be in the range 0.0 to 1.0. Any  of  the
three components not specified will default to 0.  A  shortcut  notation  may
also be used. The following produces the same shade of pink:

  color rgb <1.0, 0.8, 0.8>


4.1.6            Defining a Light Source

One more detail is needed for our scene. We need a light  source.  Until  you
create one, there is no light in this virtual world. Thus add the line

  light_source { <2, 4, -3> color White}


to your scene file to get your first complete POV-Ray  scene  file  as  shown
below.

  #include "colors.inc"

  background { color Cyan }

  camera {
    location <0, 2, -3>
    look_at  <0, 1,  2>
  }

  sphere {
    <0, 1, 2>, 2
    texture {
      pigment { color Yellow }
    }
  }

  light_source { <2, 4, -3> color White}


The vector in the light_source statement specifies the location of the  light
as 2 units to our right, 4 units above the origin and 3 units back  from  the
origin. The light source is invisible, it only casts light, so no texture  is
needed.

That's it! Close the file and render a small picture of it using the  command


  povray +w160 +h120 +p +x +d0 -v -idemo.pov


If your computer does not use the command line, see  your  platform  specific
docs for the correct command to render a scene.

You may also set any other command  line  options  you  like.  The  scene  is
written to the image file demo.tga (or some suffix other than  .tga  if  your
computer uses a different default file format).

The scene you just traced isn't quite state of the  art  but  we'll  have  to
start with the basics before we soon get to much  more  fascinating  features
and scenes.

4.2              Using the Camera


4.2.1            Camera Types


4.2.2            Using Focal Blur


4.2.3            Using Camera Ray Perturbation


4.3              Simple Shapes

So far we've just used the sphere shape. There are many other types of shapes
that can be rendered by POV-Ray. The following sections will describe how  to
use some of the more simple objects as a  replacement  for  the  sphere  used
above.

4.3.1            Box Object

The box is one of the most common objects used. Try this example in place  of
the sphere:

  box {
    <-1, 0,   -1>,  // Near lower left corner
    < 1, 0.5,  3>   // Far upper right corner

    texture {
      T_Stone25     // Pre-defined from stones.inc
      scale 4       // Scale by the same amount in all
                    // directions
    }

    rotate y*20     // Equivalent to "rotate <0,20,0>"
  }


In this example you can see that a  box  is  defined  by  specifying  the  3D
coordinates of its opposite corners. The first vector must be the minimum  x,
y, z coordinates and the 2nd vector must be the maximum x, y, z  values.  Box
objects can only be defined parallel to the  axes  of  the  world  coordinate
system. You can later rotate them to any angle. Note  that  you  can  perform
simple math on values and vectors. In the rotate parameter we multiplied  the
vector identifier y by 20. This is the same as <0,1,0>*20 or <0,20,0>.

4.3.2            Cone Object

Here's another example showing how to use a cone:

  cone {
    <0, 1, 0>, 0.3    // Center and radius of one end
    <1, 2, 3>, 1.0    // Center and radius of other end

    texture { T_Stone25 scale 4 }
  }


The cone shape is defined by the center and  radius  of  each  end.  In  this
example one end is at location <0,1,0> and has radius of 0.3 while the  other
end is centered at <1,2,3> with radius=1. If you want the cone to come  to  a
sharp point then use radius=0. The solid end caps are parallel to each  other
and perpendicular to the cone axis. If you want an open cone with no end caps
then add the keyword open after the 2nd radius like this:

  cone {
    <0, 1, 0>, 0.3    // Center and radius of one end
    <1, 2, 3>, 1.0    // Center and radius of other end
    open              // Removes end caps

    texture { T_Stone25 scale 4 }
  }


4.3.3            Cylinder Object

You may also define a cylinder like this:

  cylinder {
    <0, 1, 0>,     // Center of one end
    <1, 2, 3>,     // Center of other end
    0.5            // Radius
    open           // Remove end caps

    texture { T_Stone25 scale 4 }
  }


4.3.4            Plane Object

Let's try out a computer graphics standard - The Checkered Floor  .  Add  the
following object to the first version of the demo.pov file, the one including
the sphere.

  plane { <0, 1, 0>, -1
    pigment {
      checker color Red, color Blue
    }
  }


The object defined here is an infinite  plane.  The  vector  <0,1,0>  is  the
surface normal of the plane (i.e. if you were standing on  the  surface,  the
normal points straight up). The number afterward is  the  distance  that  the
plane is displaced along the normal from the origin - in this case, the floor
is placed at y=-1 so that the sphere at y=1, radius=2, is resting on it.

Notice that there is no texture {... } statement. There really is an  implied
texture there. You might find that continually  typing  statements  that  are
nested like texture {pigment {... }} can get to be a tiresome so POV-Ray lets
you leave out the texture {... } under many  circumstances.  In  general  you
only need the texture  block  surrounding  a  texture  identifier  (like  the
T_Stone25 example above),  or  when  creating  layered  textures  (which  are
covered later).

This pigment uses the checker color pattern and specifies that the two colors
red and blue should be used.

Because the vectors <1,0,0>, <0,1,0> and <0,0,1> are used frequently, POV-Ray
has three built-in vector identifiers x , y , and z respectively that can  be
used as a shorthand. Thus the plane could be defined as:

  plane { y, -1
    pigment { ... }
  }


Note that you do not use angle brackets around vector identifiers.

Looking at the floor, you'll notice that the  ball  casts  a  shadow  on  the
floor. Shadows are  calculated  very  accurately  by  the  ray-tracer,  which
creates precise, sharp shadows.  In  the  real  world,  penumbral  or  "soft"
shadows are often seen. Later you'll learn how to use extended light  sources
to soften the shadows.

4.3.5            Standard Include Objects

The standard include file shapes.inc contains some  pre-defined  shapes  that
are about the size of a sphere with a radius of one unit. You can invoke them
like this:

  #include "shapes.inc"

  object {
    UnitBox
    texture { T_Stone25 scale 4 }
    scale 0.75
    rotate <-20,25,0>
    translate y
  }


4.4              Advanced Shapes

After you have gained some experience with the simpler  shapes  available  in
POV-Ray it is time to go on to the more advanced, thrilling shapes.

You should be aware that the  shapes  described  below  are  not  trivial  to
understand. Don't worry if you do not know how to use them or how they  work.
Just try the examples and play with the features described in  the  reference
chapter. There is nothing better than learning by doing.

4.4.1            Bicubic Patch Object

Bicubic or Bezier patches are useful  surface  representations  because  they
allow an easy definition of surfaces using only a few control points. For ray
tracing (or rendering) the patches  are  approximated  using  triangles.  The
control points serve to determine the shape of the patch. Instead of defining
the vertices of triangles, you simply give the  coordinates  of  the  control
points. A single patch has 16 control points, four at each  corner,  and  the
rest positioned to divide the patch into smaller sections. Bezier patches are
almost always created using a third party modeler so for  this  tutorial,  we
will use moray (any other modeler that supports Bezier patches  and  POV  can
also be used). We will use moray only to create the  patch  itself,  not  the
other elements of the scene.

Bezier patches are actually very useful and, with  a  little  practice,  some
pretty amazing things can be created with them. For our first tutorial, let's
make a sort of a teepee/tent shape using a single sheet patch.

First, start moray and, from the main edit screen, click  on  "CREATE".  Name
your object Teepee . The "CREATE BEZIER PATCH" dialogue box will appear. Make
sure that "SHEET" is depressed. Click on "OK, CREATE". At the bottom  of  the
main edit screen, click on "EXTENDED EDIT".

Hold the cursor over the "TOP" view and right click to make the  pop-up  menu
appear. Click on "MAXIMIZE". [ALT]-drag to zoom in a little. Click  on  "MARK
ALL", and under the transformation mode box, "UFRM SCL". Drag  the  mouse  to
scale the  patch  until  it  is  approximately  four  units  wide.  Click  on
"TRANSLATE", and move the patch so that its center is over the origin.  Right
click - "MINIMIZE", "UNMARK ALL".

[SHIFT]-drag a  box  around  the  lower  right  control  point  to  mark  it.
[ALT]-zoom into the "FRONT" view so that you can see the patch better. In the
"FRONT" view, "TRANSLATE" that point 10 units along the negative z-axis (note
that in MORAY z is up). "UNMARK ALL". Repeat this procedure for each  of  the
other three corner points. Make sure you remember to "UNMARK ALL"  once  each
point has been translated. You should have a shape that looks as though it is
standing on four pointed legs. "UNMARK ALL".

Working once again in the "TOP" view, [SHIFT]-drag  a  box  around  the  four
center control  points  to  mark  them.  Right-click  over  the  "TOP"  view,
"MAXIMIZE". Click on "UFRM SCL" and drag the mouse to scale the  four  points
close together. [ALT]-drag to zoom closer and get them as close  together  as
you can. [ALT]-drag to zoom out, right click, "MINIMIZE".

In the "FRONT" view,  "TRANSLATE"  the  marked  points  10  units  along  the
positive z-axis. "UNMARK ALL". The resulting shape is quite interesting,  was
simple to model, and could not be produced using CSG  primitives.  Now  let's
use it in a scene.

Click on "DONE" to return to the main edit screen. Notice  that  U_STEPS  and
V_STEPS are both set to 3 and flatness is set to 0.01. Leave them  alone  for
now. Click on "FILES", and then "SAVE SEL" (save selection).  Name  your  new
file teepee1.mdl . Press [F3] and open teepee1.mdl . There is no need to save
the original file. When teepee1 is open, create a  quick  "dummy"  texture  (
moray will not allow you to export data without a texture), say,  white  with
default finish, name it TeePeeTex , and apply it to the object. Save the file
and press [CTRL-F9]. moray will create two files: teepee1.inc and teepee1.pov
.

Exit moray and copy teepee1.inc and teepee1.pov into your  working  directory
where you are doing these tutorials. Create a new file called bezdemo.pov and
edit it as follows:

  #include "colors.inc"

  camera {
    location <0, .1, -60>
    look_at 0
    angle 36
  }

  background { color Gray25 }  //to make the patch easier to see

  light_source { <300, 300, -700> White }

  plane { y, -12
    texture {
      pigment {
        checker
        color Green
        color Yellow
      }
    }
  }


Using a text editor, create and declare a  simple  texture  for  your  teepee
object:

  #declare TeePeeTex = texture {
    pigment {
      color rgb <1, 1, 1,>
    }
    finish {
      ambient .2
      diffuse .6
    }
  }


Now, paste in the bezier patch data from teepee1.pov (the  additional  object
keywords added by moray were removed):

  bicubic_patch {
    type 1 flatness 0.0100 u_steps 3 v_steps 3,
    <-5.174134, 5.528420, -13.211995>,
    <-1.769023, 5.528420, 0.000000>,
    <1.636088, 5.528420, 0.000000>,
    <5.041199, 5.528420, -13.003932>,
    <-5.174134, 1.862827, 0.000000>,
    <0.038471, 0.031270, 18.101474>,
    <0.036657, 0.031270, 18.101474>,
    <5.041199, 1.862827, 0.000000>,
    <-5.174134, -1.802766, 0.000000>,
    <0.038471, 0.028792, 18.101474>,
    <0.036657, 0.028792, 18.101474>,
    <5.041199, -1.802766, 0.000000>,
    <-5.174134, -5.468359, -13.070366>,
    <-1.769023, -5.468359, 0.000000>,
    <1.636088, -5.468359, 0.000000>,
    <4.974128, -5.468359, -12.801446>
    texture {
      TeePeeTex
    }
    rotate -90*x  // to orient the object to LHC
    rotate 25*y   // to see the four "legs" better
  }



Add the above rotations so that the patch is oriented  to  POV's  left-handed
coordinate system (remember the patch was made in moray  in  a  right  handed
coordinate system) and so we can see all four legs. Rendering this at 200x150
-a we see pretty much what we expect, a white teepee over a green and  yellow
checkered plane. Let's take a little closer look. Render it again, this  time
at 320x200.

Now we see that something is amiss. There appears to be sharp angling, almost
like faceting, especially near the top. This is indeed a kind of faceting and
is due to the U_STEPS and V_STEPS parameters. Let's change these from 3 to  4
and see what happens.

That's much better, but it took  a  little  longer  to  render.  This  is  an
unavoidable tradeoff. If you want  even  finer  detail,  use  a  U_STEPS  and
V_STEPS value of 5 and set flatness to 0. But expect to use  lots  of  memory
and an even longer tracing time.

Well, we can't just leave this scene without adding  a  few  items  just  for
interest. Declare the patch object and scatter  a  few  of  them  around  the
scene:

  #declare TeePee = bicubic_patch {
    type 1 flatness 0.0100 u_steps 3 v_steps 3,
    <-5.174134, 5.528420, -13.211995>,
    <-1.769023, 5.528420, 0.000000>,
    <1.636088, 5.528420, 0.000000>,
    <5.041199, 5.528420, -13.003932>,
    <-5.174134, 1.862827, 0.000000>,
    <0.038471, 0.031270, 18.101474>,
    <0.036657, 0.031270, 18.101474>,
    <5.041199, 1.862827, 0.000000>,
    <-5.174134, -1.802766, 0.000000>,
    <0.038471, 0.028792, 18.101474>,
    <0.036657, 0.028792, 18.101474>,
    <5.041199, -1.802766, 0.000000>,
    <-5.174134, -5.468359, -13.070366>,
    <-1.769023, -5.468359, 0.000000>,
    <1.636088, -5.468359, 0.000000>,
    <4.974128, -5.468359, -12.801446>
    texture {
      TeePeeTex
     }
     rotate -90*x // to orient the object to LHC
     rotate 25*y  // to see the four "legs" better
  }

  object { TeePee }

  object { TeePee translate <8, 0, 8> }

  object { TeePee translate <-9, 0, 9> }

  object { TeePee translate <18, 0, 24> }

  object { TeePee translate <-18, 0, 24> }


That looks good. Let's do something about that boring gray background. Delete
the background declaration and replace it with:

  plane { y, 500
    texture {
      pigment { SkyBlue }
      finish { ambient 1 diffuse 0}
     }
     texture {
       pigment {
         bozo
         turbulence .5
         color_map {
           [0 White]
           [1 White filter 1]
         }
       }
       finish { ambient 1 diffuse 0 }
       scale <1000, 250, 250>
       rotate <5, 45, 0>
    }
  }


This adds a pleasing cirrus-cloud filled sky. Now, let's change the checkered
plane to rippled sand dunes:

  plane {y,-12
    texture {
      pigment {
        color <.85, .5, .15>
      }
      finish {
        ambient .25
        diffuse .6
        crand .5
      }
      normal {
        ripples .35
        turbulence .25
        frequency 5
      }
      scale 10
      translate 50*x
    }
  }


Render this at 320x240 -a. Not bad! Let's just add one  more  element.  Let's
place a golden egg under each of the teepees. And  since  this  is  a  bezier
patch tutorial, let's make the eggs out of bezier patches.

Return to moray and create another bezier patch.  Name  it  Egg1  and  select
"CYLINDRICAL 2 - PATCH" from the "CREATE BEZIER PATCH" dialogue box. Click on
"EXTENDED EDIT". "MARK ALL", and rotate the patch so that the  cylinder  lays
on its side. "UNMARK ALL". In the "FRONT" view, [SHIFT]-drag a box around the
four points on the right end to mark them. In the "SIDE" view,  right  click,
"MAXIMIZE". [ALT]-drag to zoom in a little  closer.  "UFRM  SCL"  the  points
together as close as possible. Zoom in closer to get  them  nice  and  tight.
Zoom out, right click, "MINIMIZE".

Click on "TRANSLATE" and drag the points to the left so that they are aligned
on the z-axis with the next group of four points. This should create a  blunt
end to the patch. Repeat this procedure for the other end. "UNMARK ALL".

In the "FRONT" view, the control grid should be a rectangle now and the patch
should be an ellipsoid. [SHIFT]-drag a box around the upper right  corner  of
the control grid to mark those points. Then [SHIFT]-drag  a  box  around  the
lower
right corner to mark those points as well. In the "SIDE" view, "UFRM SCL" the
points apart a little to make that end of the egg a  little  wider  than  the
other. "UNMARK ALL".

The egg may need a little proportional adjustment.  You  should  be  able  to
"MARK ALL" and "LOCAL SCL" in the three views until you get it to  look  like
an egg. When you are satisfied that it does, "UNMARK ALL" and click on  done.
Learning from our teepee object, we now  go  ahead  and  change  U_STEPS  and
V_STEPS to 4.

Create a dummy texture, white with default finish, name it EggTex , and apply
it to the egg. From the FILES menu, "SAVE SEL" to filename  egg1.mdl  .  Load
this file and export ([CTRL F9]). Exit moray and copy the files egg1.inc  and
egg1.pov into your working directory.

Back in bezdemo.pov , create a nice, shiny gold texture:

  #declare EggTex = texture {
    pigment { BrightGold }
    finish {
      ambient .1
      diffuse .4
      specular 1
      roughness 0.001
      reflection .5
      metallic
    }
  }


And while we're at it, let's dandy up our TeePeeTex :

  #declare TeePeeTex = texture {
    pigment { Silver }
    finish {
      ambient .1
      diffuse .4
      specular 1
      roughness 0.001
      reflection .5
      metallic
    }
  }


Now paste in your egg patch data and declare your egg:

  #declare Egg = union { // Egg1
    bicubic_patch {
      type 1 flatness 0.0100 u_steps 4 v_steps 4,
      <2.023314, 0.000000, 4.355987>,
      <2.023314, -0.000726, 4.355987>,
      <2.023312, -0.000726, 4.356867>,
      <2.023312, 0.000000, 4.356867>,
      <2.032037, 0.000000, 2.734598>,
      <2.032037, -1.758562, 2.734598>,
      <2.027431, -1.758562, 6.141971>,
      <2.027431, 0.000000, 6.141971>,
      <-1.045672, 0.000000, 3.281572>,
      <-1.045672, -1.758562, 3.281572>,
      <-1.050279, -1.758562, 5.414183>,
      <-1.050279, 0.000000, 5.414183>,
      <-1.044333, 0.000000, 4.341816>,
      <-1.044333, -0.002947, 4.341816>,
      <-1.044341, -0.002947, 4.345389>,
      <-1.044341, 0.000000, 4.345389>
    }
    bicubic_patch {
      type 1 flatness 0.0100 u_steps 4 v_steps 4,
      <2.023312, 0.000000, 4.356867>,
      <2.023312, 0.000726, 4.356867>,
      <2.023314, 0.000726, 4.355987>,
      <2.023314, 0.000000, 4.355987>,
      <2.027431, 0.000000, 6.141971>,
      <2.027431, 1.758562, 6.141971>,
      <2.032037, 1.758562, 2.734598>,
      <2.032037, 0.000000, 2.734598>,
      <-1.050279, 0.000000, 5.414183>,
      <-1.050279, 1.758562, 5.414183>,
      <-1.045672, 1.758562, 3.281572>,
      <-1.045672, 0.000000, 3.281572>,
      <-1.044341, 0.000000, 4.345389>,
      <-1.044341, 0.002947, 4.345389>,
      <-1.044333, 0.002947, 4.341816>,
      <-1.044333, 0.000000, 4.341816>
    }
    texture { EggTex }
    translate <0.5, 0, -5>  // centers the egg around the origin
    translate -9.8*y        // places the egg on the ground
  }


Now place a copy of the egg under each teepee. This should require only the x
and z coordinates of each teepee:

  object { Egg }

  object { Egg translate <8, 0, 8> }

  object { Egg translate <-9, 0, 9> }

  object { Egg translate <18, 0, 24> }

  object { Egg translate <-18, 0, 24> }


Scene build with different Bezier patches.

Render this at 320x240 -A . Everything looks good so run it again at  640x480
+A . Now we see that there is still some faceting near the top of the teepees
and on the eggs as well. The only solution is to raise  U_STEPS  and  V_STEPS
from 4 to 5 and set flatness to 0  for  all  our  bezier  objects.  Make  the
changes and render it again at 640x480 +A .

4.4.2            Blob Object


4.4.3            Height Field Object

A height field is an object that has a surface  that  is  determined  by  the
color value or palette index number of an image designed  for  that  purpose.
With height fields, realistic mountains and other types of terrain can easily
be made. First, you need an image from which to create the height  field.  It
just so happens that POV-Ray is ideal for creating such an image.

Make a new file called image.pov and edit it to contain the following:

  #include "colors.inc"

  global_settings {
    assumed_gamma 2.2
    hf_gray_16
  }


The hf_gray_16 keyword causes the output to be in a special 16 bit  grayscale
that is perfect for generating height fields. The normal 8  bit  output  will
lead to less smooth surfaces.

Now create a camera positioned so that it points directly down the z-axis  at
the origin.

  camera {
    location <0, 0, -10>
    look_at 0
  }


Then create a plane positioned like a wall at z=0. This plane will completely
fill the screen. It will be colored with white and gray wrinkles.

  plane { z, 10
    pigment {
      wrinkles
      color_map {
       [0 0.3*White]
       [1 White]
      }
    }
  }


Finally, create a light source.

  light_source { <0, 20, -100> color White }


Render this scene at 640x480 +A0.1 +FT . You will  get  an  image  that  will
produce an excellent height_field.

Now we will use this image to create a height field. Create a new file called
hfdemo.pov and edit it as follows:

  #include "colors.inc"


Add a camera that is two units above the origin and ten units back ...

  camera{
    location <0, 2, -10>
    look_at 0
    angle 15
  }


... and a light source.

  light_source{ <1000,1000,-1000> White }


Now add the height field. In the following syntax,  a  Targa  image  file  is
specified, the height field is smoothed , it is given a simple white pigment,
it is translated to center it around the origin, and it is scaled so that  it
resembles mountains and fills the screen.

  height_field {
    tga "image.tga"
    smooth
    pigment { White }
    translate <-.5, -.5, -.5>
    scale <17, 1.75, 17>
  }


Save the file and render it at 320x240 -A . Later,  when  you  are  satisfied
that the height field is the way you want it render it at a higher resolution
with antialiasing.

A height field created completely with POV-Ray.


4.4.4            Julia Fractal Object


4.4.5            Lathe Object


4.4.6            Mesh Object

Mesh objects are very  useful  because  they  allow  you  to  create  objects
containing hundreds or thousands of triangles. Compared to a simple union  of
triangles the mesh object stores the triangles more  efficiently.  Copies  of
mesh objects need only a little additional memory because the  triangles  are
stored only once.

Almost every object can be approximated using triangles but you  may  need  a
lot of triangles to create more complex shapes. Thus we will  only  create  a
very simple mesh example. This example will show a very useful feature of the
triangles meshs though: a different texture can be assigned to each  triangle
in the mesh.

Now let us start. We'll create a simple box with differently  colored  sides.
Create an empty file called meshdemo.pov and add the following lines.

  camera {
    location <20, 20, -50>
    look_at <0, 5, 0>
  }

  light_source { <50, 50, -50> color rgb<1, 1, 1> }

  #declare Red = texture {
    pigment { color rgb<0.8, 0.2, 0.2> }
    finish { ambient 0.2 diffuse 0.5 }
  }

  #declare Green = texture {
    pigment { color rgb<0.2, 0.8, 0.2> }
    finish { ambient 0.2 diffuse 0.5 }
  }

  #declare Blue = texture {
    pigment { color rgb<0.2, 0.2, 0.8> }
    finish { ambient 0.2 diffuse 0.5 }
  }


We must declare all textures we want to use inside the mesh before  the  mesh
is created. Textures cannot be specified inside the mesh due  to  the  worser
memory performance that would result.

Now add the mesh object. Three sides of the box will use individual  textures
while the other will use the "global" mesh texture.

  mesh {
    /* top side */
    triangle { <-10, 10, -10>, <10, 10, -10>, <10, 10, 10>
      texture { Red }
    }
    triangle { <-10, 10, -10>, <-10, 10, 10>, <10, 10, 10>
      texture { Red }
    }
    /* bottom side */
    triangle { <-10, -10, -10>, <10, -10, -10>, <10, -10, 10> }
    triangle { <-10, -10, -10>, <-10, -10, 10>, <10, -10, 10> }
    /* left side */
    triangle { <-10, -10, -10>, <-10, -10, 10>, <-10, 10, 10> }
    triangle { <-10, -10, -10>, <-10, 10, -10>, <-10, 10, 10> }
    /* right side */
    triangle { <10, -10, -10>, <10, -10, 10>, <10, 10, 10>
      texture { Green }
    }
    triangle { <10, -10, -10>, <10, 10, -10>, <10, 10, 10>
      texture { Green }
    }
    /* front side */
    triangle { <-10, -10, -10>, <10, -10, -10>, <-10, 10, -10>
      texture { Blue }
    }
    triangle { <-10, 10, -10>, <10, 10, -10>, <10, -10, -10>
      texture { Blue }
    }
    /* back side */
    triangle { <-10, -10, 10>, <10, -10, 10>, <-10, 10, 10> }
    triangle { <-10, 10, 10>, <10, 10, 10>, <10, -10, 10> }
    texture {
      pigment { color rgb<0.9, 0.9, 0.9> }
      finish { ambient 0.2 diffuse 0.7 }
    }
  }


Trace the scene at 320x240. You'll see that the top, right, and front side of
the box have different textures.  Thought  this  is  not  a  very  impressive
example it shows what you can do with mesh objects.  More  complex  examples,
also using smooth triangles, can  be  found  under  the  scene  directory  as
chesmsh.pov and robotmsh.pov .

4.4.7            Polygon Object

The polygon object can be used to create  any  planar,  n-sided  shapes  like
squares, rectangles, pentagons, hexagons, octagons, etc.

A polygon is defined by a number of points that  describe  its  shape.  Since
polygons have to be closed the first point has to be repeated at the  end  of
the point sequence.

In the following example we will create the word POV using just  one  polygon
statement.

We start with thinking about the points  we  need  to  describe  the  desired
shape. We want the letters to lie in the x-y-plane with the letter O being at
the center. The letters extend from y=0 to y=1. Thus  we  get  the  following
points for each letter (the z coordinate is automatically set to zero).

Letter P (outer polygon):
    <-0.8, 0.0>, <-0.8, 1.0>,
    <-0.3, 1.0>, <-0.3, 0.5>,
    <-0.7, 0.5>, <-0.7, 0.0>

Letter P (inner polygon):
    <-0.7, 0.6>, <-0.7, 0.9>,
    <-0.4, 0.9>, <-0.4, 0.6>

Letter O (outer polygon):
    <-0.25, 0.0>, <-0.25, 1.0>,
    < 0.25, 1.0>, < 0.25, 0.0>

Letter O (inner polygon):
    <-0.15, 0.1>, <-0.15, 0.9>,
    < 0.15, 0.9>, < 0.15, 0.1>

Letter V:
    <0.45, 0.0>, <0.30, 1.0>,
    <0.40, 1.0>, <0.55, 0.1>,
    <0.70, 1.0>, <0.80, 1.0>,
    <0.65, 0.0>


Both letters P and O have a hole while the letter  V  consists  of  only  one
polygon. We'll start with the letter V because it is easier  to  define  than
the other two letters.

Create a new file called polygdem.pov and add the following text.

  camera {
    orthographic
    location <0, 0, -10>
    right 1.3 * 4/3 * x
    up 1.3 * y
    look_at <0, 0.5, 0>
  }

  light_source { <25, 25, -100> color rgb 1 }

  polygon {
    8,

    <0.45, 0.0>, <0.30, 1.0>, // Letter "V"
    <0.40, 1.0>, <0.55, 0.1>,
    <0.70, 1.0>, <0.80, 1.0>,
    <0.65, 0.0>,
    <0.45, 0.0>

    pigment { color rgb <1, 0, 0> }
  }


As noted above the polygon has to be closed by appending the first  point  to
the point sequence. A closed polygon is  always  defined  by  a  sequence  of
points that ends when a point is the same as the first point.

After we have created the letter V we'll continue with the letter P  .  Since
it has a hole we have to find a way of  cutting  this  hole  into  the  basic
shape. This is quite easy. We just define the outer shape of the letter  P  ,
which is a closed polygon, and add the sequence of points that describes  the
hole, which is also a closed polygon. That's all we have to do. There'll be a
hole where both polygons overlap.

In general you'll get holes whenever an even number of sub-polygons inside  a
single polygon statement overlap.  A  sub-polygon  is  defined  by  a  closed
sequence of points.

The letter P consists of two sub-polyons, one for the outer shape and one for
the hole. Since the hole polygon overlaps the outer shape polygon we'll get a
hole.

After you've  understood  how  multiple  sub-polygons  in  a  single  polygon
statement work, it's quite easy to add the missing O letter.

Finally, we get the complete word POV .

  polygon {
    30,

    <-0.8, 0.0>, <-0.8, 1.0>,    // Letter "P"
    <-0.3, 1.0>, <-0.3, 0.5>,    // outer shape
    <-0.7, 0.5>, <-0.7, 0.0>,
    <-0.8, 0.0>,

    <-0.7, 0.6>, <-0.7, 0.9>,    // whole
    <-0.4, 0.9>, <-0.4, 0.6>,
    <-0.7, 0.6>

    <-0.25, 0.0>, <-0.25, 1.0>,  // Letter "O"
    < 0.25, 1.0>, < 0.25, 0.0>,  // outer shape
    <-0.25, 0.0>,

    <-0.15, 0.1>, <-0.15, 0.9>,  // whole
    < 0.15, 0.9>, < 0.15, 0.1>,
    <-0.15, 0.1>,

    <0.45, 0.0>, <0.30, 1.0>,    // Letter "V"
    <0.40, 1.0>, <0.55, 0.1>,
    <0.70, 1.0>, <0.80, 1.0>,
    <0.65, 0.0>,
    <0.45, 0.0>

    pigment { color rgb <1, 0, 0> }
  }


4.4.8            Prism Object


4.4.9            Superquadric Ellipsoid Object

Sometimes we want to make an object that does not have perfectly sharp  edges
like a box does. Then, the super quadric ellipsoid is a useful object. It  is
described by the simple syntax:

  superellipsoid { <r, n> }


Where r and n are float values greater than zero and less than  or  equal  to
one. Let's make a superellipsoid and experiement with the values of r  and  n
to see what kind of shapes we can make.

Create a file called supellps.pov and edit it as follows:

  #include "colors.inc"

  camera {
    location <10, 5, -20>
    look_at 0
    angle 15
  }

  background { color rgb <.5, .5, .5> }

  light_source { <10, 50, -100> White }


The addition of a gray background makes it a little easier to see our object.
Now type:

  superellipsoid { <.25, .25>
    pigment { Red }
  }


Save the file and trace it at 200x150 -A to see the shape. It will look  like
a box, but the edges will be rounded off. Now let's experiment with different
values of r and n. For the next trace, try <1, 0.2>. The shape now looks like
a cylinder, but the top edges are rounded. Now try <0.1, 1>. This shape is an
odd one! We don't know exactly what  to  call  it,  but  it  is  interesting.
Finally, lets try <1, 1>. Well, this is more familiar... a sphere!

There are a couple of facts about superellipsoids you should know. First, you
should not use a value of 0 for either r nor n. This will  cause  POV-Ray  to
incorrectly make a black box instead of  your  desired  shape.  Second,  very
small values of r and n may yield strange results so they should be  avoided.
Finally, the Sturmian root solver will not work with superellipsoids.

Superellipsoids are finite objects so they respond to auto-bounding  and  can
be used in CSG.

Now let's use the superellipsoid to make something that would be useful in  a
scene. We will make a tiled  floor  and  place  a  couple  of  superellipsoid
objects hovering over it. We can start with the file we have already made.

Rename it tiles.pov . Edit it so that it reads as follows:

  #include "colors.inc"
  #include "textures.inc"

  camera {
    location <10, 5, -20>
    look_at 0
    angle 15
  }
  background { color rgb <.5, .5, .5> }

  light_source{ <10, 50, -100> White }


Note that we have added #include "textures.inc" so  we  can  use  pre-defined
textures. Now we want to define the superellipsoid which will be our tile.

  #declare Tile = superellipsoid { <0.5, 0.1>
    scale <1, .05, 1>
  }


Superellipsoids are roughly 2*2*2 units unless you scale them  otherwise.  If
we wish to lay a bunch of our tiles side by side, they will have to be offset
from each other so they don't overlap. We should select an offset value  that
is slightly more than 2 so that we have some space between the tiles to  fill
with grout. So now add this:

  #declare Offset = 2.1


We now want to lay down a row of tiles. Each tile will  be  offset  from  the
original by an ever-increasing amount in both the +z and  -z  directions.  We
refer to our offset and multiply by the tile's rank to determine the position
of each tile in the row. We also union  these  tiles  into  a  single  object
called Row like this:

  #declare Row = union {
    object { Tile }
    object { Tile translate z*Offset }
    object { Tile translate z*Offset*2 }
    object { Tile translate z*Offset*3 }
    object { Tile translate z*Offset*4 }
    object { Tile translate z*Offset*5 }
    object { Tile translate z*Offset*6 }
    object { Tile translate z*Offset*7 }
    object { Tile translate z*Offset*8 }
    object { Tile translate z*Offset*9 }
    object { Tile translate z*Offset*10 }
    object { Tile translate -z*Offset }
    object { Tile translate -z*Offset*2 }
    object { Tile translate -z*Offset*3 }
    object { Tile translate -z*Offset*4 }
    object { Tile translate -z*Offset*5 }
    object { Tile translate -z*Offset*6 }
  }


This gives us a single row of 17 tiles, more than enough to fill the  screen.
Now we must make copies of the Row and translate them, again  by  the  offset
value, in both the +x and -x directions in ever  increasing  amounts  in  the
same manner.

  object { Row }
  object { Row translate x*Offset }
  object { Row translate x*Offset*2 }
  object { Row translate x*Offset*3 }
  object { Row translate x*Offset*4 }
  object { Row translate x*Offset*5 }
  object { Row translate x*Offset*6 }

  object { Row translate x*Offset*7 }
  object { Row translate -x*Offset }
  object { Row translate -x*Offset*2 }
  object { Row translate -x*Offset*3 }
  object { Row translate -x*Offset*4 }
  object { Row translate -x*Offset*5 }
  object { Row translate -x*Offset*6 }
  object { Row translate -x*Offset*7 }


Finally, our tiles are complete. But we need a texture for them. To  do  this
we union all of the Rows together and apply a  White  Marble  pigment  and  a
somewhat shiny refelctive surface to it:

  union{
    object { Row }
    object { Row translate x*Offset }
    object { Row translate x*Offset*2 }
    object { Row translate x*Offset*3 }
    object { Row translate x*Offset*4 }
    object { Row translate x*Offset*5 }
    object { Row translate x*Offset*6 }
    object { Row translate x*Offset*7 }
    object { Row translate -x*Offset }
    object { Row translate -x*Offset*2 }
    object { Row translate -x*Offset*3 }
    object { Row translate -x*Offset*4 }
    object { Row translate -x*Offset*5 }
    object { Row translate -x*Offset*6 }
    object { Row translate -x*Offset*7 }
    pigment { White_Marble }
    finish { phong 1 phong_size 50 reflection .35 }
  }


We now need to add the grout . This can simply be  a  white  plane.  We  have
stepped up the ambient here a little so it looks whiter.

  plane { y, 0  //this is the grout
    pigment { color White }
    finish { ambient .4 diffuse .7 }
  }


To complete our scene, let's  add  five  different  superellipsoids,  each  a
different color, so that they hover over our tiles and are reflected in them.


  superellipsoid {
    <0.1, 1>
    pigment { Red }
    translate <5, 3, 0>
    scale .45
  }

  superellipsoid {
    <1, 0.25>
    pigment { Blue }
    translate <-5, 3, 0>
    scale .45
  }

  superellipsoid {
    <0.2, 0.6>
    pigment { Green }
    translate <0, 3, 5>
    scale .45
  }

  superellipsoid {
    <0.25, 0.25>
    pigment { Yellow }
    translate <0, 3, -5>
    scale .45
  }

  superellipsoid {
    <1, 1>
    pigment { Pink }
    translate y*3
    scale .45
  }


Some superellipsoids hovering above a tiled floor.

Trace the scene at 320x200 -A to see the result. If you are happy with  that,
do a final trace at 640x480 +A0.2 .

4.4.10           Surface of Revolution Object

Bottles, vases, and glasses make nice objects in ray-traced scenes.  We  want
to create a golden, cup using the surface of revolution object (SOR  object).


We first start by thinking about the shape of the final object. It  is  quite
difficult to come up with a set of points that describe a given curve without
the help of a  modelling  program  supporting  POV's  surface  of  revolution
object. If such a program is available you should take advantage of it.

The point configuration of our cup object.

We will use the point configuration shown in  the  figure  above.  There  are
eight points describing the curve that will be rotated about  the  y-axis  to
get our cup. The curve was calculated  using  the  method  described  in  the
reference section (see "Surface of Revolution" ).

Now it is time to come up with a scene that uses the above SOR object. Edit a
file called sordemo.pov and enter the following text.

  #include "colors.inc"
  #include "golds.inc"

  global_settings { assumed_gamma 2.2 }

  camera {
    location <10, 15, -20>
    look_at <0, 5, 0>
    angle 45
  }

  background { color rgb<0.2, 0.4, 0.8>  }

  light_source { <100, 100, -100> color rgb 1 }

  plane { y, 0
    pigment { checker color Red, color Green scale 10 }
  }

  sor {
    8,
    <0.0,  -0.5>,
    <3.0,   0.0>,
    <1.0,   0.2>,
    <0.5,   0.4>,
    <0.5,   4.0>,
    <1.0,   5.0>,
    <3.0,  10.0>,
    <4.0,  11.0>
    texture { T_Gold_1B }
  }


The scene contains our cup object resting on a checkered plane. Tracing  this
scene at a resolution of 320x200 results in the image below.

A surface of revolution object.

The surface of revolution is described by starting with the number of  points
followed by the points with ascending  heights.  Each  point  determines  the
radius the curve for a given height. E. g. the first point tells POV-Ray that
at height -0.5 the radius is 0. You should take care that each  point  has  a
larger height than its predecessor. If this is not the case the program  will
abort with an error message.

4.4.11           Text Object

Creating text objects using POV-Ray always used to mean that the letters  had
to be built either from CSG, a painstaking process, or by using a  black  and
white image of the letters as a height field, a method that was only somewhat
satisfactory. Now, for POV-Ray 3.0, a new primitive has been introduced  that
can use any TrueType font to create text objects. These objects can  be  used
in CSG, transformed, and textured just like any other POV primitive.

For this tutorial, we will make two uses of the  text  object.  First,  let's
just make some block letters sitting on  a  checkered  plane.  Any  TTF  font
should do, but for this tutorial, we will use the ones bundled  with  POV-Ray
3.0.

Create a file called textdemo.pov and edit it as follows:

  #include "colors.inc"

  camera {
    location <0, 1, -10>
    look_at 0
    angle 36
  }

  light_source { <500,500,-1000> White }

  plane { y,0
    pigment { checker Green White }
  }


Now let's add the text object. We will use the font timrom.ttf  and  we  will
create the string POV-RAY 3.0 . For now, we will just make the  letters  red.
The syntax is very simple. The first string in quotes is the font  name,  the
second one is the string to be rendered. The two floats are the thickness and
offset values. The thickness float determines how  thick  the  block  letters
will be. Values of .5 to 2 are usually best for this. The offset  value  will
add to the kerning distance of the letters. We will leave this a 0 for now.

  text { ttf "timrom.ttf" "POV-RAY 3.0" 1, 0
    pigment { Red }
  }


Rendering this at 200x150 -A , we notice that the  letters  are  off  to  the
right of the screen. This is because they are placed so that the  lower  left
front corner of the first letter is at the origin. To center  the  string  we
need to translate it -x some distance. But how far? In the docs we  see  that
the letters are all 0.5 to 0.75 units high. If we assume that each one  takes
about 0.5 units of space on the x-axis, this means that the string is about 6
units long (12 characters and spaces). Let's translate  the  string  3  units
along the negative x-axis.

  text { ttf "timrom.ttf" "POV-RAY 3.0" 1, 0
    pigment { Red }
    translate -3*x
  }


That's better. Now let's play around with some of the parameters of the  text
object. First, let's raise the thickness float to something outlandish... say
25!

  text { ttf "timrom.ttf" "POV-RAY 3.0" 25, 0
    pigment { Red }
    translate -2.25*x
  }


Actually, that's kind of cool. Now let's return the thickness value to 1  and
try a different offset value. Change the offset  float  from  0  to  0.1  and
render it again.

Wait a minute?! The letters go wandering off up at an angle! That is not what
the docs describe! It almost looks as if the offset value applies in both the
x- and y-axis instead of just the x axis like we intended. Could it be that a
vector is called for here instead of a float? Let's try it. Replace 0.1  with
0.1*x and render it again.

That works! The letters are still in a straight line along the x axis, just a
little further apart. Let's verify this and try to offset just in the y axis.
Replace 0.1*x with 0.1*y . Again, this works as  expected  with  the  letters
going up to the right at an angle with no additional distance added along the
x axis. Now let's try the z axis. Replace 0.1*y with 0.1*z .  Rendering  this
yields a disappointment. No offset occurs!  The  offset  value  can  only  be
applied in the x and y directions.

Let's finish our scene by giving a fancier  texture  to  the  block  letters,
using that cool large thickness value, and adding a slight y offset. For fun,
we will throw in a sky sphere, dandy up our plane a bit,  and  use  a  little
more interesting camera viewpoint (render  the  following  scene  at  640x480
+A0.2 ):

  #include "colors.inc"

  camera {
    location <-5,.15,-2>
    look_at <.3,.2,1>
    angle 36
  }

  light_source { <500,500,-1000> White }

  plane { y,0
    texture {
      pigment { SeaGreen }
      finish { reflection .35 specular 1 }
      normal { ripples .35 turbulence .5 scale .25 }
    }
  }

  text { ttf "timrom.ttf" "POV-RAY 3.0" 25, 0.1*y
    pigment { BrightGold }
    finish { reflection .25 specular 1 }
    translate -3*x
  }

  #include "skies.inc"

  sky_sphere { S_Cloud5 }


Now. let's try using text in a CSG object. We will attempt to create an inlay
in a stone block using a text object. Create a new  file  called  textcsg.pov
and edit it as follows:

  #include "colors.inc"

  #include "stones.inc"

  background { color rgb 1 }

  camera {
    location <-3, 5, -15>
    look_at 0
    angle 25
  }

  light_source { <500,500,-1000> White }


Now let's create the block. We want it to be about eight units across because
our text string ( POV-RAY 3.0 ) is about six units  long.  We  also  want  it
about four units high and about one  unit  deep.  But  we  need  to  avoid  a
potential coincident surface with the text object so we will make the first z
coordinate 0.1 instead of 0. Finally, we will give this block  a  nice  stone
texture.

  box { <-3.5, -1, 0.1>, <3.5, 1, 1>
    texture { T_Stone10 }
  }


Next, we want to make the text object. We can use the same object we used  in
the first turorial except we will use slightly different thickness and offset
values.

  text { ttf "timrom.ttf" "POV-RAY 3.0" 0.15, 0
    pigment { BrightGold }
    finish { reflection .25 specular 1 }
    translate -3*x
  }


Remember that the text object is placed by default so that its front  surface
lies directly on the x-y-plane. If the front of the box begins at  z=0.1  and
thickness is set at 0.15, the depth of the "inlay" will  be  0.05  units.  Go
ahead and place a difference block around the two objects.

  difference {
    box { <-3.5, -1, 0.1>, <3.5, 1, 1>
      texture { T_Stone10 }
    }
    text { ttf "timrom.ttf" "POV-RAY 3.0" 0.15, 0
      pigment { BrightGold }
      finish { reflection .25 specular 1 }
      translate -3*x
    }
  }


Text carved from stone.

Render this at 200x150 -A . We can see the  inlay  clearly  and  that  it  is
indeed a bright gold color. Render this at 640x480 +A0.2 to see  the  results
more clearly, but be forewarned... this trace will take a little time.

4.4.12           Torus Object

A torus can be thought of as a donut or an innertube. It is a shape  that  is
vastly useful in many kinds of CSG so POV-Ray  has  adopted  this  4th  order
quartic polynomial as a primitive shape. The syntax for a torus is so  simple
that it makes it a very easy shape to work with once you learn what  the  two
float values mean. Instead of a lecture on the subject, let's create one  and
do some experiments with it.

Create a file called tordemo.pov . Edit it as follows:

  #include "colors.inc"

  camera {
    location <0, .1, -25>
    look_at 0
    angle 36
  }

  background { color Gray50 } // to make the torus easy to see

  light_source{ <300, 300, -1000> White }

  torus { 4, 1        // major and minor radius
    rotate -90*x      // so we can see it from the top
    pigment { Green }
  }


Go ahead and trace this. Well, it's a donut allright. Let's try changing  the
major and minor radius values and see what happens. Change them as follows:

  torus { 5, .25      // major and minor radius


That looks more like a hula-hoop! Let's try this:

  torus { 3.5, 2.5    // major and minor radius


Whoa! A donut with a serious weight problem!

With such a simple syntax, there isn't much  else  you  can  do  to  a  torus
besides change its texture... or is there? Let's see...

Torus' are very useful objects in CSG. Let's try a little experiment. Make  a
difference of a torus and a box:

  difference {
    torus { 4, 1
      rotate x*-90  // so we can see it from the top
    }
    box { <-5, -5, -1>, <5, 0, 1> }
    pigment { Green }
  }


Interesting... a half-torus. So? So, now add another one  flipped  the  other
way.  Only,  let's  declare  the  original  half-torus  and  the   necessary
transformations so we can use them again:

  #declare Half_Torus = difference {
    torus { 4, 1
      rotate -90*x  // so we can see it from the top
    }
    box { <-5, -5, -1>, <5, 0, 1> }
    pigment { Green }
  }

  #declare Flip_It_Over = 180*x

  #declare Torus_Translate = 8  // twice the major radius


Now create a union of two Half_Torus objects:

  union {
    object { Half_Torus }
    object { Half_Torus
      rotate Flip_It_Over
      translate Torus_Translate*x
    }
  }


This makes an S -shaped object, but we can't see the  whole  thing  from  our
present camera. Let's add a few more links, three in each direction, move the
object along the +z direction and rotate it about the +y axis so we  can  see
more of it. We also notice that there appears to be a  small  gap  where  the
Half_Torus' meet. This is due to the fact that we are viewing this scene from
directly on the x-z plane. We will change the camera y coordinate from  0  to
0.1 to eliminate this.

  union {
    object { Half_Torus }
    object { Half_Torus
      rotate Flip_It_Over
      translate x*Torus_Translate
    }
    object { Half_Torus
      translate x*Torus_Translate*2
    }
    object { Half_Torus
      rotate Flip_It_Over
      translate x*Torus_Translate*3
    }
    object { Half_Torus
      rotate Flip_It_Over
      translate -x*Torus_Translate
    }
    object { Half_Torus
      translate -x*Torus_Translate*2
    }
    object { Half_Torus
      rotate Flip_It_Over
      translate -x*Torus_Translate*3
    }
    object { Half_Torus
      translate -x*Torus_Translate*4
    }
    rotate y*45
    translate z*20
  }


Rendering this we see  a  cool,  undulating,  snake-like  something-or-other.
Neato. But we want to model something useful, something that we might see  in
real
life. How about a chain?

Thinking about it for a moment, we realize that a single link of a chain  can
be easily modeled using two half toruses and  two  cylinders.  Go  ahead  and
create a new file. You can use the same camera, background, light source, and
declared objects and transformations as you used in tordemo.pov :

  #include "colors.inc"

  camera {
    location <0, .1, -25>
    look_at 0
    angle 36
  }

  background { color Gray50 }

  light_source{ <300, 300, -1000> White }

  #declare Half_Torus = difference {
    torus { 4,1
      sturm
      rotate x*-90  // so we can see it from the top
    }
    box { <-5, -5, -1>, <5, 0, 1> }
    pigment { Green }
  }

  #declare Flip_It_Over = x*180

  #declare Torus_Translate = 8


Now, make a complete torus of two half toruses:

  union {
    object { Half_Torus }
    object { Half_Torus rotate Flip_It_Over }
  }


This may seem like a wasteful way to make a complete torus, but we are really
going to move each half apart to make room for the cylinders. First, add  the
declared cylinder before the union:

  #declare Chain_Segment = cylinder { <0, 4, 0>, <0, -4, 0>, 1
    pigment { Green }
  }


Then add two Chain_Segments to the union and translate them so that they line
up with the minor radius of the torus on each side:

  union {
    object { Half_Torus }
    object { Half_Torus rotate Flip_It_Over }
    object { Chain_Segment translate  x*Torus_Translate/2 }
    object { Chain_Segment translate -x*Torus_Translate/2 }
  }


Now translate the two half toruses +y and -y so that the  clipped  ends  meet
the ends of the cylinders. This distance is equal to half of  the  previously
declared Torus_Translate :

  union {
    object { Half_Torus
      translate y*Torus_Translate/2
    }
    object { Half_Torus
      rotate Flip_It_Over
      translate -y*Torus_Translate/2
    }
    object { Chain_Segment
      translate x*Torus_Translate/2
    }
    object { Chain_Segment
      translate -x*Torus_Translate/2
    }
  }


Render this and voila! A single link of a chain.  But  we  aren't  done  yet!
Whoever heard of a green chain? We would rather use  a  nice  metallic  color
instead. First, remove  any  pigment  blocks  in  the  declared  toruses  and
cylinders. Then add the following before the union:

  #declare Chain_Gold = texture {
    pigment { BrightGold }
    finish {
      ambient .1
      diffuse .4
      reflection .25
      specular 1
      metallic
    }
  }


Then add the texture to the union and declare the union as a single link:

  #declare Link = union {
    object { Half_Torus
      translate y*Torus_Translate/2
    }
    object { Half_Torus
      rotate Flip_It_Over
      translate -y*Torus_Translate/2
    }
    object { Chain_Segment
      translate x*Torus_Translate/2
    }
    object { Chain_Segment
      translate -x*Torus_Translate/2
    }
    texture { Chain_Gold }
  }


Now make a union of two links. The second one will have to be  translated  +y
so that its inner wall just meets the inner wall of the other link, just like
the links of a chain. This distance turns out to  be  double  the  previously
declared Torus_Translate minus 2  (twice  the  minor  radius).  This  can  be
described by the expression:

  Torus_Translate*2-2*y



Declare this expression as follows:

  #declare Link_Translate = Torus_Translate*2-2*y


In the object block, we will use this declared value so that we can  multiply
it to create other links. Now, rotate the second link  90*y  so  that  it  is
perpendicular to the first, just like links of a chain.  Finally,  scale  the
union by 1/4 so that we can see the whole thing:

  union {
    object { Link }
    object { Link translate y*Link_Translate rotate y*90 }
    scale .25
  }


Render this and you will see a very realistic pair of links. If  we  want  to
make an entire chain, we must declare the above union and then create another
union of this declared object.  Be  sure  to  remove  the  scaling  from  the
declared object:

  #declare Link_Pair =
  union {
    object { Link }
    object { Link translate y*Link_Translate rotate y*90 }
  }


Now declare your chain:

  #declare Chain = union {
    object { Link_Pair}
    object { Link_Pair translate  y*Link_Translate*2 }
    object { Link_Pair translate  y*Link_Translate*4 }
    object { Link_Pair translate  y*Link_Translate*6 }
    object { Link_Pair translate -y*Link_Translate*2 }
    object { Link_Pair translate -y*Link_Translate*4 }
    object { Link_Pair translate -y*Link_Translate*6 }
  }


And, finally create your chain with a couple of transformations  to  make  it
easier to see. These include scaling  it  down  by  a  factor  of  1/10,  and
rotating it so that you can clearly see each link:

  object { Chain scale .1 rotate <0, 45, -45> }


The torus object can be used to create chains.

Render this and  you  should  see  a  very  realistic  gold  chain  stretched
diagonally across the screen.

4.5              CSG Objects

Constructive solid geomerty, CSG, is a  powerful  tool  to  combine  primitve
objects to create more complex objects as shown in the following sections.

4.5.1            What is CSG?

CSG stands for Constructive Solid Geometry . POV-Ray allows you to  construct
complex solids by combining primitive shapes in four  different  ways.  These
are union, where two or more shapes are added  together,  intersection  where
two or more shapes are combined to make a new shape that consists of the area
common to both shapes, difference where subsequent shapes are subtracted from
the first shape, and merge which is like a union where  the  surfaces  inside
the union are removed (useful in transparent CSG objects). We will deal  with
each of these in detail in the next few sections.

CSG objects can be extremely complex. They can be  deeply  nested.  In  other
words there can be unions  of  differences  or  intersections  of  merges  or
differences of intersections or even unions of intersections  of  differences
of merges... ad infinitum. CSG objects are (almost always) finite objects and
so respond to auto-bounding  and  can  be  transformed  like  any  other  POV
primitive shape.

4.5.2            CSG Union

Let's try making a simple union. Create a file called csgdemo.pov and edit it
as follows:

  #include "colors.inc"

  camera {
    location <0, 1, -10>
    look_at 0
    angle 36
  }

  light_source { <500, 500, -1000> White }

  plane { y, -1.5
    pigment { checker Green White }
  }


Now let's add two spheres each translated 0.5 units along the x-axis in  each
direction. Color one blue and the other red.

  sphere { <0, 0, 0>, 1
    pigment { Blue }
    translate -0.5*x
  }
  sphere { <0, 0, 0>, 1
    pigment { Red }
    translate 0.5*x
  }


Try tracing this file now at 200x150 -A . Now place a union block around  the
two spheres. This will create a single CSG union out of the two objects.

  union{
    sphere { <0, 0, 0>, 1
      pigment { Blue }
      translate -0.5*x
    }
    sphere { <0, 0, 0>, 1
      pigment { Red }
      translate 0.5*x
    }
  }


Trace the file again. The union will  appear  no  different  from  what  each
sphere looked like on its own, but now we can give the entire union a  single
texture and transform it as a whole. Let's do that now.

  union{
    sphere { <0, 0, 0>, 1
      translate -0.5*x*
    }
    sphere { <0, 0, 0>, 1
      translate 0.5*x
    }
    pigment { Red }
    scale <1, .25, 1>
    rotate <30, 0, 45>
  }


Trace the file again. As you can see, the object  has  changed  dramatically.
Experiment with different values of scale and rotate and try  some  different
textures.

There are some advantages of assigning only  one  texture  to  a  CSG  object
instead of assigning the texture to each individual component. First,  it  is
much easier to use one texture if your CSG object has  a  lot  of  components
because changing the objects appereance involves  changing  only  one  single
texture. Second, the file parses faster because the texture has to be  parsed
only once. This may be a great factor when doing large scenes  or  animatons.
Third, using only one texture saves memory because the texture is only stored
once and referenced by all  components  of  the  CSG  object.  Assigning  the
texture to all n components means that it is stored n times.

4.5.3            CSG Intersection

Now let's use these same spheres to illustrate the next kind of  CSG  object,
the intersection . Change the word union to intersection and delete the scale
and rotate statements:

  intersection {
    sphere { <0, 0, 0>, 1
      translate -0.5*x
    }
    sphere { <0, 0, 0>, 1
      translate 0.5*x
    }
    pigment { Red }
  }


Trace the file and you will see a  lens-shaped  object  instead  of  the  two
spheres. This is because an intersection consists of the area shared by  both
shapes, in this case the lens-shaped area where the two spheres  overlap.  We
like this lens-shaped object so we will use it to demostrate differences.

4.5.4            CSG Difference

Rotate the lens-shaped intersection about the y-axis so that the  broad  side
is facing the camera.

  intersection{
    sphere { <0, 0, 0>, 1
      translate -0.5*x
    }
    sphere { <0, 0, 0>, 1
      translate 0.5*x
    }
    pigment { Red }
    rotate 90*y
  }


Now let's create a cylinder and stick it right in the middle of the lens.

  cylinder { <0, 0, -1> <0, 0, 1>, .35
    pigment { Blue }
  }


Render the scene now to see the position of the cylinder.  We  will  place  a
difference block around both the lens-shaped intersection  and  the  cylinder
like this:

  difference {
    intersection {
      sphere { <0, 0, 0>, 1
        translate -0.5*x
      }
      sphere { <0, 0, 0>, 1
        translate 0.5*x
      }
      pigment { Red }
      rotate 90*y
    }
    cylinder { <0, 0, -1> <0, 0, 1>, .35
      pigment { Blue }
    }
  }


Now render the file. You should see the lens-shaped intersection with a  neat
hole in the middle of it where  the  cylinder  was.  The  cylinder  has  been
subtracted from the intersection. Note  that  the  pigment  of  the  cylinder
causes the surface of the hole to be colored  blue.  If  you  eliminate  this
pigment the surface of the hole will be red.

OK, let's get a little wilder now. Let's declare our perforated  lens  object
to give it a name. Let's also eliminate all textures in the  declared  object
because we will want them to be in the final union instead.

  #declare Lens_With_Hole = difference {
    intersection {
      sphere { <0, 0, 0>, 1
        translate -0.5*x
      }
      sphere { <0, 0, 0>, 1
        translate 0.5*x
      }
      rotate 90*y
    }
    cylinder { <0, 0, -1> <0, 0, 1>, .35 }
  }


Now, let's use union to build a complex shape  composed  of  copies  of  this
object.

  union {
    object { Lens_With_Hole translate <-.65, .65, 0> }
    object { Lens_With_Hole translate <.65, .65, 0> }
    object { Lens_With_Hole translate <-.65, -.65, 0> }
    object { Lens_With_Hole translate <.65, -.65, 0> }
    pigment { Red }
  }


Render it. An interesting object to be sure. But let's  try  something  more.
Let's make it a partially-transparent object by adding  some  filter  to  the
pigment block.

  union {
    object { Lens_With_Hole translate <-.65, .65, 0> }
    object { Lens_With_Hole translate <.65, .65, 0> }
    object { Lens_With_Hole translate <-.65, -.65, 0> }
    object { Lens_With_Hole translate <.65, -.65, 0> }
    pigment { Red filter .5 }
  }


Now render the file again. This looks pretty  good...  only...  you  can  see
parts of each of the lens objects inside the union! This is no good.

4.5.5            CSG Merge

This brings us to the fourth kind of CSG object, the merge . Merges  are  the
same as unions, but the geometry of the objects in the CSG that is inside the
merge is not traced. This should eliminate the problem with our object. Let's
try it.

  merge {
    object { Lens_With_Hole translate <-.65, .65, 0> }
    object { Lens_With_Hole translate <.65, .65, 0> }
    object { Lens_With_Hole translate <-.65, -.65, 0> }
    object { Lens_With_Hole translate <.65, -.65, 0> }
    pigment { Red filter .5 }
  }


4.5.6            CSG Pitfalls

There is a severe pitfall in the POV-Ray's CSG code that you have to be aware
of.

4.5.6.1          Coincidence Surfaces

POV-Ray uses inside/outside tests to determine the  points  at  which  a  ray
intersects a CSG object. A problem arises when the surfaces of two  different
shapes coincide because there is no way (due to numerical problems)  to  tell
wether a point on the coincident surface belongs to one shape or the other.

Look at the following example where a cylinder is used to cut  a  hole  in  a
larger box.

  difference {
    box { -1, 1 pigment { Red } }
    cylinder { -z, z, 0.5 pigment { Green } }
  }


If you trace this object you'll see red speckles where the hole  is  supposed
to be. This is caused by the coincident surfaces of the cylinder and the box.
One time the cylinder's surface is hit first by a viewing ray,  resulting  in
the correct rendering of the hole, and another time the  box  is  hit  first,
leading to a wrong result where the hole vanishes and red speckles appear.

This problem can be avoided by increasing the size of the cylinder to get rid
of the coincidence surface. This is done by:

  difference {
    box { -1, 1 pigment { Red } }
    cylinder { -1.001*z, 1.001*z, 0.5 pigment { Green } }
  }


In general you have to make the subtracted object a little bit  larger  in  a
CSG difference. Just look for coincident surfaces and increase the subtracted
object appropreatly to get rid of those surfaces.

The same problem occurs in CSG intersections and is also avoided  by  scaling
some of the involved objects.

4.6              The Light Source

In any ray-traced scene, the light needed  to  illuminate  your  objects  and
their surfaces must come from a light source. There are many kinds  of  light
sources available in POV-Ray and careful use of the correct  kind  can  yield
very impressive results. Let's take a moment to explore some of the different
kinds of light sources and their various parameters.

4.6.1            The Ambient Light Source

The ambient light source is used  to  simulate  the  effect  of  interdiffuse
reflection. If there wasn't interdiffuse reflection all  areas  not  directly
lit by a light source would be completely  dark.  POV-Ray  uses  the  ambient
keyword to determine how much light coming from the ambient light  source  is
reflected by a surface.

By default the ambient light source, which emits its light everywhere and  in
all directions, is pure white (rgb<1,1,1>). Changing its color can be used to
create interesting effects. First of all the overall light level of the scene
can be adjusted easily. Instead of  changing  all  ambient  values  only  the
ambient light source is modified.  By  assigning  different  colors  you  can
create nice effects like a moody reddish ambient lighting. For  more  details
about the ambient light source see "Ambient Light" .

Below is an example of a red ambient light source.

  global_settings { ambient_light rgb<1, 0, 0> }


4.6.2            The Point Light Source

Pointlights are exactly what the name indicates. A pointlight has no size, is
invisible, and illuminates everything in the scene equally no matter how  far
away from the light source it may be. This is the  simplest  and  most  basic
light source. There are only two important parameters,  location  and  color.
Let's design a simple scene and place a pointlight source in it.

Create a new file and name it litedemo.pov . Edit it as follows:

  #include "colors.inc"
  #include "textures.inc"

  camera {
    location  <-4, 3, -9>
    look_at   <0, 0, 0>
    angle 48
  }


Add the following simple objects:

  plane { y, -1
    texture {
      pigment {
        checker
        color rgb<0.5, 0, 0>
        color rgb<0, 0.5, 0.5>
      }
      finish {
        diffuse 0.4
        ambient 0.2
        phong 1
        phong_size 100
        reflection 0.25
      }
    }
  }

  torus { 1.5, 0.5
    texture { Brown_Agate }
    rotate <90, 160, 0>
    translate  <-1, 1, 3>
  }

  box { <-1, -1, -1>, <1, 1, 1>
    texture { DMFLightOak }
    translate  <2, 0, 2.3>
  }

  cone { <0,1,0>, 0, <0,0,0>, 1
    texture { PinkAlabaster }
    scale <1, 3, 1>
    translate  <-2, -1, -1>
  }

  sphere { <0,0,0>,1
    texture { Sapphire_Agate }
    translate  <1.5, 0, -2>
  }


Now add a pointlight:

  light_source {
    <2, 10, -3>
    color White
  }


Render this at 200x150 -A . You will see that the objects are clearly visible
with sharp shadows. The sides of curved objects nearest the light source  are
brightest in color with the areas that are facing away from the light  source
darkest. Note also that the checkered plane is illuminated evenly all the way
to the horizon. This allows  us  to  see  the  plane,  but  it  is  not  very
realistic.

4.6.3            The Spotlight Source

Spotlights are a very useful type of light source. They can be  used  to  add
highlights and illuminate features much as a photographer uses  spots  to  do
the same thing. There are a few more parameters  with  spotlights  than  with
pointlights. These are radius , falloff , tightness  ,  and  point_at  .  The
radius parameter is the angle of the  fully  illuminated  cone.  The  falloff
parameter is the angle of the  umbra  cone  where  the  light  falls  off  to
darkness. The tightness is a parameter that determines the rate of the  light
falloff. point_at is just what it says, where the spotlight is  pointing  to.
Let's change the light in our scene as follows:

  light_source {
    <0, 10, -3>
    color White
    spotlight
    radius 15
    falloff 20
    tightness 10
    point_at <0, 0, 0>
  }


Render this at 200x150 -A  and  you  will  see  that  only  the  objects  are
illuminated. The rest of the plane and the outer portions of the objects  are
now unlit. There is a broad falloff area, but the  shadows  are  still  razor
sharp. Let's try fiddling with some of these parameters to see what they  do.
Try changing the falloff value to 16 (it must always be larger than radius  )
and render again. Now the falloff is very narrow, and the objects are  either
brightly lit, or in total darkness. Now, change falloff back to 20 and change
the tightness value  to  100  (higher  is  tighter)  and  render  again.  The
spotlight appears to have gotten much smaller, but what has  really  happened
is that the falloff has become so steep  that  the  radius  actually  appears
smaller.

We decide that a tightness value of 10 (the default) and a falloff  value  of
18 are best for this spotlight and we now want to put a few spots around  the
scene for effect. Lets place a slightly  narrower  blue  and  a  red  one  in
addition to the white one we already have:

  light_source {
    <10, 10, -1>
    color Red
    spotlight
    radius 12
    falloff 14
    tightness 10
    point_at <2, 0, 0>
  }

  light_source {
    <-12, 10, -1>
    color Blue
    spotlight
    radius 12
    falloff 14
    tightness 10
    point_at <-2, 0, 0>
  }


Rendering this we see that the scene now has a wonderfully mysterious air  to
it. The three spotlights all converge on the objects making them blue on  one
side and red on the other with enough  white  in  the  middle  to  provide  a
balance.

4.6.4            The Cylindrical Light Source

Spotlights are cone shaped,  meaning  that  their  effect  will  change  with
distance. The farther away from the spotlight an object is,  the  larger  the
apparant radius will be. But we may want the  radius  and  falloff  to  be  a
particular size no matter how far away the spotlight  is.  For  this  reason,
cylindrical light sources are needed. A cylindrical light source is just like
a spotlight, except that the radius and  falloff  regions  are  the  same  no
matter how far from the light source your object is. The shape is therefore a
cylinder rather than a cone. You can specify  a  cylindrical  lightsource  by
replacing the spotlight keyword with cylinder . Try this now with our  scene.
Replace all three spotlights with cylinder lights and render  again.  We  see
that the scene is much dimmer. This is because the cylindrical constraints do
not let the light spread out like in a spotlight. Larger radius  and  falloff
values are needed to do the job. Try a radius of 20 and a falloff of  30  for
all three lights. That's the ticket!

4.6.5            The Area Light Source

So far all of our light sources have one thing in common. They produce  sharp
shadows. This is  because  the  actual  light  source  is  a  point  that  is
infinitely small. Objects are either in direct sight of the light,  in  which
case they are fully illuminated, or they are not,  in  which  case  they  are
fully shaded. In real life, this kind of stark  light  and  shadow  situation
exists only in outer space where the direct light  of  the  sun  pierces  the
total blackness of space. But here on  Earth,  light  bends  around  objects,
bounces off objects, and usually the source has some dimension, meaning  that
it can be partially hidden from sight (shadows are not sharp  anymore).  They
have what is known as an umbra, or  an  area  of  fuzziness  where  there  is
neither total light or shade. In order to  simulate  these  soft  shadows,  a
ray-tracer must give its light sources dimension. POV-Ray  accomplishes  this
with a feature known as an area light.

Area lights have dimension in two axis'. These are specified by the first two
vectors in the area light syntax. You must also specify how many  lights  are
to be in the array. More will give you cleaner soft  shadows  but  will  take
longer to render. Usually a 3*3 or a 5*5 array will suffice.  You  also  have
the option of specifying an adaptive value. The adaptive  command  tells  the
ray-tracer that it can adapt to the situation and send only the  needed  rays
to determine the value of the pixel. If adaptive is not used, a separate  ray
will be sent for every light in the area light. This can really  slow  things
down. The higher the adaptive value the cleaner the umbra  will  be  but  the
longer the trace will take. Usually an adaptive value  of  1  is  sufficient.
Finally, you probably should use the jitter command. This tells the raytracer
to slightly move the position of each light in the area  light  so  that  the
shadows appear truely soft instead of  giving  you  an  umbra  consisting  of
closely banded shadows.

OK, let's try one. Comment out the cylinder lights and add the following:

  light_source {
    <2, 10, -3>
    color White
    area_light <5, 0, 0>, <0, 0, 5>, 5, 5
    adaptive 1
    jitter
  }


This is a white area light centered at <2,10,-3>. It is 5  units  (along  the
x-axis) by 5 units (along the z-axis) in size, and has 25 (5*5) lights in it.
We have specified adaptive 1 and jitter. Render this at 200x150 -A .

Right away we notice two things. The trace takes quite a bit longer  than  it
did with a point or a spotlight, and the shadows are no  longer  sharp!  They
all have nice soft umbras around them. Wait, it gets better.

Spotlights and cylinder lights can be area lights too! Remember  those  sharp
shadows from the spotlights in our scene? It would not make much sense to use
a 5*5 array for a spotlight, but a smaller array  might  do  a  good  job  of
giving us just the right amount of umbra  for  a  spotlight.  Let's  try  it.
Comment out the area light and change the cylinder lights so that  they  read
as follows:

  light_source {
    <2, 10, -3>
    color White
    spotlight
    radius 15
    falloff 18
    tightness 10
    area_light <1, 0, 0>, <0, 0, 1>, 2, 2
    adaptive 1
    jitter
    point_at <0, 0, 0>
  }

  light_source {
    <10, 10, -1>
    color Red
    spotlight
    radius 12
    falloff 14
    tightness 10
    area_light <1, 0, 0>, <0, 0, 1>, 2, 2
    adaptive 1
    jitter
    point_at <2, 0, 0>
  }

  light_source {
    <-12, 10, -1>
    color Blue
    spotlight
    radius 12
    falloff 14
    tightness 10
    area_light <1, 0, 0>, <0, 0, 1>, 2, 2
    adaptive 1
    jitter
    point_at <-2, 0, 0>
  }


You now have three area-spotlights, one unit square consisting of an array of
four (2*2) lights, three different colors, all shining on your scene.  Render
this at 200x150 -A . This appears to work perfectly.  All  our  shadows  have
small, tight umbras, just the sort you would expect  to  find  on  an  object
under a real spotlight.

4.6.6            Assigning an Object to a Light Source

Light sources are invisible. They are just a location where the light appears
to be coming from. They have no true size or shape. If you  want  your  light
source to be a visible shape, you can use the  looks_like  keyword.  You  can
specify that your light source can look like any object you choose. When  you
use looks_like , no_shadow is applied to the object  automatically.  This  is
done so that the object will  not  block  any  illumination  from  the  light
source. If you want some blocking to occur (as in a lampshade), it is  better
to simply use a union to do the same thing. Let's add such an object  to  our
scene. Here is a light bulb I have made just for this purpose:

  #declare Lightbulb = union {
    merge {
      sphere { <0,0,0>,1 }
      cylinder { <0,0,1>, <0,0,0>, 1
        scale <0.35, 0.35, 1.0>
        translate  0.5*z
      }
      texture {
        pigment {color rgb <1, 1, 1>}
        finish {ambient .8 diffuse .6}
      }
    }
    cylinder { <0,0,1>, <0,0,0>, 1
      scale <0.4, 0.4, 0.5>
      texture { Brass_Texture }
      translate  1.5*z
    }
    rotate -90*x
    scale .5
  }


Now add the light source:

  light_source {
    <0, 2, 0>
    color White
    looks_like { Lightbulb }
  }


Rendering this we see that a fairly believable light bulb now illuminates the
scene. However, if we do not specify a high ambient value, the light bulb  is
not lit by the light source. On the plus side, all of the shadows  fall  away
from the light bulb, just as they would in a real situation. The shadows  are
sharp, so let's make our bulb an area light:

  light_source {
    <0, 2, 0>
    color White
    area_light <1, 0, 0>, <0, 1, 0>, 2, 2
    adaptive 1
    jitter
    looks_like { Lightbulb }
  }


Note that we have placed this area light in  the  x-y-plane  instead  of  the
x-z-plane. Note also that the actual appearance of  the  light  bulb  is  not
affected in any way by the light source. The bulb must be illuminated by some
other light source or by, as  in  this  case,  a  high  ambient  value.  More
interesting results might therefore be obtained in this case by  using  halos
(see section "Halos" ).

4.6.7            Light Source Specials


4.6.7.1          Using Shadowless Lights

Light sources can be assigned the shadowless keyword and no shadows  will  be
cast due to its presence  in  a  scene.  What  good  is  that  you  may  ask.
Sometimes, scenes are difficult to illuminate properly using the  lights  you
have chosen to illuminate your objects. It is impractical and unrealisitic to
apply a higher ambient value to the texture of every object in the scene.  So
instead, you would place a couple of  fill  lights  around  the  scene.  Fill
lights are simply dimmer lights with the shadowless keyword that act to boost
the illumination of other areas of the scene that may not be lit well.  Let's
try using one in our scene.

Remember the three colored area spotlights? Go back now  and  uncomment  them
and comment out any other lights you have made. Now add the following:

%%% %%%   light_source {
%%%     <0, 20, 0>
%%%     color Gray75
%%%     shadowless
%%%   }
%%%

This is a fairly dim ( Gray75 ) light 20 units over the center of the  scene.
It will give a dim illumination to all objects including  the  plane  in  the
background. Render it and see.

4.6.7.2          Using Light Fading

If it is realism we want, it is not realistic for  the  plane  to  be  evenly
illuminated off into the distance. In real life, light gets scattered  as  it
travels so it diminishes its ability to illuminate  objects  the  farther  it
gets from its source. To  simulate  this,  POV-Ray  allows  you  to  use  two
keywords:  fade_distance  ,  which  specifies  the  distance  at  which  full
illumination is  achieved;  and  fade_power  ,  an  exponential  value  which
determines the actual rate of attenuation. Let's apply these keywords to  our
fill light.

First, make the fill light a little brighter by changing Gray75 to  Gray50  .
Now change that fill light as follows:

  light_source {
    <0, 20, 0>
    color Gray50
    fade_distance 5
    fade_power 1
    shadowless
  }


This means that the full value of the  fill  light  will  be  achieved  at  a
distance of 5 units away from the light source. The  fade_power  of  1  means
that the falloff will be linear (the light falls  of  at  a  constant  rate).
Render this to see the result.

That definitely worked! Now let's try a fade_power of 2 and  a  fade_distance
of 10. Again, this works well. The falloff is much sharper with a  fade_power
of 2 so we had ot raise the fade_distance to 10.

4.6.7.3          Light Sources and Atmosphere

By definition more than default, light sources are  affected  by  atmosphere,
i.e. their light is scattered by the atmosphere. This can be  turned  off  by
adding atmosphere off to the light source block. The light emitted by a light
source can also be attenuated by the atmosphere (and also fog),  that  is  it
will   be   diminished   as   it   travells   through   it,    by    adding
atmospheric_attenuation on . The falloff is exponential and dependes  on  the
distance parameter of the atmosphere (or fog).  You  should  note  that  this
featuer only affects light coming directly from the light  source.  Reflected
and refracted light is ignored.

Let's experiment with these keywords. First we must add an atmosphere to  our
scene:

  #include "atmos.inc"

  atmosphere { Atmosphere2 }


Then, so the trace will not take as long and the effect  will  be  easier  to
see, comment out the three lines that turn each of the three spotlights  into
area lights:

  //area_light <1, 0, 0>, <0, 0, 1>, 2, 2
  //adaptive 1
  //jitter


Tracing the scene at 200x150  -A  we  see  that  indeed  the  spotlights  are
visible. We can see where the blue and red spots cross each other  and  where
the white overhead light shines down through the center of the scene. We also
notice that the spotlights appear to diminish in their intensity as the light
descends from the light source to the objects. The red light is all but  gone
in the lower left part of the scene and the blue light all but  gone  in  the
lower right. This is due to the atmospheric attenuation and lends  a  further
realism to the scene. The atmosphere-lightsource interaction gives our  scene
a smoky, mysterious appearance, but the trace took a long  time.  Make  those
spotlights area lights and it will take even longer. This  is  an  inevitable
trade-off - tracing speed for image quality.

4.7              Simple Texture Options

The pictures rendered so far where somewhat boring regarding  the  appearance
of the objects. Let's add some fancy features to the texture.

4.7.1            Surface Finishes

One of the main features of a ray-tracer is its  ability  to  do  interesting
things with surface finishes such as highlights and reflection. Let's  add  a
nice little phong highlight (shiny spot) to the sphere. To do this you need a
finish parameter. Change the definition of the sphere to this:

  sphere { <0, 1, 2>, 2
    texture {
      pigment { color Yellow } // Yellow is pre-defined in COLORS.INC
      finish { phong 1 }
    }
  }


Now render this the same way  you  did  before.  The  phong  keyword  adds  a
highlight the same color of the light shining on the object. It adds a lot of
credibility to the picture and makes the object look smooth and shiny.  Lower
values of phong will make the highlight less bright (values should be between
0 and 1).

4.7.2            Adding Bumpiness

The highlight you've added illustrates how much of our perception depends  on
the reflective properties of an  object.  Ray-tracing  can  exploit  this  by
playing tricks on our perception to make us see complex details  that  aren't
really there.

Suppose you wanted a very bumpy surface on  the  object.  It  would  be  very
difficult to mathematically model lots of bumps. We can however simulate  the
way bumps look by altering  the  way  light  reflects  off  of  the  surface.
Reflection calculations depend on a vector called a  surface  normal  vector.
This is a vector which points away from the surface and is  perpendicular  to
it. By artificially modifying (or perturbing)  this  normal  vector  you  can
simulate bumps. Change the scene to read as follows and render it:

  sphere { <0, 1, 2>, 2
    texture {
      pigment { color Yellow }
      normal { bumps 0.4 scale 0.2 }
      finish { phong 1}
    }
  }


This tells POV-Ray to use a bump pattern to modify the  surface  normal.  The
value 0.4 controls the apparent depth of the bumps.  Usually  the  bumps  are
about 1 unit wide which doesn't work very well with a sphere of radius 2. The
scale makes the bumps 1/5th as wide but does not affect their depth.

4.7.3            Creating Color Patterns

You can do more than assign a solid  color  to  an  object.  You  can  create
complex patterns in the pigment block. Consider this example:

  sphere { <0, 1, 2>, 2
    texture {
      pigment {
        wood
        color_map {
          [0.0 color DarkTan]
          [0.9 color DarkBrown]
          [1.0 color VeryDarkBrown]
        }
        turbulence 0.05
        scale <0.2, 0.3, 1>
      }
      finish { phong 1 }
    }
  }


The keyword wood specifies a pigment pattern of concentric rings  like  rings
in wood. The color_map specifies that the color of the wood should blend from
DarkTan to DarkBrown over the first 90% of the vein  and  from  DarkBrown  to
VeryDarkBrown over the remaining 10%. The turbulence slightly  stirs  up  the
pattern so the veins aren't perfect circles and the scale factor adjusts  the
size of the pattern.

Most patterns are set up by default to give you one feature across  a  sphere
of radius 1.0. A feature is very roughly defined as a color  transition.  For
example, a wood texture would have one band on a sphere  of  radius  1.0.  In
this example we scale the pattern using  the  scale  keyword  followed  by  a
vector. In this case we scaled 0.2 in the x direction, 0.3 in the y direction
and the z direction is scaled by 1, which leaves it unchanged.  Scale  values
larger than one will stretch an element. Scale values smaller than  one  will
squish an element. And a scale value of one will leave an element unchanged.

4.7.4            Pre-defined Textures

POV-Ray has some very sophisticated  textures  pre-defined  in  the  standard
include files glass.inc , metals.inc , stones.inc and woods.inc  .  Some  are
entire textures with  pigment  ,  normal  and/or  finish  parameters  already
defined. Some are just pigments or just finishes. Change  the  definition  of
our sphere to the following and then re-render it:

  sphere { <0, 1, 2>, 2
    texture {
      pigment {
        DMFWood4       // pre-defined in textures.inc
        scale 4        // scale by the same amount in all
                       // directions
      }
      finish { Shiny } // pre-defined in finish.inc
    }
  }


The pigment identifier DMFWood4 has already been scaled down quite small when
it was defined. For this example we want to scale the pattern larger. Because
we want to scale it uniformly we can put  a  single  value  after  the  scale
keyword rather than a vector of x, y, z scale factors.

Look through the file textures.inc to see  what  pigments  and  finishes  are
defined and try them out. Just insert the  name  of  the  new  pigment  where
DMFWood4 is now or try a different finish in place  of  Shiny  and  re-render
your file.

Here is an example of using a complete texture identifier  rather  than  just
the pieces.

  sphere { <0, 1, 2>, 2
    texture { PinkAlabaster }
  }


4.8              Advanced Texture Options

The extremely powerful texturing  ability  is  one  thing  that  really  sets
POV-Ray apart from other raytracers. So far we have not really tried anything
too complex but by now you should be comfortable enough  with  the  program's
syntax to try some of the more advanced texture options.

Obviously, we cannot try them all. It would take a tutorial a lot more  pages
to use  every  texturing  option  available  in  POV-Ray.  For  this  limited
tutorial, we will content ourselves to just trying a few of them to give  you
an idea of how textures are created. With a little practice, you will soon be
creating beautiful textures of your own.

4.8.1            Pigment and Normal Patterns

Previous versions of POV-Ray made a distinction between  pigment  and  normal
patterns, i. e. patterns that could be used inside a normal {... } or pigment
{... } statement. With POV-Ray 3.0 this restriction was removed so  that  all
patterns listed in section "Patterns" can be used  as  a  pigment  or  normal
pattern.

4.8.2            Pigments

Every surface must have a color. In POV-Ray, this color is called a pigment .
It does not have to be a single color. It can be a  color  pattern,  a  color
list, or even an image map. Pigments can also be layered one on  top  of  the
next so long as the uppermost layers are at least  partially  transparent  so
the ones beneath can show through. Let's play around with some of these kinds
of pigments.

Create a file called texdemo.pov and edit it as follows:

  #include "colors.inc"

  camera {
    location <1, 1, -7>
    look_at 0
    angle 36
  }

  light_source { <1000, 1000, -1000> White }

  plane { y, -1.5
    pigment { checker Green, White }
  }

  sphere { <0,0,0>, 1
    pigment { Red }
  }


Giving this file a quick test render at 200x150 -A we see that it is a simple
red sphere against a green and white checkered plane. We will  be  using  the
sphere for our textures.

4.8.2.1          Using Color List Pigments

Before we begin you should note  that  we  have  already  made  one  kind  of
pigment, the color list pigment. In the  previous  example  we  have  used  a
checkered pattern on our plane. There are  two  other  kinds  of  color  list
pigments, brick and hexagon . Let's quickly try each of these. First,  change
the plane's pigment as follows:

  pigment { hexagon Green, White, Yellow }


Rendering this we see a three-color hexagonal pattern. Note that this pattern
requires three colors. Now change the pigment to...

  pigment { brick Gray75, Red rotate -90*x scale .25 }


Looking at the resulting image see that the plane now has  a  brick  pattern.
Note that we had to rotate the pattern to make it  appear  correctly  on  the
flat plane. This pattern normally is meant to be used on  vertical  surfaces.
We also had to scale the pattern down a bit so we could see it  more  easily.
Feel free to play around with these color list pigments, change  the  colors,
etc. until you get a floor that you like.

4.8.2.2          Using Pigment and Patterns

Let's begin texturing  our  sphere  by  using  a  pattern  and  a  color  map
consisting of three colors. Replace the pigment block with the following.

  pigment {
    gradient x
    color_map {
      [0.00 color Red]
      [0.33 color Blue]
      [0.66 color Yellow]
      [1.00 color Red]
    }
  }


Rendering this we see that it gives us an  interesting  pattern  of  vertical
stripes. Try changing the gradient direction to y. The stripes are horizontal
now. Try changing the gradient direction to z. The stripes are now more  like
concentric rings. This is because the gradient  direction  is  directly  away
from the camera. Change the direction back to x and add the following  change
to the pigment block.

  pigment {
    gradient x
    color_map {
      [0.00 color Red]
      [0.33 color Blue]
      [0.66 color Yellow]
      [1.00 color Red]
    }
    rotate -45*z          // <- add this line
  }


The vertical bars are now slanted at a 45 degree angle. All patterns  can  be
rotated, scaled, and translated in this manner. Let's now try some  different
types of patterns. One at a  time,  substitute  the  following  keywords  for
gradient x and render to see the result: bozo , marble , agate  ,  granite  ,
leopard , spotted , and wood (if you like you can test all patterns listed in
section "Patterns" ).

Rendering these we see that each results in a slightly different pattern. But
to get really good results each type of pattern  requires  the  use  of  some
pattern modifiers.

4.8.2.3          Using Pattern Modifiers

Let's take a look at some pattern modifiers. First, change the  pattern  type
to bozo. Then add the following change.

  pigment {
    bozo
    frequency 3            // <- add this line
    color_map {
      [0.00 color Red]
      [0.33 color Blue]
      [0.66 color Yellow]
      [1.00 color Red]
    }
    rotate -45*z
  }


The frequency modifier determines the number of times the color  map  repeats
itself per unit of size. This change makes the bozo pattern  we  saw  earlier
have many more bands in it. Now change the pattern type to marble .  When  we
rendered this earlier, we saw a banded pattern similar  to  gradient  y  that
really did not look much like marble at all. This is because marble really is
a kind of gradient and it needs another pattern modifier to look like marble.
This modifier  is  called  turbulence  .  Change  the  line  frequency  3  to
turbulence 1 and render again. That's better! Now let's put frequency 3  back
in right after the turbulence and take another look. Even more interesting!

But wait, it gets better! Turbulence itself has some modifiers  of  its  own.
You can adjust the turbulence several ways. First, the float that follows the
turbulence keyword can be any  value  with  higher  values  giving  you  more
turbulence. Second, you can use the keywords omega , lambda , and octaves  to
change the turbulence parameters. Let's try this now:

  pigment {
    marble
    turbulence 0.5
    lambda 1.5
    omega 0.8
    octaves 5
    frequency 3
    color_map {
      [0.00 color Red]
      [0.33 color Blue]
      [0.66 color Yellow]
      [1.00 color Red]
    }
    rotate 45*z
  }


Rendering this we see that the turbulence has changed and the  pattern  looks
different. Go ahead and play around with the numerical values of turbulence ,
lambda , omega , and octaves to see what they do.

4.8.2.4          Using Transparent Pigments and Layered Textures

Pigments are described by numerical values that give the  rgb  value  of  the
color to be used (like color rgb<1, 0, 0> giving you a red color).  But  this
syntax will give you more than just the rgb values. You can specify filtering
transparency by changing it as follows: color rgbf<1, 0, 0, 1> . The f stands
for filter , POV-Ray's word for filtered transparency. A value of  one  means
that the color  is  completely  transparent,  but  still  filters  the  light
according to what the  pigment  is.  In  this  case,  the  color  will  be  a
transparent red, like red cellophane.

There is another kind of transparency in POV-Ray. It is called  transmittance
or non-filtering transparency (the keyword is transmit  ).  It  is  different
from filter in that it does not filter the light  according  to  the  pigment
color. It instead allows all the light to pass through unchanged. It  can  be
specified like this: rgbt<1, 0, 0, 1> .

Let's use some transparent pigments to create another kind  of  texture,  the
layered texture. Returning to our previous  example,  declare  the  following
texture.

  #declare LandArea = texture {
      pigment {
        agate
        turbulence 1
        lambda 1.5
        omega .8
        octaves 8
        color_map {
          [0.00 color rgb <.5, .25, .15>]
          [0.33 color rgb <.1, .5, .4>]
          [0.86 color rgb <.6, .3, .1>]
          [1.00 color rgb <.5, .25, .15>]
        }
      }
    }
  }


This texture will be the land area. Now let's make the  oceans  by  declaring
the following.

  #declare OceanArea = texture {
    pigment {
      bozo
        turbulence .5
        lambda 2
        color_map {
          [0.00, 0.33 color rgb <0, 0, 1>
                      color rgb <0, 0, 1>]
          [0.33, 0.66 color rgbf <1, 1, 1, 1>
                      color rgbf <1, 1, 1, 1>]
          [0.66, 1.00 color rgb <0, 0, 1>
                      color rgb <0, 0, 1>]
        }
      }
    }
  }


Note how the ocean is the opaque blue area, and the land is  the  clear  area
which will allow the underlying texture to show through.

Now, let's declare one more texture to simulate an atmosphere  with  swirling
clouds.

  #declare CloudArea = texture {
    pigment {
      agate
      turbulence 1
      lambda 2
      frequency 2
      color_map {
        [0.0 color rgbf <1, 1, 1, 1>]
        [0.5 color rgbf <1, 1, 1, .35>]
        [1.0 color rgbf <1, 1, 1, 1>]
      }
    }
  }


Now apply all of these to our sphere.

  sphere { <0,0,0>, 1
    texture { LandArea }
    texture { OceanArea }
    texture { CloudArea }
  }


Render this and you'll have a pretty good rendition of  a  little  planetoid.
But it could be better. We don't particularly  like  the  appearance  of  the
clouds. There is a way they could be done that would be much more realistic.

4.8.2.5          Using Pigment Maps

Pigments may be blended together in the same way as the colors in a color_map
using the same pattern keywords that you can use for  pigments.  Rather  than
trying to impress  you  with  the  possible  implications  of  this  powerful
feature, let's just give it a try.

Add the following declarations, making sure  they  appear  before  the  other
declarations in the file.

  #declare Clouds1 = pigment {
      bozo
      turbulence 1
      color_map {
        [0.0 color White filter 1]
        [0.5 color White]
        [1.0 color White filter 1]
      }
    }
  #declare Clouds2 = pigment {
    agate
    turbulence 1
    color_map {
      [0.0 color White filter 1]
      [0.5 color White]
      [1.0 color White filter 1]
      }
    }
  #declare Clouds3 = pigment {
    marble
    turbulence 1
    color_map {
      [0.0 color White filter 1]
      [0.5 color White]
      [1.0 color White filter 1]
    }
  }
  #declare Clouds4 = pigment {
    granite
    turbulence 1
    color_map {
      [0.0 color White filter 1]
      [0.5 color White]
      [1.0 color White filter 1]
    }
  }


Now use these declared pigments in our cloud layer on our planetoid.  Replace
the declared cloud layer with.

  #declare CloudArea = texture {
    pigment {
      gradient y
      pigment_map {
        [0.00 Clouds1]
        [0.25 Clouds2]
        [0.50 Clouds3]
        [0.75 Clouds4]
        [1.00 Clouds1]
      }
    }
  }


Render this and you'll see a remarkable pattern that  looks  very  much  like
weather patterns  on  the  planet  earth.  They  are  separated  into  bands,
simulating the different weather types found at different latitudes.

4.8.3            Normals

Objects in POV-Ray have very smooth surfaces. This is not very  realistic  so
there are several ways to disturb the smoothness of an object  by  perturbing
the surface normal. The surface normal is the vector that is perpendicular to
the angle of the surface. By changing this normal the surface can be made  to
appear bumpy, wrinkled, or any of the many patterns available.  Let's  try  a
couple of them.

4.8.3.1          Using Basic Normal Modifiers

Comment out the planetoid sphere for now and, at  the  bottom  of  the  file,
create a new sphere with a simple, single color texture.

  sphere { <0,0,0>, 1
    pigment { Gray75 }
    normal { bumps 1 scale .2 }
  }


Here we have added a normal block in addition to the pigment block (note that
these do not have to be included in a texture block unless they  need  to  be
transformed together or need to be part of a layered texture). Render this to
see what it looks like. Now, one at a time, substitute for the keyword  bumps
the following keyowrds: dents , wrinkles , ripples , and waves (you can  also
use any of the patterns listed in "Patterns" ). Render each to see what  they
look like. Play around with the float value that  follows  the  keyword.  Try
experimenting with the scale value too.

For added interest, change the plane texture to a single color with a  normal
as follows.

  plane { y, -1.5
    pigment { color rgb <.65, .45, .35> }
    normal { dents .75 scale .25 }
  }


4.8.3.2          Blending Normals

Normals can be layered similar to pigments but the results can be unexpected.
Let's try that now by editing the sphere as follows.

  sphere { <0,0,0>, 1
    pigment { Gray75 }
      normal { radial frequency 10 }
      normal { gradient y scale .2 }
  }


As you can see, the resulting pattern is neither a radial nor a gradient.  It
is instead the  result  of  first  calculating  a  radial  pattern  and  then
calculating a gradient pattern. The results are simply additive. This can  be
difficult to control so POV-Ray gives the user other ways to blend normals.

One way is to use normal maps. A normal map works the same way as the pigment
map we used earlier. Let's change our sphere texture as follows.

  sphere { <0,0,0>, 1
    pigment { Gray75 }
    normal {
      gradient y
      frequency 3
      turbulence .5
      normal_map {
        [0.00 granite]
        [0.25 spotted turbulence .35]
        [0.50 marble turbulence .5]
        [0.75 bozo turbulence .25]
        [1.00 granite]
      }
    }
  }


Rendering this we see that the sphere now has a very irregular bumpy surface.
The gradient pattern type separates the  normals  into  bands  but  they  are
turbulated, giving the surface a chaotic appearance.  But  this  give  us  an
idea.

Suppose we use the same pattern for a normal map that we used to  create  the
oceans on our planetoid and applied it to the land areas. Does it follow that
if we use the same pattern and modifiers on a sphere the same size  that  the
shape of the pattern would be the same? Wouldn't that  make  the  land  areas
bumpy while leaving the oceans smooth? Let's try it. First, let's render  the
two spheres side-by-side so we can see if the pattern  is  indeed  the  same.
Un-comment the planetoid sphere and make the following changes.

  sphere { <0,0,0>, 1
    texture { LandArea }
    texture { OceanArea }
    //texture { CloudArea }  // <-comment this out
    translate -x             // <- add this transformation
  }


Now change the gray sphere as follows.

  sphere { <0,0,0>, 1
    pigment { Gray75 }
    normal {
      bozo
      turbulence .5
      lambda 2
      normal_map {
        [0.4 dents .15 scale .01]
        [0.6 agate turbulence 1]
        [1.0 dents .15 scale .01]
      }
    }
    translate x // <- add this transformation
  }


Now render this to see if the pattern is the same. We see that indeed it  is.
So let's comment out the gray sphere and add the normal block it contains  to
the land area texture of our planetoid. Remove the  transformations  so  that
the planetoid is centered in the scene again.

  #declare LandArea = texture {
    pigment {
      agate
      turbulence 1
      lambda 1.5
      omega .8
      octaves 8
      color_map {
        [0.00 color rgb <.5, .25, .15>]
        [0.33 color rgb <.1, .5, .4>]
        [0.86 color rgb <.6, .3, .1>]
        [1.00 color rgb <.5, .25, .15>]
      }
    }
    normal {
      bozo
      turbulence .5
      lambda 2
      normal_map {
        [0.4 dents .15 scale .01]
        [0.6 agate turbulence 1]
        [1.0 dents .15 scale .01]
      }
    }
  }


Looking at the resulting image we see that indeed our idea  works!  The  land
areas are bumpy while the oceans are smooth. Add the cloud layer back in  and
our planetoid is complete.

There is much more that we did not cover here due to  space  constraints.  On
your own, you should take the time to  explore  slope_map  ,  average  ,  and
bump_map .

4.8.4            Finishes

The final part of  a  POV-Ray  texture  is  the  finish  .  It  controls  the
properties of the surface of an object. It can make it shiny and  reflective,
or dull and flat. It can also specify  what  happens  to  light  that  passes
through transparent pigments, what happens to  light  that  is  scattered  by
less-than-perfectly-smooth surfaces,  and  what  happens  to  light  that  is
reflected by surfaces  with  thin-film  interference  properties.  There  are
twelve different properties available in POV-Ray to specify the finish  of  a
given object. These are ambient , diffuse , brilliance , phong ,  specular  ,
metallic , reflection , refraction , caustics , attenuation  ,  crand  ,  and
iridescence . Let's design a couple  of  textures  that  make  use  of  these
parameters.

4.8.4.1          Using Ambient

Since objects in POV-Ray are illuminated by light sources,  the  portions  of
those objects that are in shadow would be completely black were  it  not  for
the first two finish properties, ambient and diffuse .  Ambient  is  used  to
simulate the light that is scattered around the  scene  that  does  not  come
directly from a light source. Diffuse determines how much of the  light  that
is seen comes directly from a light source. These two keywords work  together
to control the simulation of ambient light. Let's  use  our  gray  sphere  to
demonstrate this. Let's also change our plane back to its original green  and
white checkered pattern.

  plane {y,-1.5
    pigment {checker Green, White}
  }

  sphere { <0,0,0>, 1
    pigment {Gray75}
    finish {
      ambient .2
      diffuse .6
  }


In the above example, the default values for ambient and  diffuse  are  used.
Render this to see what the effect is and then make the following  change  to
the finish.

  ambient 0
  diffuse 0


The sphere is black because we have specified that none of the  light  coming
from any light source will be reflected by the sphere. Let's  change  diffuse
back to the default of 0.6.

Now we see the gray surface color where the light from the light source falls
directly on the sphere but the shaded side is  still  absolutely  black.  Now
let's change diffuse to 0.3 and ambient to 0.3.

The sphere now looks almost flat. This is because we have specified a  fairly
high degree of ambient light and only a low amount of the light  coming  from
the light source is diffusely  reflected  towards  the  camera.  The  default
values of ambient and diffuse are pretty good averages and  a  good  starting
point. In most cases, an ambient value of 0.1 ... 0.2  is  sufficient  and  a
diffuse value of 0.5 ... 0.7 will usually do the job. There are a  couple  of
exceptions. If you have a completely transparent surface with high refractive
and/or reflective values, low values of both ambient and diffuse may be best.
Here is an example.

  sphere { <0,0,0>, 1
     pigment { White filter 1 }
       finish {
         ambient 0
         diffuse 0
         reflection .25
         refraction 1
         ior 1.33
         specular 1
         roughness .001
      }
    }
  }


This is glass, obviously. Glass is a material that takes nearly  all  of  its
appearance from its surroundings. Very little of the surface is seen  because
it transmits or reflects practically all of the light that shines on it.  See
glass.inc for some other examples.

If you ever need an object to be completely illuminated independently of  the
lighting situation in  a  given  scene,  you  can  do  this  artificially  by
specifying an ambient value of  1  and  a  diffuse  value  of  0.  This  will
eliminate all shading and simply give the object its  fullest  and  brightest
color value at all points. This is good  for  simulating  objects  that  emit
light like lightbulbs, and for skies in scenes  where  the  sky  may  not  be
adequately lit by any other means.

Let's try this with our sphere now.

  sphere { <0,0,0>, 1
    pigment { White }
      finish {
        ambient 1
        diffuse 0
      }
    }
  }


Rendering this we get a blinding white sphere with no visible  highlights  or
shaded parts. It would make a pretty good streetlight.

4.8.4.2          Using Surface Highlights

In the glass example above, we noticed that there were bright little hotspots
on the surface. This gave the sphere a hard, shiny appearance. POV-Ray  gives
you two ways to specify surface specular  highlights.  The  first  is  called
Phong highlighting .  Usually,  Phong  highlights  are  described  using  two
keywords: phong and phong_size . The float that follows phong determines  the
brightness of the highlight while the float following  phong_size  determines
its size. Let's try this.

  sphere { <0,0,0>, 1
    pigment { Gray50 }
    finish {
      ambient .2
      diffuse .6
      phong .75
      phong_size 25
    }
  }


Rendering this we see a fairly broad, soft highlight that gives the sphere  a
kind of plastic appearance. Now let's change phong_size to 150. This makes  a
much smaller highlight which gives the sphere the appearance  of  being  much
harder and shinier.

There is another kind of highlight that is calculated by  a  different  means
called specular highlighting . It is specified using the keyword specular and
operates in conjunction with another keyword called  roughness  .  These  two
keywords work together in much the same way as phong and phong_size to create
highlights that alter the apparent shininess of the surface. Let's try  using
specular in our sphere.

  sphere { <0,0,0>, 1
    pigment { Gray50 }
      finish {
        ambient .2
        diffuse .6
        specular .75
        roughness .1
      }
    }
  }


Looking at th result we see a broad, soft highlight similar to  what  we  had
when we used phong_size of 25. Change roughness to .001 and render again. Now
we see a small,  tight  highlight  similar  to  what  we  had  when  we  used
phong_size of 150. Generally speaking, specular is slightly more accurate and
therefore slightly more realistic than phong but you should try both  methods
when designing a texture. There are even times when both phong  and  specular
may be used on a finish.

4.8.4.3          Using Reflection and Metallic

There is another surface parameter that goes hand in  hand  with  highlights,
reflection . Surfaces that are very shiny usually have a degree of reflection
to them. Let's take a look at an example.

  sphere { <0,0,0>, 1
    pigment { Gray50 }
      finish {
        ambient .2
        diffuse .6
        specular .75
        roughness .001
        reflection .5
      }
    }
  }


We see that our sphere now reflects the green and white checkered  plane  and
the black background but the gray color of the sphere  seems  out  of  place.
This is another time when a lower diffuse value  is  needed.  Generally,  the
higher reflection is the lower diffuse should be. Try  lowering  the  diffuse
value to 0.3 and the ambient value to 0.1 and  render  again.  That  is  much
better. Let's make our sphere as shiny as a polished gold ball bearing.

  sphere { <0,0,0>, 1
    pigment { BrightGold }
      finish {
        ambient .1
        diffuse .1
        specular 1
        roughness .001
        reflection .75
      }
    }
  }


That is very close but there is something wrong with the highlight.  To  make
the surface appear more like metal the keyword metallic is used. Add  it  now
to see the difference.

  sphere { <0,0,0>, 1
    pigment { BrightGold }
      finish {
        ambient .1
        diffuse .1
        specular 1
        roughness .001
        reflection .75
        metallic
      }
    }
  }


We see that the highlight has taken on the color of the surface  rather  than
the light source. This gives the surface a more metallic appearance.

4.8.4.4          Using Refraction

Objects that are transparent allow light to  pass  through  them.  With  some
substances, the light is bent as it traves from one substance into the  other
because of the differing optical densities of the  objects.  This  is  called
refraction . Water and glass both bend light in  this  manner  so  to  create
water or glass, POV-Ray gives you a way to specify refraction. This  is  done
with the keywords refraction and ior  .  The  amount  of  light  that  passes
through an object  is  determined  by  the  value  of  the  filtering  and/or
transmittance channel in the pigment. You should  use  the  refraction  value
only to switch refraction on or off using vaules of 1 or 0  respectively  (or
the boolean values on and off ). See  section  "Refraction"  for  a  detailed
explanation of the reasons.

The degree of refraction, i. e. the amount of bending that occurs,  is  given
by the keyword ior , short for index of refraction . If you know the index of
refraction of the substance you are trying to create, you may just use  that.
For instance, water is 1.33, glass is around 1.45 and diamond is 1.75.  Let's
return to the example of a glass sphere we used earlier.

  sphere { <0,0,0>, 1
    pigment { White filter 1 }
      finish {
        ambient 0
        diffuse 0
        reflection .25
        refraction 1
        ior 1.45
        specular 1
        roughness .001
      }
    }
  }


Render this again and notice how the plane that is visible through the sphere
is distorted and turned  upside-down.  This  is  because  the  light  passing
through the sphere is being bent or refracted to the  degree  specified.  Try
reducing ior to 1.25. Try increasing it to 1.75. Notice  how  the  distortion
changes.

4.8.4.5          Light Attenuation and Caustics

Transparent objects can be made to  cause  the  intensity  of  light  passing
through them to be  reduced.  In  reality,  this  is  due  to  impurities  in
scattering the light. Two float values determine the effect: fade_distance is
the distance the light has to travel to reach one-half its original intensity
and fade_power is the degree of falloff. Let's try an example of this.

  sphere { <0,0,0>, 1
    pigment { White filter 1 }
      finish {
        ambient .1
        diffuse .1
        reflection .15
        refraction 1
        ior 1.45
        specular 1
        roughness .001
        fade_distance 5
        fade_power 1
    }
  }


This gives the sphere a slightly clouded look as if not all of the light  was
able to pass through it. For interesting  variations  of  this  texture,  try
lowering ior to 1.15 and raising reflection to 0.5.

One thing we do notice is that the shadow of the sphere is still the same old
flat gray shadow we have had all along. If there is all this light refraction
going on shouldn't there be something going on with the shadow as well?  That
something would be due to an effect known as caustics  .  POV-Ray  cannot  do
caustics but it can fake them to some degree. This is an easy one. Simply add
caustics 1 to the finish block and re-render to see the effect. What  we  see
is a highlight in the shadow that  simulates  the  effect  of  light  passing
through the sphere and being focused because of the curved surface.  Remember
that this is not real caustics, so changing other finish parameters like  ior
will not affect the caustic highlight. The faked caustic is  limited  to  the
area shadowed by the corresponding object.

4.8.4.6          Using Iridescence

Iridescence is what you see on the surface of  an  oil  slick  when  the  sun
shines on it. The rainbow effect is created  by  something  called  thin-film
interference (read section "Iridescence" for details). For now let's just try
using it. Iridescence is specified by the  irid  keyword  and  three  values:
amount , thickness and turbulence . The amount is  the  contribution  to  the
overall surface color. Usually 0.1 to 0.5 is sufficient here.  The  thickness
affects the busyness of the effect. Keep this between 0.25  and  1  for  best
results. The  turbulence  is  a  little  different  from  pigment  or  normal
turbulence. You cannot set octaves , lambda or omega but you can  specify  an
amount which will affect the thickness in a slightly different way  from  the
thickness value. Values between 0.25 and  1  work  best  here  too.  Finally,
iridescence will respond to the surface normal since it depends on the  angle
of incidence of the light rays striking the surface.  With  all  of  this  in
mind, let's add some iridescence our glass sphere.

  sphere { <0,0,0>, 1
    pigment { White filter 1 }
      finish {
        ambient .1
        diffuse .1
        reflection .2
        refraction 1
        ior 1.5
        specular 1
        roughness .001
        fade_distance 5
        fade_power 1
        caustics 1
        irid {
          0.35
          thickness .5
          turbulence .5
        }
     }
  }


Try varying the values for amount , thickness  and  turbulence  to  see  what
changes they make. Try adding a normal block to see what happens.

4.8.5            Halos

Halos are a powerful feature that can be used to create a  lot  of  different
effects like clouds, fogs, fire, lasers, etc. The name  actually  comes  from
the ability to render halos with it, like the ones seen around  the  moon  or
the sun.

Due to the complexity of the halo feature and the large amount of  parameters
provided it is very  difficult  to  get  satisfying  results.  The  following
sections will help you to create a halo step by step, starting with the basic
things and going to the more subtle stuff.

It is also helpful to read the  halo  reference  sections  to  get  a  better
understanding of the halo feature. You should especially  read  the  sections
"Empty and Solid Objects" and "Halo Mapping" because they are  essential  for
understanding halos.

4.8.5.1          What are Halos?

Halos are a texture feature allowing you to fill the interior  of  an  object
with particles. The distribution of these particles  can  be  modified  using
several density mappings and density functions. The particles can emit  light
to give fire- or laser-like effects or they can absorb light to create clouds
or fog.

A halo is attached to an object, the so called container object, just like  a
pigment, normal or finish. This object is completely filled by the  halo  but
you won't see anything if you do not make sure that the object is hollow  and
the surface is translucent. How this is accomplished will  be  shown  in  the
next section.

When working with halos you always have to keep in mind  that  the  container
object has to be hollow and translucent.

4.8.5.2          The Emitting Halo

We start with one of the simpler types, the emitting halo. It uses  particles
that only emit light. There are no particles that  absorb  the  light  coming
from other particles.

4.8.5.2.1        Starting with a Basic Halo

A clever approach in designing a nice halo effect is to start with a  simple,
unit-sized shape that sits on the coordinate system's origin.

In the first example ( halo01.pov ) we try to create a fiery explosion, which
the sphere is best suited for. We start with a simple scene consisting  of  a
camera, a light source (we don't care about shadows so we add the  shadowless
keyword), a checkered plane and a unit-sized sphere containing the halo.

  camera {
    location <0, 0, -2.5>
    look_at <0, 0, 0>
  }

  light_source { <10, 10, -10> color rgb 1 shadowless }

  plane { z, 2
    pigment { checker color rgb 0, color rgb 1 }
    finish { ambient 1 diffuse 0 }
    scale 0.5
    hollow
  }

  sphere { 0, 1
    pigment { color rgbt <1, 1, 1, 1> }
    halo {
      emitting
      spherical_mapping
      linear
      color_map {
        [ 0 color rgbt <1, 0, 0, 1> ]
        [ 1 color rgbt <1, 1, 0, 0> ]
      }
      samples 10
    }
    hollow
  }


You'll note that the sphere is set to be hollow and has a translucent surface
(the transmittance channel in the pigment  color  is  1),  just  like  it  is
required for halos. You'll also note that the plane has a hollow keyword even
though it has no halo. Why is this necessary?

The reason is quite simple. As described in section "Empty and Solid Objects"
there can be no halo inside any other non-hollow object. Since the camera  is
inside the plane object, i.e. it is  one  the  side  of  the  plane  that  is
considered be inside, the halo will never be visible unless the plane is made
hollow (or the negative keyword is added to bring the camera on  the  outside
side of the plane).

What do all those halo keywords and values mean? At the beginning of the halo
the emitting keyword is used to specify what type of halo we want to use. The
emitting halo emits light. That's what's best suited for our fiery explosion.


The spherical_mapping and linear keyword need a more detailed explanation  of
how a halo work (this is also done in chapter "Halo" in more detail).

As noted above  the  halo  is  made  up  of  lots  of  small  particles.  The
distribution of these particles  is  described  by  a  density  function.  In
general, a density function tells us how much particles we'll find at a given
location.

Instead of using an explicitly, mathematical density function, halos rely  on
a given set of density mappings and density functions to model a  variety  of
particle distributions.

The first step in this model is the density mapping function that is used  to
map three-dimensional points onto a one-dimensional range of values.  In  our
example we use a spherical mapping, i.e. we take the distance of a point from
the center of the coordinate system. This is the reason why it is  clever  to
start with a container object sitting  on  the  coordinate  system's  center.
Since all density mappings are made relative to this  center  you  won't  see
anything if you start with an object sitting somewhere else. Moving the whole
object (including textures and halos) to another location is the correct  way
of placing a container object.

Now we have a single value in the range from 0  to  1.  This  value  will  be
transformed using a  density  function  to  get  density  values  instead  of
distance values. Just using this single value won't work because we  want  to
have particle distributions were the density decreases as we  move  from  the
middle the container object to the outside.

This is  done  by  the  density  function.  There  are  several  alternatives
available as described in the halo reference (see section "Density  Function"
). We use the simple linear function that just maps values between  0  and  1
onto a 1 to 0 range. Thus we get a density value of 1 at the  center  of  our
sphere and a value of 0 at its surface.

Now that we have a density function what do we do to see something?  This  is
where the colour_map keyword comes into play. It is used to describe a  color
map that actually tells the program what colors have  to  be  used  for  what
density. The relation is quite simple: colors at the beginning of  the  color
map (with small values) will be used for low density values and colors at the
end of the map (high values) will be used for high densities. In our  example
the halo will be yellow at the center of the  sphere  where  the  density  is
greatest and it will blend to red at the surface  of  the  sphere  where  the
density approaches zero.

The transmittance channel of the colors in the color map is used to model the
translucency of the density field. A value of 0 represents  no  translucency,
i. e. that areas with the corresponding  density  will  be  (almost)  opaque,
while a value of 1 means (almost) total translucency.

In our example we use

  color_map {
    [ 0 color rgbt <1, 0, 0, 1> ]
    [ 1 color rgbt <1, 1, 0, 0> ]
  }


which results in a halo with a very translucent, reddish  outer  area  and  a
nearly opaque, yellowish inner areas as you can see after tracing the example
image.

The basic halo used in modelling a fiery explosion.

There is one parameter that still needs to be explained: the samples keyword.
This keyword tells POV-Ray how many samples along any ray travelling  through
the halo have to be taken to calculate the  halo.  Using  a  low  value  will
result in a high tracing speed while a high value will lead to a  low  speed.
The sample value has to be increased if the halo looks somewhat strange ,  i.
e. if some artifacts of the low sampling rate appear. For  more  details  see
section "Halo Sampling" .



4.8.5.2.2        Increasing the Brightness

The colors of the halo in the above image are somewhat dim. There is too much
of the background visible through the halo. That  does  not  look  much  like
fire, does it? An easy way to fix this is to decrease the transparency of the
particles in the areas of high density. Just  use  the  following  color  map
instead of the old one (the negative transmittance is correct).

  color_map {
    [ 0 color rgbt <1, 0, 0,  1> ]
    [ 1 color rgbt <1, 1, 0, -1> ]
  }


Looking at the result of halo02.pov we will see that the halo is indeed  much
brighter.


4.8.5.2.3        Adding Some Turbulence

What we now have does not look like a fiery explosion. It's  more  a  glowing
ball than anything else. Somehow we have to make it look more  chaotic  ,  we
have to add some turbulence to it.

This is done by using the turbulence keyword  together  with  the  amount  of
turbulence we want to add. Just like in the following example.

  sphere { 0, 1
    pigment { color rgbt <1, 1, 1, 1> }
    halo {
      emitting
      spherical_mapping
      linear
      turbulence 1.5
      color_map {
        [ 0 color rgbt <1, 0, 0,  1> ]
        [ 1 color rgbt <1, 1, 0, -1> ]
      }
      samples 10
    }
    hollow
  }


Adding turbulence to the halo moves all points inside the halo container in a
pseudo-random manner. This results in a particle distribution that looks like
there was some kind  of  flow  in  the  halo  (depending  on  the  amount  of
turbulence you'll get a laminar or  turbulent  flow).  The  hight  turbulence
value is used because an explosion is highly turbulent.

Looking at the example image ( halo03.pov ) you'll see that this  looks  more
like a fiery explosion than the glowing ball we got until now.

Adding some turbulence makes the fiery explosion more realistic.

You'll notice that the time it took to render the image  increased  after  we
added the turbulence. This is due to the fact that  for  every  sample  taken
from the halo the slow turbulence function has to be evaluated.

4.8.5.2.4        Resizing the Halo

There is one strange thing about our fiery explosion though. It  still  looks
like a sphere. Why does this happen and what can we do to avoid it?

As noted  above  adding  turbulence  moves  the  particles  inside  the  halo
container around. The problem is that some  of  the  particles  are  actually
moved out of the container object.  This  leads  to  high  densities  at  the
surface of the container object  revealing  the  shape  of  the  object  (all
particles outside the container are lost and will not visible resulting in  a
large, highly visible density change at the surface).

An easy way of avoiding this is to make sure that the particles  stay  inside
the container object even if we add some turbulence. This is done by  scaling
the halo to reduce its size. We do not scale the container object,  just  the
halo.

This is done by adding the scale keyword inside the halo statement.

  sphere { 0, 1
    pigment { color rgbt <1, 1, 1, 1> }
    halo {
      emitting
      spherical_mapping
      linear
      turbulence 1.5
      color_map {
        [ 0 color rgbt <1, 0, 0,  1> ]
        [ 1 color rgbt <1, 1, 0, -1> ]
      }
      samples 10
      scale 0.5
    }
    hollow
    scale 1.5
  }


The scale 0.5 command tells POV-Ray to scale all points inside  the  halo  by
this amount. This effectively scales the radius  we  get  after  the  density
mapping to a range of 0 to 0.5 instead of 0 to 1 (without turbulence). If  we
now add the turbulence the points are allowed to move half a  unit  in  every
direction without leaving the container object.  That  is  excactly  what  we
want.

To compensate for the smaller halo we would get we scale the sphere (and  the
halo inside) by 1.5.

Looking at the new example image ( halo04.pov ) you will no  longer  see  any
signs of the container sphere. We finally have a nice fiery explosion.

Resizing the halo makes it look much better.

The amount by which to scale the halo depends on the amount of turbulence you
use. The higher the turbulence value the smaller the halo has to  be  scaled.
That is something to experiment with.

Another way to avoid that points move out of the sphere is to  use  a  larger
sphere, i. e. a sphere with a radius larger than  one.  It  is  important  to
resize the sphere before the halo is added because otherwise  the  halo  will
also be scaled.

You should note that this only works for spherical and  box  mapping  (and  a
non-constant density function).  All  other  mapping  types  are  (partially)
infinite, i.e. the resulting particle distribution covers an  infinite  space
(see also "Halo Mapping" ).

4.8.5.2.5        Using Frequency to Improve Realism

Another very good way of improving the realism of our explosion is to  use  a
frequency value other than one. The  way  frequency  works  is  explained  in
section "Frequency Modifier" in the reference part.

The  rather  mathematical  explanation  used  there  doesn't  help  much  in
understanding how this feature is  used.  It  is  quite  simple  though.  The
frequency value just tells the program how many times the color map  will  be
repeated in the density range from 0  to  1.  If  a  frequency  of  one  (the
default) is specified the color map will  be  visible  once  in  the  density
field, e. g. the color at 0 will be used for density 0, color at 0.5 will  be
used for density 0.5 and the color at 1 will be used for density  1.  Simple,
isn't it?

If you choose a frequency of two, the color at 0 will be used for density  0,
the color at 0.5 will be used for density 0.25 and the color  at  1  will  be
used for density 0.5. What about the densities above 0.5? Since there are  no
entries in the color map for values above 1 we just start at  0  again.  Thus
the color at 0.1 will be used for density 0.55 ((2*0.55) mod 1 = 1.1 mod 1  =
0.1), the color at 0.5 will be used for density 0.75 and the color at 1  will
be used for density 1.

If you are good at mathematics you'll note that  the  above  example  is  not
quite right because (1 * 2) mod 1 = 0 and not 1. Just think that  we  used  a
value slightly smaller than one and everything will be fine.

You may have noticed that in order to avoid sudden changes in the halo  color
for frequencies larger than one you'll have to used  a  periodic  color  map,
i.e. a color map whose entries at 0 and 1 are the same.

We'll change our example by using a  periodic  color  map  and  changing  the
frequency value to two.

  sphere { 0, 1
    pigment { color rgbt <1, 1, 1, 1> }
    halo {
      emitting
      spherical_mapping
      linear
      turbulence 1.5
      color_map {
        [ 0.0 color rgbt <1, 0, 0,  1> ]
        [ 0.5 color rgbt <1, 1, 0, -1> ]
        [ 1.0 color rgbt <1, 0, 0,  1> ]
      }
      frequency 2
      samples 20
      scale 0.5
    }
    hollow
    scale 1.5
  }


Using a periodic color map  and  a  frequency  of  two  gives  a  much  nicer
explosion.

Looking at the result of ( halo05.pov ) we can be quite  satisfied  with  the
explosion we just have created, can't we?

There's one thing left you should be aware of when increasing  the  frequency
value. It is often necessary to increase the sample rate in (nearly) the same
way as you change the frequency. If you don't do  this  you'll  probably  get
some severe aliasing artefacts (like color jumps or strange bands of colors).
If this happens just change the samples  value  according  to  the  frequency
value (twice sampling rate for a doubled frequency).

4.8.5.2.6        Changing the Halo Color

We have a nice fiery explosion but we want to try to add some science fiction
touch to it by using different colors. How about a nice green, less turbulent
explosion that gets red at its borders?

Nothing easier than that!

  sphere { 0, 1.5
    pigment { color rgbt <1, 1, 1, 1> }
    halo {
      emitting
      spherical_mapping
      linear
      turbulence 0.5
      color_map {
        [ 0 color rgbt <0, 1, 0,  1> ]
        [ 1 color rgbt <1, 0, 0, -1> ]
      }
      samples 10
      scale 0.75
    }
    hollow
    scale 1.5
  }


Using red and green colors gives an unexpected result.

This should do the trick. Looking at the result  of  halo06.pov  you  may  be
disappointed. Where is the red center of the explosion? The borders are green
as expected but there is a lot of yellow in the center and only a little  bit
red. What is happening?

We use an emitting halo  in  our  example.  According  to  the  corresponding
section in the halo reference chapter (see "Emitting" )  this  type  of  halo
uses very small particles that do not attenuate  light  passing  through  the
halo. Especially particles near the viewer do not attenuate the light  coming
from particles far away from the viewer.

During the calculation of the halo's color near the center of  the  container
sphere, the ray steps through nearly all possible densities of  the  particle
distribution. Thus we get red and green colors as we march on,  depending  on
the current position in the halo. The sum of these colors is used which  will
gives as a yellow color (the sum of red and green is yellow). This is what is
happening here.

How can we still get what we want? The  answer  is  to  use  a  glowing  halo
instead of the emitting halo.  The  glowing  halo  is  very  similar  to  the
emitting one except that it attenuates the light passing  through.  Thus  the
light of particles lying behind other particles will  be  attenuated  by  the
particles in front.


4.8.5.3          The Glowing Halo

We have mentioned the glowing halo in the section about the emitting halo  as
one way to avoid the color mixing that is happening with emitting halos.

The gowing halo is very similar to the emitting  halo  except  that  it  also
absorbs light. You can view it as a  combination  of  the  emitting  and  the
attenuating halo described in section "The Attenuating Halo" .

By just replacing the emitting keyword in the example  in  section  "Changing
the Halo Color" with the glowing keyword we get the desired effect  as  shown
in the example image ( halo11.pov ).

Using a glowing halo gives the expected result.

Even though the red color of the high  density  areas  is  not  very  visible
because the green colored, lower density areas lying in front absorb most  of
the red light, you don't get yellow color where you would have expected a red
one.

Due to its similarity with the emitting halo we leave it up to  you  to  make
some experiments with this halo type. You just have to keep all those  things
you learned in the previous sections in mind to get some satisfying results.

4.8.5.4          The Attenuating Halo

Another simple halo type is the attenuating halo that only absorbs light.  It
doesn't radiate on its own.

A great difference between the attenuating halo and the other halo  types  is
that the color of the attenuating halo is calculated from  the  halo's  color
map using the total particle density along  a  given  ray.  The  other  types
calculated a (weighted) average of the colors calculated from the density  at
each sample.

4.8.5.4.1        Making a Cloud

Attenuating halos are ideal to create clouds  and  smoke.  In  the  following
examples we will try to make a neat little cloud. We start again by  using  a
unit-sized sphere that is filled with a basic attenuating halo  (  halo21.pov
).

  camera {
    location <0, 0, -2.5>
    look_at <0, 0, 0>
  }

  light_source { <10, 10, -10> color rgb 1 shadowless }

  plane { z, 2
    pigment { checker color rgb 0, color rgb 1 }
    finish { ambient 1 diffuse 0 }
    scale 0.5
    hollow
  }

  sphere { 0, 1
    pigment { color rgbt <1, 1, 1, 1> }
    halo {
      attenuating
      spherical_mapping
      linear
      color_map {
        [ 0 color rgbt <1, 0, 0, 1> ]
        [ 1 color rgbt <1, 0, 0, 0> ]
      }
      samples 10
    }
    hollow
  }


Even though clouds normally are not red but white or gray,  we  use  the  red
color  to  make  it  more  visible  against  the  black/white   checkerboard
background.

The color of an attenuating halo is calculated  from  the  total  accumulated
density after a ray has marched through the complete particle field. This has
to be kept in mind when creating the color map. We  want  the  areas  of  the
cloud with a low density to have a high translucency so we  use  a  color  of
rgbt<1,0,0,1> and we want the high density areas to be opaque so we choose  a
color of rgbt<1,0,0,0>.


4.8.5.4.2        Scaling the Halo Container

The cloud we have created so far doesn't look very  realistic.  It's  just  a
red, partially translucent ball. In order to get a better result we use  some
of the methods we have already learned in the sections about  emitting  halos
above. We add some turbulence to get a more realistic  shape,  we  scale  the
halo to avoid the  container  object's  surface  to  become  visible  and  we
decrease the translucency of the areas with a high particle density.

Another idea is to scale the container object to get an ellipsoid shape  that
can be used to model a cloud pretty good. This is done  by  the  scale  <1.5,
0.75, 1> command at the end of the sphere. It scales both, the sphere and the
halo inside.

  sphere { 0, 1
    pigment { color rgbt <1, 1, 1, 1> }
    halo {
      attenuating
      spherical_mapping
      linear
      turbulence 1
      color_map {
        [ 0 color rgbt <1, 0, 0,  1> ]
        [ 1 color rgbt <1, 0, 0, -1> ]
      }
      samples 10
      scale 0.75
    }
    hollow
    scale <1.5, 0.75, 1>
  }


Looking at the results of halo22.pov you'll see that this looks more  like  a
real cloud (besides the color).


4.8.5.4.3        Adding Additional Halos

Another trick to get some more realism is to use multiple halos. If you  look
at cumulus clouds e. g. you'll notice that they often extend at the top while
they are quite flat at the bottom.

We want to model this appearance  by  adding  two  additional  halos  to  our
current container object (see section "Multiple  Halos"  for  more  details).
This is done in the following way:

  sphere { 0, 1.5
    pigment { color rgbt <1, 1, 1, 1> }
    halo {
      attenuating
      spherical_mapping
      linear
      turbulence 1
      color_map {
        [ 0 color rgbt <1, 0, 0,  1> ]
        [ 1 color rgbt <1, 0, 0, -1> ]
      }
      samples 10
      scale <0.75, 0.5, 1>
      translate <-0.4, 0, 0>
    }
    halo {
      attenuating
      spherical_mapping
      linear
      turbulence 1
      color_map {
        [ 0 color rgbt <1, 0, 0,  1> ]
        [ 1 color rgbt <1, 0, 0, -1> ]
      }
      samples 10
      scale <0.75, 0.5, 1>
      translate <0.4, 0, 0>
    }
    halo {
      attenuating
      spherical_mapping
      linear
      turbulence 1
      color_map {
        [ 0 color rgbt <1, 0, 0,  1> ]
        [ 1 color rgbt <1, 0, 0, -1> ]
      }
      samples 10
      scale 0.5
      translate <0, 0.2, 0>
    }
    hollow
  }


The three halos used differ only in their location, i. e. in the  translation
vector we have used. The first two halos are used to form  the  base  of  the
cloud while the last sits on top of the others. The sphere  has  a  different
radius than the previous ones because more space  is  needed  for  all  three
halos.

The result of halo23.pov somehwat looks like a cloud, even though it may need
some work.


4.8.5.5          The Dust Halo

The dust halo is a  very  complex  halo  type.  It  allows  you  to  see  the
interaction of light coming from light sources  with  the  particles  in  the
halo. Those particles do absorb light like the attenuating halo. In  addition
they scatter light coming from light sources passing through them. This makes
beams of light and shadows cast by objects onto the halo become visible.

4.8.5.5.1        Starting With an Object Lit by a Spotlight

We start with a box shaped object that is lit by a spotlight.  We  don't  use
any halo at this moment because we want to see if the  object  is  completely
lit by the light source ( halo31.pov ).

  camera {
    location <0, 0, -2.5>
    look_at <0, 0, 0>
  }

  background { color rgb <0.2, 0.4, 0.8> }

  light_source {
    <2.5, 2.5, -2.5>
    colour rgb <1, 1, 1>
    spotlight
    point_at <0, 0, 0>
    radius 12
    falloff 15
    tightness 1
  }

  difference {
    box { -1, 1 }
    box { <-1.1, -0.8, -0.8>, <1.1, 0.8, 0.8> }
    box { <-0.8, -1.1, -0.8>, <0.8, 1.1, 0.8> }
    box { <-0.8, -0.8, -1.1>, <0.8, 0.8, 1.1> }
    pigment { color rgb <1, 0.2, 0.2> }
    scale 0.5
    rotate 45*y
    rotate 45*x
  }


The object we want to use.

As you see the whole object is lit by the light source. Now we can  start  to
add some dust.

4.8.5.5.2        Adding Some Dust

We use a box to contain the dust  halo.  Since  we  use  a  constant  density
function it doesn't matter what kind of density mapping is used. The  density
has the value specified by the max_value keyword everywhere inside  the  halo
(the default value  is  one).  The  isotropic  scattering  is  selected  with
dust_type .

  box { -1, 1
    pigment { colour rgbt <1, 1, 1, 1> }
    halo {
      dust
      dust_type 1
      box_mapping
      constant
      colour_map {
        [ 0 color rgbt <1, 1, 1, 1> ]
        [ 1 color rgbt <1, 1, 1, 0> ]
      }
      samples 10
    }
    hollow
    scale 5
  }


This dust is too thick.

The result of halo32.pov is too bright. The dust is too thick and we can only
see some parts of the object and no background.

4.8.5.5.3        Decreasing the Dust Density

The density inside the halo has the constant value one. This means that  only
the color map entry at position one is used  to  determine  the  density  and
color of the dust.

We use a transmittance value of 0.7 to get a much thinner dust.

  box { -1, 1
    pigment { colour rgbt <1, 1, 1, 1> }
    halo {
      dust
      dust_type 1
      box_mapping
      constant
      colour_map {
        [ 0 color rgbt <1, 1, 1, 1.0> ]
        [ 1 color rgbt <1, 1, 1, 0.7> ]
      }
      samples 10
    }
    hollow
    scale 5
  }


A thinner dust looks much better.

Beside the ugly aliasing artefacts the image looks much better.  We  can  see
the whole object and even the background is slightly visible ( halo33.pov ).

4.8.5.5.4        Making the Shadows Look Good

In order to reduce the aliasing artefacts we use three different  techniques:
jittering, super-sampling and an increased overall sampling rate.

The jittering is used to add some randomness to the  sampling  points  making
the image look more noisy. This helps because the regular aliasing  artefacts
are more annoying than noise. A low jitter value is a good choice.

The super-sampling tries to detect fine features by taking additional samples
in areas of high intensity changes. The threshold at which super-sampling  is
used and the maximum recursion level can be specified using the  aa_threshold
and aa_level keywords.

The approach that always works is to  increase  the  overall  sampling  rate.
Since this is also the slowest method you should always try to use the  other
methods first. If they don't suffice you'll have  to  increase  the  sampling
rate.

We use the following halo to reduce the aliasing artefacts ( halo34.pov ).

  box { -1, 1
    pigment { colour rgbt <1, 1, 1, 1> }
    halo {
      dust
      dust_type 1
      box_mapping
      constant
      colour_map {
        [ 0 color rgbt <1, 1, 1, 1.0> ]
        [ 1 color rgbt <1, 1, 1, 0.7> ]
      }
      samples 50
      aa_level 3
      aa_threshold 0.2
      jitter 0.1
    }
    hollow
    scale 5
  }


Different anti-aliasing methods help to get a satisfying result.

The image looks much better now. There  are  hardly  any  aliasing  artefacts
left.

The same parameters we have used are  discussed  in  the  section  about  the
atmosphere feature (see "The Atmosphere" for further explanations).

4.8.5.5.5        Adding Turbulence

The major difference between the halo's dust and the atmosphere described  in
"The Atmosphere" is the ability to choose a non-uniform particle distribution
for the dust. This includes the fact that the halo is limited to a  container
object as well as the different density mappings and functions.

Another interesting way of getting an irregular disribution is  to  add  some
turbulence to the dust. This is done with the turbulence keyword followed  by
the amount  of  turbulence  to  use,  like  the  following  example  shows  (
halo35.pov ).

  box { -1, 1
    pigment { colour rgbt <1, 1, 1, 1> }
    halo {
      dust
      dust_type 1
      box_mapping
      linear
      turbulence 1
      colour_map {
        [ 0 color rgbt <1, 1, 1, 1.0> ]
        [ 1 color rgbt <1, 1, 1, 0.5> ]
      }
      samples 50
      aa_level 3
      aa_threshold 0.2
      jitter 0.1
    }
    hollow
    scale 5
  }


Adding turbulence to the dust makes it much more interesting.

The image we now get looks much more interesting due to  the  shifts  in  the
particle density.

You should note that we use a linear density function instead of the previous
constant one. This is necessary because with a constant density function  the
density has the same value everywhere. Adding turbulence would have no effect
because wherever the points are moved the density will have this same  value.
Only a non-constant density  distribution  makes  sense  when  turbulence  is
added.

The fact that the turbulence value is actually a vector can be used to create
effects like waterfalls by using a large turbulence  value  in  on  direction
only (e.g. turbulence <0.2, 1, 0.2> ).

4.8.5.5.6        Using a Coloured Dust

If you want to create a colored dust you  can  easily  do  this  by  using  a
non-white color in the halo's color map. In this case you'll also have to set
the filter channels in the color map to non-zero values to specify the amount
of light that will be filtered by the dust's color.

Use the following color map to  get  a  partially  filtering,  red  dust  for
example:

  colour_map {
    [ 0 color rgbft <1, 0, 0, 0.5, 1.0> ]
    [ 1 color rgbft <1, 0, 0, 0.5, 0.7> ]
  }


4.8.5.6          Halo Pitfalls

Due to the complexity of the halo feature and the few experiences people have
made so far there are a lot of things still to discover.

Some of the most common problems and pitfalls are described below in order to
help you to avoid the most common problems.

4.8.5.6.1        Where Halos are Allowed

As mentioned above a halo completly fills the interior of an object.  Keeping
this in mind it is reasonable that the following example does not make sense.


  sphere { 0, 1
    pigment {
      checker
      texture {
        pigment { color Clear }
        halo { ... }
      }
      texture {
        pigment { color Red }
      }
    }
    hollow
  }


What's wrong with this example? It's simply that a halo is used  to  describe
the interior of an object and that  you  cannot  describe  this  interior  by
describing how the surface of the object looks like. But that's what was done
in the example above. Can you imagine what the interior of  the  sphere  will
look like? Will it be filled completey with the halo?  Will  there  be  areas
filled by the halo and some filled by air? How will those areas look like?

You won't be able to tell the  interior's  properties  from  looking  at  the
surface. It's just not possible. This should always be kept in mind.

If the above example was meant to create a sphere  filled  with  a  halo  and
covered with a checker board pattern that partially hid the  halo  you  would
have used the following syntax:

  sphere { 0, 1
    pigment {
      checker
      texture {
        pigment { color Clear }
      }
      texture {
        pigment { color Red }
      }
    }
    halo { ... }
    hollow
  }


A halo is always applied to an object in the following way:

  OBJECT {
    texture {
      pigment { ... }
      normal { ... }
      finish { ... }
      halo { ... }
    }
    hollow
  }


There's no halo allowed inside any pigment statement, color map, pigment map,
texture map, material map, or whatever. You are not hindered to do  this  but
you will not get what you want.

You can use a halo with a layered textures as long as you make sure that  the
halos are only attached to the lowest layer (this layer has to  be  partially
transparent to see the halo of course).

4.8.5.6.2        Overlapping Container Objects

POV-Ray is not able to handle overlapping container objects correctly. If you
create two overlapping spheres that contain a  halo  you  won't  get  correct
results  where  the  spheres  overlap.  The  halo   effect   is   calculated
independently for each sphere and the results are added.

If you want to add different halos you have to put all halos inside a  single
container object to make sure the halo  is  calculated  correctly  (see  also
"Multiple Halos" ).

You should also note non-overlapping, stacked  halo  containers  are  handled
correctly. If you put a container object in front of another container object
the halos are rendered correctly.

4.8.5.6.3        Multiple Attenuating Halos

It is currently not possible to use mutliple attenuating halos with different
color maps. The color map of the last halo will be used for all halos in  the
container object.

4.8.5.6.4        Halos and Hollow Objects

In order to correctly render halo effects you have  to  make  sure  that  all
objects the camera is inside are hollow. This is done by  adding  the  hollow
keyword.


4.8.5.6.5        Scaling a Halo Container

If you scale a halo container object you should keep in mind that it makes  a
great difference where you place the scale keyword.

Scaling the object before the halo statement will only  scale  the  container
object not the halo. This is useful if you want to avoid that the surface  of
the container object becomes visible due to the use of turbulence. As  you've
learned in the sections above particles may move out of the container  object
- where they are invisible - if turbulence is  added.  This  only  works  for
spherical and box mapping because the density fields described by  the  other
mapping types don't have finite dimensions.

If the scale keyword is used after the halo statement both, the halo and  the
container object, are scaled. This is useful to scale the halo to your needs.


The halo keeps its appearance regardless of the  transformations  applied  to
the container object (after the halo), i.e. the  halo's  translucency,  color
and turbulence characteristics will not change.

4.8.5.6.6        Choosing a Sampling Rate

Normally you'll start with a low sampling rate and you'll only increase it if
any aliasing artefacts turn up (and don't vanish by using super-sampling  and
jittering).

The halo's appearance is independent from the sampling rate as long as  there
are enough samples to get a good estimate of what the halo really looks like.
This means that one or two samples are hardly ever enough  to  determine  the
halo's appearance. As you increase  the  number  of  samples  the  halo  will
quickly approach its real appearance.

To put it in a nutshell, the halo will not change  its  appearance  with  the
sample rate as long as you  have  a  sufficient  number  of  samples  and  no
aliasing artefacts occur.

4.8.5.6.7        Using Turbulence

As noted in one of the above sections turbulence will have no effect  if  the
constant density function is used (keyword constant). It doesn't  matter  how
much or where you move a point if the density is constant and thus  does  not
depend on the points location. You'll get the  same  density  value  for  all
location.

Whenever you add turbulence to  a  halo  do  not  use  the  constant  density
function.

4.9              Using Atmospheric Effects

POV-Ray offers a variety of atmospheric effects, i. e. features  that  affect
the background of the scene or the air by which everything is surrounded.

It is easy to assign a simple color or a complex color pattern to  a  virtual
sky sphere. You can create anything from a cloud free, blue summer sky  to  a
stormy, heavy clouded sky. Even starfields can easily be created.

You can use different kinds of fog  to  create  foggy  scenes.  Multiple  fog
layers of different colors can add an eerie touch to your scene.

A much more realistic effect  can  be  created  by  using  an  atmosphere,  a
constant fog that interacts with the light coming from light  sources.  Beams
of light become visible and objects will cast shadows into the fog.


4.9.1            The Background

The background feature is used to assign a color to all rays that  don't  hit
any object. This is done in the following way.

  camera {
    location <0, 0, -10>
    look_at <0, 0, 0>
  }

  background { color rgb <0.2, 0.2, 0.3> }

  sphere { 0, 1
    pigment { color rgb <0.8, 0.5, 0.2> }
  }


The background color will be visible if a sky sphere  is  used  and  if  some
translucency remains after all sky sphere pigment layers are processed.

4.9.2            The Sky Sphere

The sky sphere can be used to easily create a cloud covered  sky,  a  nightly
star sky or whatever sky you have in mind.

In the following examples we'll start with a very simple sky sphere that will
get more and more complex as we add new features to it.

4.9.2.1          Creating a Sky with a Color Gradient

Beside the single color sky  sphere  that  is  covered  with  the  background
feature the simplest sky sphere is a color gradient.

You may have noticed that the color of the sky varies with the angle  to  the
earth's surface normal. If you look straight up the sky normally has  a  much
deeper blue than it has at the horizon.

We want to model this effect using the sky sphere as shown in the scene below
( skysph1.pov ).

  #include "colors.inc"

  camera {
    location <0, 1, -4>
    look_at <0, 2, 0>
    angle 82
  }

  light_source { <10, 10, -10> White }

  sphere { 2*y, 1
    pigment { color rgb <1, 1, 1> }
    finish { ambient 0.2 diffuse 0 reflection 0.6 }
  }

  sky_sphere {
    pigment {
      gradient y
      color_map {
        [0 color Red]
        [1 color Blue]
      }
      scale 2
      translate -1
    }
  }


The interesting part is the sky sphere statement. It contains a pigment  that
describe the look of the sky sphere. We want to create a color gradient along
the viewing angle measured against the earth's surface normal. Since the  ray
direction vector is used to calculate the pigment colors we have to  use  the
y-gradient.

The scale and translate transformation are used to  map  the  points  derived
from the direction vector to the right range. Without  those  transformations
the pattern would be repeated twice on the sky sphere. The scale statement is
used to avoid the repetition and the translate -1 statement moves  the  color
at index zero to the bottom of the sky sphere (that's the point  of  the  sky
sphere you'll see if you look straight down).

After this transformation the color entry at position 0 will be at the bottom
of the sky sphere, i. e. below us, and the color at position 1 will be at the
top, i. e. above us.

The colors for all other positions are interpolated between those two  colors
as you can see in the resulting image.

A simple gradient sky sphere.

If you want to start one of the colors at a specific angle you'll first  have
to convert the angle to a color map index. This is done by using the  formula


  color_map_index = (1 - cos(angle)) / 2


where the angle is measured against the negated earth's surface normal.  This
is the surface normal pointing towards the center of the earth. An angle of 0
degrees describes the point below us while an angle of 180 degrees represents
the zenith.

In POV-Ray you first have to convert the degree value to radian values as  it
is shown in the following example.

  sky_sphere {
    pigment {
      gradient y
      color_map {
        [(1-cos(radians( 30)))/2 color Red]
        [(1-cos(radians(120)))/2 color Blue]
      }
      scale 2
      translate -1
    }
  }


This scene uses a color gradient that starts with a red color at  30  degrees
and blends into the blue color at 120 degrees. Below 30 degrees everything is
red while above 120 degrees all is blue.

4.9.2.2          Adding the Sun

In the following example we will create a sky with a red sun surrounded by  a
red color halo that blends into the dark blue night sky. We'll do this  using
only the sky sphere feature.

The sky sphere we use is shown below.  A  ground  plane  is  also  added  for
greater realism ( skysph2.pov ).

  sky_sphere {
    pigment {
      gradient y
      color_map {
        [0.000 0.002 color rgb <1.0, 0.2, 0.0>
                     color rgb <1.0, 0.2, 0.0>]
        [0.002 0.200 color rgb <0.8, 0.1, 0.0>
                     color rgb <0.2, 0.2, 0.3>]
      }
      scale 2
      translate -1
    }
    rotate -135*x
  }

  plane { y, 0
    pigment { color Green }
    finish { ambient .3 diffuse .7 }
  }


The gradient pattern and the transformation inside the pigment are  the  same
as in the example in the previous section.

The color map consists of three colors. A bright, slightly yellowish red that
is used for the sun, a darker red for the halo and a dark blue for the  night
sky. The sun's color covers only a very  small  portion  of  the  sky  sphere
because we don't want the sun to become too big. The color  is  used  at  the
color map values 0.000 and 0.002 to get a sharp contrast at value  0.002  (we
don't want the sun to blend into the sky). The darker red color used for  the
halo blends into the dark blue sky color  from  value  0.002  to  0.200.  All
values above 0.200 will reveal the dark blue sky.

The rotate -135*x statement is used to rotate the sun and  the  complete  sky
sphere to its final position. Without this rotation the sun  would  be  at  0
degrees, i.e. right below us.

A red sun descends into the night.

Looking at the resulting image you'll see what  impressive  effects  you  can
achieve with the sky sphere.

4.9.2.3          Adding Some Clouds

To further improve our image we want to add some clouds by  adding  a  second
pigment. This new pigment uses the bozo pattern to create some  nice  clouds.
Since it lays on top of the other pigment it needs some translucent colors in
the color map (look at entries 0.5 to 1.0).

  sky_sphere {
    pigment {
      gradient y
      color_map {
        [0.000 0.002 color rgb <1.0, 0.2, 0.0>
                     color rgb <1.0, 0.2, 0.0>]
        [0.002 0.200 color rgb <0.8, 0.1, 0.0>
                     color rgb <0.2, 0.2, 0.3>]
      }
      scale 2
      translate -1
    }
    pigment {
      bozo
      turbulence 0.65
      octaves 6
      omega 0.7
      lambda 2
      color_map {
          [0.0 0.1 color rgb <0.85, 0.85, 0.85>
                   color rgb <0.75, 0.75, 0.75>]
          [0.1 0.5 color rgb <0.75, 0.75, 0.75>
                   color rgbt <1, 1, 1, 1>]
          [0.5 1.0 color rgbt <1, 1, 1, 1>
                   color rgbt <1, 1, 1, 1>]
      }
      scale <0.2, 0.5, 0.2>
    }
    rotate -135*x
  }


A cloudy sky with a setting sun.

The sky sphere has one drawback as you might notice when looking at the final
image ( skysph3.pov ). The sun doesn't emit any light and the clouds will not
cast any shadows. If you want to have clouds that cast shadows you'll have to
use a real, large sphere with an  appropriate  texture  and  a  light  source
somewhere outside the sphere.

4.9.3            The Fog

You can use the fog feature to add fog of two different types to your  scene:
constant fog and  ground  fog.  The  constant  fog  has  a  constant  density
everywhere while the ground fog's density decreases as you move upwards.

The usage of both fog types will be described in the next sections in detail.


4.9.3.1          A Constant Fog

The simplest fog type is the constant fog that has a constant density in  all
locations. It is specified by a distance keyword which actually describes the
fog's density and a fog color .

The distance value determines the distance at which 36.8% of  the  background
are still visible (for  a  more  detailed  explanation  of  how  the  fog  is
calculated read the reference section "Fog" ).

The fog color can be used to create anything from a  pure  white  to  a  red,
bloodish fog. You can also use a black  fog  to  simulate  the  effect  of  a
limited range of vision.

The following example will show you how to  add  fog  to  a  simple  scene  (
fog1.pov ).

  #include "colors.inc"

  camera {
    location  <0, 20, -100>
  }

  background { colour SkyBlue }

  plane { y, -10
    pigment {
      checker colour Yellow colour Green
      scale 20
    }
  }

  sphere { <0, 25, 0>, 40
    pigment { Red }
    finish { phong 1.0 phong_size 20 }
  }

  sphere { <-100, 150, 200>,  20
    pigment { Green }
    finish { phong 1.0 phong_size 20 }
  }

  sphere { <100, 25, 100>, 30
    pigment { Blue }
    finish { phong 1.0 phong_size 20 }
  }

  light_source { <100, 120, 40> colour White}

  fog {
    distance 150
    colour rgb<0.3, 0.5, 0.2>
  }


A foggy scene.

According to their distance the spheres in this scene more or less vanish  in
the greenish fog we used, as does the checkerboard plane.

4.9.3.2          Setting a Minimum Translucency

If you want to make sure that the background does not  completely  vanish  in
the fog you can set the transmittance channel  of  the  fog's  color  to  the
amount of background you always want to be visible.

Using as transmittance value of 0.2 as in

  fog {
    distance 150
    colour rgbt<0.3, 0.5, 0.2, 0.2>
  }


the fog's translucency never drops below 20% as you can see in the  resulting
image ( fog2.pov ).

Adding a translucency threshold you make sure that the  background  does  not
vanish.

4.9.3.3          Creating a Filtering Fog

The greenish fog we have used so far doesn't filter the light passing through
it. All it does is to diminish the light's intensity. We can change  this  by
using a non-zero filter channel in the fog's color ( fog3.pov ).

  fog {
    distance 150
    colour rgbf<0.3, 0.5, 0.2, 1.0>
  }


The filter value determines the amount of light that is filtered by the  fog.
In our example 100% of the light passing through the fog will be filtered  by
the fog. If we had used a value of 0.7 only 70% of the light would have  been
filtered. The remaining 30% would have passed unfiltered.

A filtering fog.

You'll notice that the intensity of the  objects  in  the  fog  is  not  only
diminished due to the fog's color but that the colors are actually influenced
by the fog. The red and especially the blue sphere got a green hue.

4.9.3.4          Adding Some Turbulence to the Fog

In order to make our somewhat boring fog a little bit more interesting we can
add some turbulence, making it look like it  had  a  non-constant  density  (
fog4.pov ).

  fog {
    distance 150
    colour rgbf<0.3, 0.5, 0.2, 1.0>
    turbulence 0.2
    turb_depth 0.3
  }


Adding some turbulence makes the fog more interesting.

The tubulence keyword is used to specify the amount of turbulence used  while
the turb_depth value is used to move the point at which the turbulence  value
is calculated along the viewing ray. Values near zero move the point  to  the
viewer while values near one move it to the intersection point  (the  default
value is 0.5). This parameter can be used to avoid noise that may  appear  in
the fog due to the  turbulence  (this  normally  happens  at  very  far  away
intersecion  points,  especially  if  no  intersection  occurs,  i.  e.  the
background is hit). If this happens just lower the turb_depth value until the
noise vanishes.

You should keep in mind that the actual density of the fog does  not  change.
Only the distance-based attenuation value of  the  fog  is  modified  by  the
turbulence value at a point along the viewing ray.

4.9.3.5          Using Ground Fog

The much more interesting and flexible fog type is the ground fog,  which  is
selected with the fog_type statement. It's appearance is described  with  the
fog_offset and fog_alt keywords. The fog_offset specifies the height, i. e. y
value, below which the fog has a constant density of one. The fog_alt keyword
determines how fast the density of the fog will approach zero  as  one  moves
along the y axis. At a height of  fog_offset+fog_alt  the  fog  will  have  a
density of 25%.

The following example ( fog5.pov ) uses a ground fog  which  has  a  constant
density below y=25 (the center of the red sphere) and quickly falls  off  for
increasing altitudes.

  fog {
    distance 150
    colour rgbf<0.3, 0.5, 0.2, 1.0>
    fog_type 2
    fog_offset 25
    fog_alt 1
  }


4.9.3.6          Using Multiple Layers of Fog

It is possible to use several layers of  fog  by  using  more  than  one  fog
statement in your scene file. This is quite useful if you want  to  get  nice
effects using turbulent ground fogs. You could add  up  several,  differently
colored fogs to create an eerie scene for example.

Just try the following example ( fog6.pov ).

  fog {
    distance 150
    colour rgb<0.3, 0.5, 0.2>
    fog_type 2
    fog_offset 25
    fog_alt 1
    turbulence 0.1
    turb_depth 0.2
  }

  fog {
    distance 150
    colour rgb<0.5, 0.1, 0.1>
    fog_type 2
    fog_offset 15
    fog_alt 4
    turbulence 0.2
    turb_depth 0.2
  }

  fog {
    distance 150
    colour rgb<0.1, 0.1, 0.6>
    fog_type 2
    fog_offset 10
    fog_alt 2
  }


Quite nice results can be achieved using multiple layers of fog.

You can  combinate  constant  density  fogs,  ground  fogs,  filtering  fogs,
non-filtering fogs, fogs with a translucency threshold, etc.

4.9.3.7          Fog and Hollow Objects

Whenever you use the fog feature and the camera is inside a non-hollow object
you won't get any fog effects. For a detailed explanation  why  this  happens
see "Empty and Solid Objects" .

In order to avoid this problem you have to make all those objects  hollow  by
either making sure the camera is outside these  objects  (using  the  inverse
keyword) or by adding the hollow to them (which is much easier).

4.9.4            The Atmosphere

The atmosphere feature can be used to model the  interaction  of  light  with
particles in the air. Beams of light will become  visible  and  objects  will
cast shadows into the fog or dust that's filling the air.

The atmosphere model used in POV-Ray  assumes  a  constant  particle  density
everywhere except solid objects. If you want to create  cloud  like  fogs  or
smoke you'll have to use the halo  texturing  feature  described  in  section
"Halos" .

4.9.4.1          Starting With an Empty Room

We want to create a simple scene to explain how the atmosphere feature  works
and how you'll get good results.

Imagine a simple room with a window. Light falls through the  window  and  is
scattered by the dust particles in the air. You'll see beams of light  coming
from the window and shining on the floor.

We want to model this scene step by step. The following examples  start  with
the room, the window and a spotlight somewhere outside  the  room.  Currently
there's no atmosphere to be able to verify  if  the  lighting  is  correct  (
atmos1.pov ).

  camera {
    location <-10, 8, -19>
    look_at <0, 5, 0>
    angle 82
  }

  background { color rgb <0.2, 0.4, 0.8> }

  light_source { <0, 19, 0> color rgb 0.5 atmosphere off }

  light_source {
    <40, 25, 0> color rgb <1, 1, 1>
    spotlight
    point_at <0, 5, 0>
    radius 20
    falloff 20
    atmospheric_attenuation on
  }

  union {
    difference {
      box { <-21, -1, -21>, <21, 21, 21> }
      box { <-20, 0, -20>, <20, 20, 20> }
      box { <19.9, 5, -3>, <21.1, 15, 3> }
    }
    box { <20, 5, -0.25>, <21, 15, 0.25> }
    box { <20, 9.775, -3>, <21, 10.25, 3> }
    pigment { color red 1 green 1 blue 1 }
    finish { ambient 0.2 diffuse 0.5 }
  }


The empty room we want to start with.

The point light source is used to illuminate the room from inside without any
interaction with the atmosphere. This is done by adding atmosphere off  .  We
don't have to care about this light when we add the atmosphere later.

The spotlight is used with the atmospheric_attenuation  keyword.  This  means
that light coming from the spotlight will be diminished by the atmosphere.

The union object is used to model the room and the window. Since we  use  the
difference between two boxes to model the room (the first two  boxes  in  the
difference statement) there is no need for setting the union  hollow.  If  we
are inside this room we actually will be outside the object (see also  "Using
Hollow Objects and Atmosphere" ).

4.9.4.2          Adding Dust to the Room

The next step is to add an atmosphere to  the  room.  This  is  done  by  the
following few lines ( atmos2.pov ).

  atmosphere {
    type 1
    samples 10
    distance 40
    scattering 0.2
  }


The type keyword selects the type of atmospheric scattering we want  to  use.
In this case we use the isotropic scattering that equally scatters  light  in
all directions  (see  "Atmosphere"  for  more  details  about  the  different
scattering types).

The samples keyword determines the number of samples used in accumulating the
atmospheric effect. For  every  ray  samples  are  taken  along  the  ray  to
determine wether a sample is lit by a light source or not. If the  sample  is
lit the amount of light  scattered  into  the  direction  of  the  viewer  is
determined and added to the total intensity.

You can always start with an arbitrary number of samples. If the  results  do
not fit your ideas you can increase the sampling rate to get better  results.
The problem of choosing a good sampling  rate  is  the  trade-off  between  a
satisfying image and a fast rendering.  A  high  sampling  rate  will  almost
always work but the rendering  will  also  take  a  very  long  time.  That's
something to experiment with.

The distance keyword specifies the density of the atmosphere. It works in the
same way as the distance parameter of the fog feature.

Last but not least will the scattering value determine the  amount  of  light
that is scattered by the particles (the  remaining  light  is  absorbed).  As
you'll later see this parameter is  very  useful  in  adjusting  the  overall
brightness of the atmosphere.

After adding some dust beams of light become visible.

Looking at the image created from the above scene  you'll  notice  some  very
ugly anti-aliasing artefacts known as mach-bands. They are the  result  of  a
low sampling rate.


4.9.4.3          Choosing a Good Sampling Rate

As you've seen a too low sampling rate can cause some ugly results. There are
some ways of reducing or even avoiding those problems.

The brute force approach is to increase the sampling rate until the artefacts
vanish and you get a satisfying image. Though this will always work it  is  a
bad idea because it is very time consuming.  A  better  approach  is  to  use
jittering and anti-aliasing first. If both features don't help you'll have to
increase the sampling rate.

Jittering moves each sample  point  by  a  small,  random  amount  along  the
sampling direction. This helps to  reduce  regular  features  resulting  from
aliasing. There is (hardly) nothing more annyoing to the human visual  system
than the regular features resulting from  a  low  sampling  rate.  It's  much
better to add  some  extra  noise  to  the  image  by  jittering  the  sample
positions. The human eye is much more forgiving to that.

Use the jitter keyword followed by the amount of jittering you want  to  use.
Good jittering values are up to 0.5, higher values result in too much  noise.


You should be aware that jittering can not fix the artefacts introduced by  a
too low sampling rate. It can only make them less visible.

An additional and better  way  of  reducing  aliasing  artefacts  is  to  use
(adaptive) super-sampling. This method casts additional samples where  it  is
likely that they are needed. If the intensity between two  adjactent  samples
differs too much additional samples are taken inbetween. This  step  is  done
recursively until a specified recursion level is reached or  the  sample  get
close to each other.

The  aa_level  and  aa_threshold  keywords   are   used   to   control   the
super-sampling. The aa_level keyword determines the maximum  recursion  level
while the aa_threshold  keyword  specifies  the  maximum  allowed  difference
between two sample before the super-sampling is done.

After all this theory we get back to our sample scene and add the appropriate
keywords to use both jittering and supersamling ( atmos3.pov ).

  atmosphere {
    type 1
    samples 50
    distance 40
    scattering 0.2
    aa_level 4
    aa_threshold 0.1
    jitter 0.2
  }


A very low threshold value was choosen to super-sample even between adjactent
points with a very similar intensity. The maximum recursion level of  4  will
lead to a maximum of fifteen super-samples.

If you are looking at the results that you get  after  adding  jittering  and
super-sampling you won't be satisfied. The only way  of  reducing  the  still
visible artefacts is to increase the  sampling  rate  by  choosing  a  higher
number of samples.

A high sampling rate leads to a satisfying image.

Doing this you'll get a good result showing (almost) no artefacts.  Btw.  the
amount of dust floating around in this room may be a little  bit  exaggerated
but it's just an example. And examples tend to be exaggerated.

4.9.4.4          Using a Coloured Atmosphere

You can assign a color to the atmosphere that gives you more control over the
atmosphere's appearance. First of all the color is used to filter  all  light
passing through it,  wether  it  comes  from  light  sources,  relfected  and
refracted rays, or the background. The amount by which the passing  light  is
filtered by the atmosphere's color is determined by the color's filter value.
A value of 0 means that the light is not influenced by the atmosphere's color
while a value of 1 means that all light will be filtered by the color.

If you want to create a reddish atmosphere  for  example,  you  can  add  the
following line to the atmosphere statement used in the above example.

  color rgbf <1, 0, 0, 0.25>


Just using rgb <1,0,0> does not work because the color's filter value will be
zero and thus no light will be filtered by the color, i. e. no light will  be
multiplied with the color's RGB components.

The filter value of 0.25 means that 25% of  the  light  passing  through  the
atmosphere will be filtered by the red color and 75% will pass unfiltered.

The transmittance channel of the atmosphere's color  is  used  to  specify  a
minimum translucency. By default the transmittance channel is zero  and  thus
there is no such minimum  translucency.  Using  a  positive  value  lets  you
determine the amount of background light that will always  pass  through  the
atmosphere, regardless of its thickness set by the distance keyword.

If you use e.g. a color of rgbt <0,0,0,0.3> with our  room  example  you  can
make the blue background become visible. Until  now  it  was  hidden  by  the
atmosphere.

4.9.4.5          Atmosphere Tips

It is very difficult to get satisfying  results  when  using  the  atmosphere
feature. Some of the more common problems  will  be  discussed  in  the  next
sections to help you to solve them  (see  also  the  FAQ  section  about  the
atmosphere in "Atmosphere Questions" ).

4.9.4.5.1        Choosing the Distance and Scattering Parameters

The first difficult step is to choose a good distance and  scattering  value.
You need to be able to control the visibility of the objects in the scene and
the atmospheric effects.

The best  approach  is  to  choose  the  distance  value  first.  This  value
determines  the  visibility  of  the  objects  in  the  scene  regardless  of
atmospheric light scattering. It works in the same way as the distance  value
of the fog feature.

Since fog is very similar to the unlit atmosphere you can use a  fog  instead
of an atmosphere to quickly choose a working distance value. If you  do  this
with room scene we used earlier you would use  the  following  fog  statement
instead of the atmosphere ( atmos4.pov ).

  fog {
    distance 40
    color rgb <0, 0, 0>
  }


A black fog can be used to get a working distance value for the atmosphere.

The black color is used to simulate the attenuation you'll get in those parts
of the atmosphere scene lying in shadow.

If you want to use a colored atmosphere you'll have to use the same color for
the fog as you want to use for  the  atmosphere,  including  the  filter  and
transmittance  channel  values  (see  "Using  a  Coloured  Atmosphere"   and
"Atmosphere" for an explanation of the atmosphere's color).

If you (roughly) want to simulate the appearance of  those  parts  lit  by  a
light source you can use the color of the atmosphere inside the fog statement
instead.

After you are satisfied with the distance  value  you'll  have  to  choose  a
scattering value. This value lets you fit the atmosphere's intensity to  your
needs. Starting with a value of one you have to increase  the  value  if  the
atmosphere effects are hardly visible. If you don't see anything in  the  lit
parts of the atmosphere you'll have to decrease the value.

You should be aware that you may have to use very small or very large  values
to get the desired results.

4.9.4.5.2        Atmosphere and Light Sources

The best results are generated with spotlights and cylindrical light sources.
They create  nice  beams  of  light  and  are  fast  to  render  because  the
atmospheric sampling takes only place inside the light cone of the  spotlight
or light cylinder of the cylindrical light.

If you want to add a light source that does not interact with the  atmosphere
you can use the atmosphere keyword inside the  light  source  statement  (see
"Atmosphere Interaction" ). Just add atmosphere off .

By default the light coming from any light source will not be  diminished  by
the atmosphere. Thus the highlights  in  your  scene  will  normally  be  too
bright. This can be changed with atmospheric_attenuation on .

4.9.4.5.3        Atmosphere Scattering Types

The different scattering types listed in "Atmosphere" can be  used  to  model
different types of particles. This is something for you to experiment with.

The Rayleigh scattering is used for small particles like dust and smoke while
the Mie scattering is used for fog.

If you ever saw the lighthouse scene in the movie  Casper  you'll  know  what
effect the scattering type has. In this scene the beam of light  coming  from
the lighthouse becomes visible while it points nearly towards the viewer.  As
it starts to point away from  the  viewer  it  vanishes.  This  behaviour  is
typical for miniscule water droplets as modeled by the Mie scattering.

4.9.4.5.4        Increasing the Image Resolution

You have to be aware that you may have to increase  the  atmosphere  sampling
rate if you increase the resolution of the  image.  Otherwise  some  aliasing
artefacts that were no visible at the lower resolution may become visible.

4.9.4.5.5        Using Hollow Objects and Atmosphere

Whenever you use the atmosphere feature  you  have  to  make  sure  that  all
objects that ought to be filled with atmosphere are set to hollow  using  the
hollow keyword.

Even though this is not obvious this holds for  infinite  and  patch  objects
like quadrics, quartics, triangles, polygons, etc. Whenever you  add  one  of
those objects you should add the hollow  keyword  as  long  as  you  are  not
absolutely sure you don't need it. You  also  have  to  make  sure  that  all
objects the camera is inside are set to be hollow.

Whenever you get unexpected results you should check for  solid  objects  and
set them to be hollow.

4.9.5            The Rainbow

The rainbow feature can be used to  create  rainbows  and  maybe  other  more
strange effects. The rainbow is a fog like effect that  is  restricted  to  a
cone-like volume.

4.9.5.1          Starting With a Simple Rainbow

The rainbow is specified with a lot of parameters: the angle under  which  it
is visible, the width of the color band, the direction of the incoming light,
the fog-like distance based particle density and last not least the color map
to be used.

The size and shape of the rainbow are  determined  by  the  angle  and  width
keywords. The direction keyword is used to set the direction of the  incoming
light, thus setting the rainbow's position. The rainbow is visible  when  the
angle between the direction vector and the incident light direction is larger
than angle-width/2 and smaller than angle+width/2.

The incoming light is the virtual light source that is  responsible  for  the
rainbow. There needn't be a real light source to create the rainbow effect.

The rainbow is a fog-like effect, i.e. the rainbow's color is mixed with  the
background color based on the distance to  the  intersection  point.  If  you
choose small distance values the rainbow will be visible on objects, not just
in the background. You can avoid this by using a very large distance value.

The color map is the crucial part of the rainbow since it  contains  all  the
colors that normally can be seen in a rainbow. The  color  of  the  innermost
color band is taken from the color map entry 0 while the  outermost  band  is
take from entry 1. You should note that due to the limited  color  range  any
monitor can display it is impossible to create a real rainbow. There are just
some colors that you cannot display.

The filter channel of the rainbow's color map is used in the same way as with
fogs. It determines how much of the light  passing  through  the  rainbow  is
filtered by the color.

The following example shows a simple scene with a ground plane, three spheres
and a somewhat exaggerated rainbow ( rainbow1.pov ).

  #include "colors.inc"

  camera {
    location <0, 20, -100>
    look_at <0, 25, 0>
    angle 82
  }

  background { color SkyBlue }

  plane { y, -10 pigment { colour Green } }

  light_source {<100, 120, 40> colour White}

  // declare rainbow's colours

  #declare r_violet1 = colour rgbf<1.0, 0.5, 1.0, 1.0>
  #declare r_violet2 = colour rgbf<1.0, 0.5, 1.0, 0.8>
  #declare r_indigo  = colour rgbf<0.5, 0.5, 1.0, 0.8>
  #declare r_blue    = colour rgbf<0.2, 0.2, 1.0, 0.8>
  #declare r_cyan    = colour rgbf<0.2, 1.0, 1.0, 0.8>
  #declare r_green   = colour rgbf<0.2, 1.0, 0.2, 0.8>
  #declare r_yellow  = colour rgbf<1.0, 1.0, 0.2, 0.8>
  #declare r_orange  = colour rgbf<1.0, 0.5, 0.2, 0.8>
  #declare r_red1    = colour rgbf<1.0, 0.2, 0.2, 0.8>
  #declare r_red2    = colour rgbf<1.0, 0.2, 0.2, 1.0>

  // create the rainbow

  rainbow {
    angle 42.5
    width 5
    distance 1.0e7
    direction <-0.2, -0.2, 1>
    jitter 0.01
    colour_map {
      [0.000  colour r_violet1]
      [0.100  colour r_violet2]
      [0.214  colour r_indigo]
      [0.328  colour r_blue]
      [0.442  colour r_cyan]
      [0.556  colour r_green]
      [0.670  colour r_yellow]
      [0.784  colour r_orange]
      [0.900  colour r_red1]
    }
  }


Some irregularity is added to the color bands using the jitter keyword.

A colorful rainbow.

The rainbow in our sample is much too bright. You'll never see a rainbow like
this in reality. You can decrease the rainbow's colors by decreasing the  RGB
values in the color map.

4.9.5.2          Increasing the Rainbow's Translucency

The result we have so far looks much too bright. Just reducing the  rainbow's
color helps but it's much better to increase the translucency of the  rainbow
because it is more  realistic  if  the  background  is  visible  through  the
rainbow.

We can use the transmittance channel of  the  colors  in  the  color  map  to
specify a minimum translucency, just  like  we  did  with  the  fog.  To  get
realistic results we have to use very large transmittance values as  you  can
see in the following example ( rainbow2.pov ).

  rainbow {
    angle 42.5
    width 5
    distance 1.0e7
    direction <-0.2, -0.2, 1>
    jitter 0.01
    colour_map {
      [0.000  colour r_violet1 transmit 0.98]
      [0.100  colour r_violet2 transmit 0.96]
      [0.214  colour r_indigo  transmit 0.94]
      [0.328  colour r_blue    transmit 0.92]
      [0.442  colour r_cyan    transmit 0.90]
      [0.556  colour r_green   transmit 0.92]
      [0.670  colour r_yellow  transmit 0.94]
      [0.784  colour r_orange  transmit 0.96]
      [0.900  colour r_red1    transmit 0.98]
    }
  }


The transmittance values increase at the outer bands of the rainbow  to  make
it softly blend into the background.

A much more realistc rainbow.


4.9.5.3          Using a Rainbow Arc

Currently our rainbow has a circular shape, even though most of it is  hidden
below the ground plane. You can easily create a  rainbow  arc  by  using  the
arc_angle keyword with an angle below 360 degrees.

If you use arc_angle 120 for example you'll get a rainbow arc  that  abruptly
vanishes at the arc's ends. This does  not  look  good.  To  avoid  this  the
falloff_angle keyword can be used to specify a region where the arc  smoothly
blends into the background.

As explained in the rainbow's reference section  (see  "Rainbow"  )  the  arc
extends from -arc_angle/2 to arc_angle/2 while the blending takes place  from
-arc_angle/2 to -falloff_angle/2 and falloff_angle/2 to arc_angle/2. This  is
the reason why the falloff_angle has to be smaller or equal to the  arc_angle
.

In the following examples we use an 120 degrees arc with a 45 degree  falloff
region on both sides of the arc ( rainbow3.pov ).

  rainbow {
    angle 42.5
    width 5
    arc_angle 120
    falloff_angle 30
    distance 1.0e7
    direction <-0.2, -0.2, 1>
    jitter 0.01
    colour_map {
      [0.000  colour r_violet1 transmit 0.98]
      [0.100  colour r_violet2 transmit 0.96]
      [0.214  colour r_indigo  transmit 0.94]
      [0.328  colour r_blue    transmit 0.92]
      [0.442  colour r_cyan    transmit 0.90]
      [0.556  colour r_green   transmit 0.92]
      [0.670  colour r_yellow  transmit 0.94]
      [0.784  colour r_orange  transmit 0.96]
      [0.900  colour r_red1    transmit 0.98]
    }
  }


The arc angles are measured against the rainbows up direction  which  can  be
specified using the up keyword. By default the up direction is the y-axis.

A rainbow arc.


5                POV-Ray Reference

The reference section  describes  all  command  line  options  and  INI  file
switches, the scene description language and all other features that are part
of POV-Ray. It is supposed to be used as a reference for looking  up  things.
It does not contain detailed explanations on how scenes are  written  or  how
POV-Ray is used. It just explains all features, their  syntax,  applications,
limits, drawbacks, etc.

6                POV-Ray Options

POV-Ray was originally  created  as  a  command-line  program  for  operating
systems without graphical interfaces, dialog boxes and pull-down menus.  Most
versions of POV-Ray still use command-line switches to tell it  what  to  do.
This documentation assumes you are using the command-line version. If you are
using Macintosh, MS-Windows or other GUI versions, there will be dialog boxes
or menus which do the same thing. There is system-specific documentation  for
each system describing the specific commands.

6.1              Setting POV-Ray Options

There are two distinct ways of setting POV-Ray options: command line switches
and INI file  keywords.  Both  are  explained  in  detail  in  the  following
sections.

6.1.1            Command Line Switches

Command line switches consist of a + (plus) or - (minus)  sign,  followed  by
one or more alphabetic characters and possibly a numeric  value.  Here  is  a
typical command line with switches.

  POVRAY +Isimple.pov +V +W80 +H60


povray is the name of the program and it is  followed  by  several  switches.
Each switch begins with a plus or minus sign. The +I switch with the filename
tells POV-Ray what scene file it should use as input and +V tells the program
to output its status to the text screen  as  it's  working.  The  +W  and  +H
switches set the width and height of the image in pixels. This image will  be
80 pixels wide by 60 pixels high.

In switches which toggle a feature, the plus turns it on and minus  turns  it
off. For example +P turns on the pause  for  keypress  when  finished  option
while -P turns it off. Other switches are used to specify values and  do  not
toggle a feature. Either plus or minus may be  used  in  that  instance.  For
example +W 320 sets the width to 320 pixels. You could also use  -W  320  and
get the same results.

Switches may be specified in upper or lower case. They are read left to right
but in general may be specified in any order. If you specify  a  switch  more
than once,  the  previous  value  is  generally  overwritten  with  the  last
specification. The only exception is the +L switch for setting library paths.
Up to ten unique paths may be specified.

Almost all + / - switches have an equivalent option which can be used  in  an
INI file which is described in the next section. A  detailed  description  of
each switch is given in the option reference section.

6.1.2            Using INI Files

Because it is difficult to set more than a few options on a command line, you
have the ability to put multiple options in one or  more  text  files.  These
initialization files or INI files  have  .ini  as  their  default  extension.
Previous versions of POV-Ray called them default files or DEF files . You may
still use existing DEF files with this version of POV-Ray.

The majority of options you use will be stored in INI files. The command line
switches are recommended for options which you will turn off or on frequently
as you perform test renderings of  a  scene  you  are  developing.  The  file
povray.ini is automatically read if present. You may specify  additional  INI
files on the command-line by simply typing the file name on the command line.
For example:

  POVRAY MYOPTS.INI


If no extension is given, then .ini is assumed. POV-Ray knows this is  not  a
switch because it is not preceded by a plus or minus. In fact a common  error
among new users is that they forget to put the +I  switch  before  the  input
file name. Without the switch, POV-Ray thinks that the scene file  simple.pov
is an INI file. Don't forget! If no plus or minus  precedes  a  command  line
switch, it is assumed to be an INI file name.

You may have multiple INI files on the command line along with switches.  For
example:

  POVRAY MYOPTS +V OTHER


This reads options from myopts.ini , then sets  the  +V  switch,  then  reads
options from other.ini .

An INI file is a plain ASCII text file with options of the form...

  Option_keyword=VALUE ; Text after semicolon is a comment


For example the INI equivalent of the switch +I simple.pov is...

  Input_File_Name=simple.pov


Options are read top to bottom in the file but in general may be specified in
any order. If you specify an option more than once, the previous  values  are
generally overwritten with the last specification. The only exception is  the
Library_Path = path options. Up to ten unique paths may be specified.

Almost all INI-style options have equivalent  +  /  -  switches.  The  option
reference section gives a detailed description of  all  POV-Ray  options.  It
includes both the INI-style settings and the + / - switches.

The INI keywords are not case sensitive. Only one INI option is permitted per
line of text. You may also include switches in your  INI  file  if  they  are
easier for you. You may have multiple switches per line but  you  should  not
mix switches and INI options on the same line. You  may  nest  INI  files  by
simply putting the file name on a line by itself with no  equals  sign  after
it. Nesting may occur up to ten levels deep.

For example:

  ; This is a sample INI file. This entire line is a comment.
  ; Blank lines are permitted.

  Input_File_Name=simple.pov ;This sets the input file name

  +W80 +H60 ; Traditional +/- switches are permitted too

  MOREOPT   ; Read MOREOPT.INI and continue with next line

  +V        ; Another switch

  ; That's all folks!


INI files may have labeled sections so that more than one set of options  may
be stored in a single file. Each section begins with a label in []  brackets.
For example:

  ; RES.INI
  ; This sample INI file is used to set resolution.

  +W120 +H100  ; This section has no label.
               ; Select it with "RES"

  [Low]
  +W80 +H60    ; This section has a label.
               ; Select it with "RES[Low]"

  [Med]
  +W320 +H200  ; This section has a label.
               ; Select it with "RES[Med]"

  [High]
  +W640 +H480  ; Labels are not case sensitive.
               ; "RES[high]" works

  [Really High]
  +W800 +H600  ; Labels may contain blanks


When you specify the INI file you should follow it with the section label  in
brackets. For example...

  POVRAY RES[Med] +Imyfile.pov


POV-Ray reads res.ini and skips all options until it finds the label Med . It
processes options after that label until it finds another label and  then  it
skips. If no label is specified on the command line then only  the  unlabeled
area at the top of the file is read. If a label is specified,  the  unlabeled
area is ignored.

6.1.3            Using the POVINI Environment Variable

The environment variable POVINI is used to specify the location and name of a
default INI file that is read every time POV-Ray is executed.  If  POVINI  is
not specified a default INI file may be read depending on the platform  used.
If the specified file does not exist a warning message is printed.

To set the environment variable under MS-Dos you might put the following line
in your autoexec.bat file...

  set POVINI=c:\povray3\default.ini


On most operating systems the sequence of reading options is as follows:

  1. Read options from default INI file specified by the  POVINI  environment
     variable or platform specific INI file.
  2. Read switches from command line (this  includes  reading  any  specified
     INI/DEF files).


The POVRAYOPT environment variable supported by previous POV-Ray versions  is
no longer available.

6.2              Options Reference

As explained in the previous section, options may be specified by switches or
INI-style options. Almost  all  INI-style  options  have  equivalent  +  /  -
switches and most switches have equivalent INI-style  option.  The  following
sections give a detailed description of each POV-Ray option. It includes both
the INI-style settings and the + / - switches.

The notation and terminology used is described in the tables below.

  Keyword=bool  turn Keyword on if bool equals true, yes, on or 1 and turn it
                off if it is any other value.
  Keyword=true  do this option if true, yes, on or 1 is specified.
  Keyword=false do this option if false, no, off or 0 is specified.
  Keyword=file  any valid file name. Note: some options prohibit the  use  of
                any of the above true or false values as a  file  name.  They
                are noted in later sections.


  n     any integer such as in +W320
  n.n   any float such as in Clock=3.45
  0.n   any float < 1.0 even if it has no leading 0
  s     any string of text
  xor y any single character
  path  any directory name, drive optional, no final path separator  ("\"  or
        "/", depending on the operating system)


Unless otherwise specifically noted, you may assume that  either  a  plus  or
minus sign before a switch will produce the same results.

6.2.1            Animation Options

POV-Ray 3.0 greatly improved its animation capability with the addition of an
internal animation loop, automatic output file name numbering and the ability
to shell out to the operating system to external utilities which can assemble
individual frames into an animation. The internal animation  loop  is  simple
yet flexible. You may still use external programs or batch  files  to  create
animations without the internal loop as you may have done in POV-Ray 2.

6.2.1.1          External Animation Loop

  Clock=n.n Sets "clock" float identifier to n.n
  +Kn.n     Same as Clock=n.n


The Clock =n.n option or the +K n.n switch may be used to pass a single float
value to the program for basic animation. The value is stored  in  the  float
identifier clock . If an object had a rotate <0,clock,0>  attached  then  you
could rotate the object by different amounts over different frames by setting
+K 10.0, +K 20.0... etc. on successive renderings. It is up to  the  user  to
repeatedly invoke POV-Ray with  a  different  Clock  value  and  a  different
Output_File_Name for each frame.

6.2.1.2          Internal Animation Loop

  Initial_Frame=n   Sets initial frame number to n
  Final_Frame=n     Sets final frame number
  Initial_Clock=n.n Sets initial clock value
  Final_Clock=n.n   Sets final clock value
  +KFIn             Same as Initial_Frame=n
  +KFFn             Same as Final_Frame=n
  +KIn.n            Same as Initial_Clock=n.n
  +KFn.n            Same as Final_Clock=n.n


The internal animation loop new to POV-Ray 3.0 relieves the user of the  task
of generating complicated sets of batch  files  to  invoke  POV-Ray  multiple
times with different settings.  While  the  multitude  of  options  may  look
intimidating, the clever set of default values means that you  will  probably
only need to specify the Final_Frame =n or the +KFF n option to  specify  the
number of frames. All other values may remain at their defaults.

Any Final_Frame  setting  other  than  -1  will  trigger  POV-Ray's  internal
animation loop. For example Final_Frame =10 or  +KFF  10  causes  POV-Ray  to
render your scene 10 times. If you specified Output_File_Name = file.tga then
each frame would be output as file01.tga , file02.tga , file03.tga  etc.  The
number of zero-padded digits in the file name depends upon  the  final  frame
number. For example +KFF 100 would generate file001.tga through file100.tga .
The frame number may encroach upon the file name. On  MS-Dos  with  an  eight
character  limit,  myscene.pov  would   render   to   mysce001.tga   through
mysce100.tga .

The default Initial_Frame =1 will probably never  have  to  be  changed.  You
would only change it if you were assembling  a  long  animation  sequence  in
pieces. One scene might run from frame 1 to 50 and the next from 51  to  100.
The Initial_Frame =n or +KFI n option is for this purpose.

Note that if you wish to render a subset of frames such as 30 through 40  out
of a 1 to 100 animation, you should not change Frame_Initial or Frame_Final .
Instead you should use the subset commands described in section  "Subsets  of
Animation Frames" .

Unlike some animation packages, the action in POV-Ray  animated  scenes  does
not depend upon the integer frame numbers.  Rather  you  should  design  your
scenes based upon the float identifier clock. By default, the clock value  is
0.0 for the initial frame and 1.0 for the final frame. All other  frames  are
interpolated between these values. For example if your object is supposed  to
rotate one full turn over the course of  the  animation,  you  could  specify
rotate 360*clock*y . Then as clock runs from 0.0 to 1.0, the  object  rotates
about the y-axis from 0 to 360 degrees.

The major advantage of this  system  is  that  you  can  render  a  10  frame
animation or a 100 frame or 500 frame or 329 frame animation  yet  you  still
get one full 360 degree rotation. Test renders of a few frames  work  exactly
like final renders of many frames.

In effect you define the motion over a continuous float valued parameter (the
clock) and you take discrete samples at some fixed intervals (the frames). If
you take a movie or video tape of a real scene it  works  the  same  way.  An
object's actual motion depends only on time. It does not depend on the  frame
rate of your camera.

Many users have already created scenes for POV-Ray 2 that expect clock values
over a range other than the default 0.0 to 1.0. For this  reason  we  provide
the Initial_Clock =n.n or +KI n.n and Final_Clock =n.n or  +KF  n.n  options.
For  example  to  run  the  clock  from  25.0  to  75.0  you  would  specify
Initial_Clock =25.0 and Final_Clock =75.0. Then the clock  would  be  set  to
25.0 for the initial frame and 75.0 for the  final  frame.  Inbetween  frames
would have clock values interpolated from 25.0 through 75.0 proportionally.

Users who are accustomed to using frame  numbers  rather  than  clock  values
could specify Initial_Clock =1.0 and Final_Clock =10.0  and  Frame_Final  =10
for a 10 frame animation.

For new  scenes,  we  recommend  you  do  not  change  the  Initial_Clock  or
Final_Clock from their default 0.0 to 1.0 values. If you want  the  clock  to
vary over a different range than the default 0.0 to  1.0,  we  recommend  you
handle this inside your scene file as follows...

  #declare Start    = 25.0
  #declare End      = 75.0
  #declare My_Clock = Start+(End-Start)*clock


Then use My_Clock in the scene description. This keeps  the  critical  values
25.0 and 75.0 in your .pov file.

Note that more details concerning the inner workings of  the  animation  loop
are in  the  section  on  shell-out  operating  system  commands  in  section
"Shell-out to Operating System" .

6.2.1.3          Subsets of Animation Frames

  Subset_Start_Frame=n   Set subset starting frame to n
  Subset_Start_Frame=0.n Set subset starting frame to n percent
  Subset_End_Frame=n     Set subset ending frame to n
  Subset_End_Frame=0.n   Set subset ending frame to n percent
  +SFn or +SF0.n         Same as Subset_Start_Frame
  +EFn or +EF0.n         Same as Subset_End_Frame


When creating a long animation, it may be handy to render only a  portion  of
the animation to see what it looks like. Suppose you have 100 frames but only
want to render frames 30  through  40.  If  you  set  Initial_Frame  =30  and
Final_Frame =40 then the clock would vary from 0.0  to  1.0  from  frames  30
through 40 rather than 0.30 through 0.40 as it should. Therefore  you  should
leave Initial_Frame =1 and Final_Frame =100 and  use  Subset_Start_Frame  =30
and Subset_End_Frame =40 to selectively render part  of  the  scene.  POV-Ray
will then properly compute the clock values.

Usually you will specify the subset using the actual  integer  frame  numbers
however an alternate form of the subset commands takes a float value  in  the
range 0.0 <=n.nnn <=1.0 which is interpreted  as  a  fraction  of  the  whole
animation. For example, Subset_Start_Frame =0.333 and Subset_End_Frame =0.667
would render the middle 1/3rd of a  sequence  regardless  of  the  number  of
frames.

6.2.1.4          Cyclic Animation

  Cyclic_Animation=bool Turn cyclic animation on/off
  +KC                   Turn cyclic animation on
  -KC                   Turn cyclic animation off


Many computer animation sequences are designed to  be  run  in  a  continuous
loop. Suppose you have an object that rotates exactly 360  degrees  over  the
course of your animation and you did rotate 360*clock*y to do  so.  Both  the
first and last frames would be identical. Upon  playback  there  would  be  a
brief one frame jerkiness. To eliminate this problem you need to  adjust  the
clock so that the last frame does not match the  first.  For  example  a  ten
frame cyclic animation should not use clock 0.0 to 1.0. It  should  run  from
0.0 to 0.9 in 0.1 increments. However if you change to 20  frames  it  should
run from 0.0 to 0.95 in 0.05 increments. This complicates things because  you
would have to change the final clock value every time you changed Final_Frame
.  Setting  Cyclic_Animation  =on  or  using  +KC  will  cause  POV-Ray   to
automatically adjust the final clock value for cyclic animation regardless of
how many total frames. The default value for this setting is off.

6.2.1.5          Field Rendering

  Field_Render=bool Turn field rendering on/off
  Odd_Field=bool    Set odd field flag
  +UF               Turn field rendering on
  -UF               Turn field rendering off
  +UO               Set odd field flag on
  -UO               Set odd field flag off


Field rendering is sometimes used for animations when the animation is  being
output for television. TVs only display alternate scan lines on each vertical
refresh. When each frame is being displayed the fields are interlaced to give
the impression of a higher resolution image. The even scan lines make up  the
even field, and are drawn first (i. e. scan lines 0, 2, 4, etc.), followed by
the odd field, made up of the odd numbered scan lines are  drawn  afterwards.
If objects in an animation are moving  quickly,  their  position  can  change
noticably from one field to the next. As a result, it  may  be  desirable  in
these cases to have POV-Ray render alternate fields at the actual field  rate
(which is twice the frame rate), rather than rendering  full  frames  at  the
normal frame rate. This would save a great deal of time compared to rendering
the entire animation at twice the frame rate, and then  only  using  half  of
each frame.

By default, field rendering is not used. Setting Field_Render  =on  or  using
+UF will cause alternate frames in an animation to be only the  even  or  odd
fields of an animation. By default,  the  first  frame  is  the  even  field,
followed by the odd field. You can have POV-Ray render the odd field first by
specifying Odd_Field =on, or by using the +UO switch.

6.2.2            Output Options


6.2.2.1          General Output Options


6.2.2.1.1        Height and Width of Output

  Height=n Set screen height to n
  Width=n  Sets screen width to n pixels
  +Hn      Same as Height=n (when n > 8)
  +Wn      Same as Width=n


These switches set the  height  and  width  of  the  image  in  pixels.  This
specifies the image size for file output. The preview display,  if  on,  will
generally attempt to pick a video mode  to  accommodate  this  size  but  the
display settings do not in any way affect the resulting file output.

6.2.2.1.2        Partial Output Options

  Start_Column=n   Set first column to n
  Start_Column=0.n Set first column to n percent of width
  +SCn or +SC0.n   Same as Start_Column
  Start_Row=n      Set first row to n pixels
  Start_Row=0.n    Set first row to n percent of height
  +SRn or +Sn      Same as Start_Row=n
  +SR0.n or +S0.n  Same as Start_Row=0.n
  End_Column=n     Set last column to n pixels
  End_Column=0.n   Set last column to n percent of width
  +ECn or +EC0.n   Same as End_Column
  End_Row=n        Set last row to n pixels
  End_Row=0.n      Set last row to n percent of height
  +ERn or +En      Same as End_Row=n
  +ER0.n or +E0.n  Same as End_Row=0.n


When doing  test  rendering  it  is  often  convenient  to  define  a  small,
rectangular sub-section of the whole screen so you can quickly check out  one
area of the image. The Start_Row ,  End_Row  ,  Start_Column  and  End_Column
options allow you to define the subset  area  to  be  rendered.  The  default
values are the full size of the image from (1,1) which is the upper  left  to
(w,h) on the lower right where w and h are the Width =n and Height =n  values
you have set.

Note if the number specified is greater than 1 then it is interpreted  as  an
absolute row or column number in pixels. If it is a decimal value between 0.0
and 1.0 then it is interpreted as a percent of the total width or  height  of
the image. For example: Start_Row =0.75 and Start_Column =0.75  starts  on  a
row 75% down from the top at a column 75% from the left. Thus it renders only
the lower-right 25% of the  image  regardless  of  the  specified  width  and
height.

The +SR ,  +ER  ,  +SC  and  +EC  switches  work  in  the  same  way  as  the
corresponding INI-style settings for both absolute settings  or  percentages.
Early versions of POV-Ray allowed only start and end  rows  to  be  specified
with +S n and +E n so they are still supported in addition to +SR and +ER .

6.2.2.1.3        Interrupting Options

  Test_Abort=bool    Turn test for user abort on/off
  +X                 Turn test abort on
  -X                 Turn test abort off
  Test_Abort_Count=n Set to test for abort every n pixels
  +Xn                Set to test for abort every n pixels on
  -Xn                Set to test for  abort  off  (in  future  test  every  n
                     pixels)


On some operating systems once you start a rendering you must let it  finish.
The Test_Abort =on option or +X switch causes POV-Ray to  test  the  keyboard
for keypress. If you have pressed a key, it will generate a  controlled  user
abort. Files will be flushed and closed but only data through the  last  full
row of pixels is saved. POV-Ray exits with an error code 2 (normally  POV-Ray
returns 0 for a successful run or 1 for a fatal error).

When this option is on, the keyboard is polled on every  line  while  parsing
the scene file and on  every  pixel  while  rendering.  Because  polling  the
keyboard can slow down a rendering, the Test_Abort_Count =n option  or  +X  n
switch causes the test to be performed only every n pixels rendered or  scene
lines parsed.

6.2.2.1.4        Resuming Options

  Continue_Trace=bool Sets continued trace on/off
  +C                  Sets continued trace on
  -C                  Sets continued trace off
  Create_Ini=file     Generate an INI file to file
  Create_Ini=true     Generate file.ini where file is scene name.
  Create_Ini=false    Turn off generation of previously set file.ini
  +GIsss              Same as Create_Ini=sss


If you abort a render while it's in progress  or  if  you  used  the  End_Row
option to end the render prematurely, you can use Continue_Trace  =on  or  +C
option to continue the render later at the point where  you  left  off.  This
option reads in the previously generated output file,  displays  the  partial
image rendered so far, then proceeds with the ray-tracing. This option cannot
be used if file output is disabled with Output_to_file =off or -F .

The Continue_Trace option may not work if the Start_Row option has  been  set
to anything but the top of the file, depending on  the  output  format  being
used.

POV-Ray tries to figure out where to resume an interrupted trace  by  reading
any previously generated data in the specified output file. All file  formats
contain the image size,  so  this  will  override  any  image  size  settings
specified. Some file formats (namely TGA  and  PNG)  also  store  information
about where the file started (i. e. +SC n and +SR n  options),  alpha  output
+UA , and bit-depth +FN n, which will override these settings. It  is  up  to
the user to make sure that all other options are set the same as the original
render.

The Create_Ini option or +GI switch provides an easy way  to  create  an  INI
file with all of the rendering options, so you can re-run files with the same
options, or ensure you have all the same options when resuming.  This  option
creates an INI file with  every  option  set  at  the  value  used  for  that
rendering. This includes default values which you  have  not  specified.  For
example if you run POV-Ray with...

  POVRAY +Isimple.pov MYOPTS +GIrerun.ini MOREOPTS


POV-Ray will create a file called rerun.ini with all of the options  used  to
generate this scene. The file is not written  until  all  options  have  been
processed. This means that in  the  above  example,  the  file  will  include
options from both myopts.ini and moreopts.ini despite the fact that  the  +GI
switch is specified between them. You may now re-run the scene with...

  POVRAY RERUN


or resume an interrupted trace with

  POVRAY RERUN +C


If you add other switches with the rerun.ini reference, they will be included
in future re-runs because the file is re-written every time you use it.

The Create_Ini option  is  also  useful  for  documenting  how  a  scene  was
rendered. If you render waycool.pov with Create_Ini =on then it will create a
file waycool.ini that you could distribute along  with  your  scene  file  so
other users can exactly re-create your image.

6.2.2.2          Display Output Options


6.2.2.2.1        Display Hardware Settings

  Display=bool      Turns graphic display on/off
  +D                Turns graphic display on
  -D                Turns graphic display off
  Video_Mode=x      Set video mode to 'x'; does not affect on/off
  +Dx               Set display on; Set mode to 'x'
  -Dx               Set display off; but for future use mode 'x'
  Palette=y         Set display palette to 'y'; does not affect on/off
  +Dxy              Set display on; Set mode 'x'; Set palette 'y'
  -Dxy              Set display off; use mode 'x', palette 'y' in future
  Display_Gamma=n.n Sets the display gamma to n.n
%%% LATEX-ONLY \begin {LIST} {Display_Gamma =n.n} \item[ Display =bool] Turns
graphic display on/off \item[ +D ] Turns graphic display on \item[ -D ] Turns
graphic display off \item[] \item[ Video_Mode =x] Set video mode to x ;  does
not affect on/off \item[ +D x] Set display on; Set mode to x \item[ -D x] Set
display off; but for future use mode x \item[] \item[ Palette =y] Set display
palette to y ; d oes not affect on/off \item[ +D xy] Set display on; Set mode
x ; Set palette y \item[ -D xy] Set display off; use mode x ,  palette  y  in
future \item[ Display_Gamma =n.n] Sets the display gamma to n.n  \end  {LIST}
%%% END

The Display =on or +D switch will turn on the graphics display of  the  image
while it is being rendered. Even on some non-graphics  systems,  POV-Ray  may
display an 80  by  24  character  ASCII-Art  version  of  your  image.  Where
available, the display may be full, 24-bit true color. Setting  Display  =off
or using the -D switch will turn  off  the  graphics  display  which  is  the
default.

The Video_Mode =x option sets the display mode or hardware type chosen  where
x is a single digit or letter that is machine dependent (see section "Display
Types" for a description of the  modes  supported  by  the  MS-Dos  version).
Generally Video_Mode =0 means the default or an auto-detected setting  should
be used. When using switches, this character immediately follows the  switch.
For example the +D0 switch will turn on the graphics display in  the  default
mode.

The Palette =y option selects the palette to be used.  Typically  the  single
character parameter y is a digit which selects one of several fixed  palettes
or a letter such G for gray scale, H for 15-bit or 16-bit high color or T for
24-bit true color. When using switches, this character is the  2nd  character
after the switch. For example the +D0T  switch  will  turn  on  the  graphics
display in the default mode with a true color palette.

The Display_Gamma =n.n setting is new with POV-Ray 3.0, and is not  available
as a command-line switch. The Display_Gamma setting overcomes the problem  of
images (whether ray-traced or not) having  different  brightness  when  being
displayed on different monitors, different video cards, and  under  different
operating systems. Note that the Display_Gamma is a  setting  based  on  your
computer's display hardware,  and  should  be  set  correctly  once  and  not
changed. The Display_Gamma INI setting works  in  conjunction  with  the  new
assumed_gamma global setting to ensure that POV scenes and  the  images  they
create look the same  on  all  systems.  See  section  "Assumed_Gamma"  which
describes  the  assumed_gamma  global  setting  and  describes  gamma   more
thoroughly.

While the Display_Gamma can be different for each system,  there  are  a  few
general rules that can be used for setting Display_Gamma if you don't know it
exactly. If the Display_Gamma keyword  does  not  appear  in  the  INI  file,
POV-Ray assumes that the display gamma  is  2.2.  This  is  because  most  PC
monitors have a gamma value in the range 1.6 to 2.6  (newer  models  seem  to
have a lower gamma value). MacOS has  the  ability  to  do  gamma  correction
inside the system software (based on a user  setting  in  the  gamma  control
panel). If the gamma control panel is turned off, or is  not  available,  the
default Macintosh system gamma is 1.8. Some high-end PC graphics cards can do
hardware gamma correction and should use the current  Display_Gamma  setting,
usually 1.0. A gamma test image is also available to help users to set  their
Display_Gamma accurately.

For scene files  that  do  not  have  an  assumed_gamma  global  setting  the
Display_Gamma will not have any affect on the preview output  of  POV-Ray  or
for most output file formats. However, the Display_Gamma value is  used  when
creating PNG format output files, and also when rendering the POV-Ray example
files (because they have an assumed_gamma ), so it should still be  correctly
set for your system to ensure proper results.

6.2.2.2.2        Display Related Settings

  Pause_When_Done=bool Sets pause when done on/off
  +P                   Sets pause when done on
  -P                   Sets pause when done off
  Verbose=bool         Set verbose messages on/off
  +V                   Set verbose messages on
  -V                   Set verbose messages off
  Draw_Vistas=bool     Turn draw vistas on/off
  +UD                  Turn draw vistas on
  -UD                  Turn draw vistas off


On some systems, when the image is complete, the graphics display is  cleared
and POV-Ray switches back into text mode to print the final statistics and to
exit. Normally when the graphics display is on, you want to look at the image
awhile before continuing. Using Pause_When_Done =on or +P causes  POV-Ray  to
pause in graphics mode until you to press a key to continue. The  default  is
not to pause ( -P ).

When the graphics display is not used,  it  is  often  desirable  to  monitor
progress of the rendering. Using Verbose =on or +V turns on verbose reporting
of your rendering progress. This reports the number  of  the  line  currently
being rendered, the elapsed time for the current frame and other information.
On some systems, this textual information  can  conflict  with  the  graphics
display. You may need to turn this off when the display is  on.  The  default
setting is off ( -V ).

The option Draw_Vistas =on  or  +UD  was  originally  a  debugging  help  for
POV-Ray's vista buffer feature but it was such fun we  decided  to  keep  it.
Vista buffering is a  spatial  sub-division  method  that  projects  the  2-D
extents of bounding boxes onto the viewing window. POV-Ray tests the 2-D x, y
pixel location against these rectangular areas  to  determine  quickly  which
objects, if any, the viewing ray will hit. This  option  shows  you  the  2-D
rectangles used. The default setting is off ( -UD ) because  the  drawing  of
the rectangles can take considerable time on complex scenes and it serves  no
critical purpose. See section "Automatic Bounding Control" for more details.

6.2.2.2.3        Mosaic Preview

  Preview_Start_Size=n Set mosaic preview start size to n
  +SPn                 Same as Preview_Start_Size=n
  Preview_End_Size=n   Set mosaic preview end size to n
  +EPn                 Same as Preview_End_Size=n


Typically, while you are developing a scene, you will do many low  resolution
test renders to see if objects are placed properly. Often this low resolution
version doesn't give you sufficient detail and you have to render  the  scene
again at a higher resolution. A feature called  mosaic  preview  solves  this
problem by automatically rendering your image in several passes.

The early passes paint a rough overview  of  the  entire  image  using  large
blocks of pixels that look like mosaic tiles. The image is then refined using
higher resolutions on subsequent passes. This  display  method  very  quickly
displays the entire image at a low resolution, letting you look for any major
problems with the scene. As it refines the image, you can concentrate on more
details, like shadows and textures.  You  don't  have  to  wait  for  a  full
resolution render to find problems, since you  can  interrupt  the  rendering
early and fix the scene, or if things look good, you can let it continue  and
render the scene at high quality and resolution.

To use this feature you should first select a width and height value that  is
the highest resolution you will need. Mosaic preview is enabled by specifying
how big the mosaic blocks will be on the first pass using  Preview_Start_Size
=n or +SP n. The value n should be a number greater than zero that is a power
of two (1, 2, 4, 8, 16, 32, etc.) If it is not a power of  two,  the  nearest
power of two less than n is substituted. This sets the size of  the  squares,
measured in pixels. A value of 16 will draw every 16th pixel as a 16*16 pixel
square on the first pass. Subsequent passes will use half the previous  value
(such as 8*8, 4*4 and so on.)

The process continues until it reaches 1*1 pixels or  until  it  reaches  the
size you set with Preview_End_Size =n or +EP n. Again the value n should be a
number greater than zero that is a power of two and less  than  or  equal  to
Preview_Start_Size . If it is not a power of two, the nearest  power  of  two
less than n is substituted. The  default  ending  value  is  1.  If  you  set
Preview_End_Size to a value greater than 1 the mosaic passes will end  before
reaching 1*1, but POV-Ray will always finish with a 1*1. For example, if  you
want a  single  8*8  mosaic  pass  before  rendering  the  final  image,  set
Preview_Start_Size =8 and Preview_End_Size =8.

No file output is performed until the final 1*1 pass is reached. Although the
preliminary passes render only  as  many  pixels  as  needed,  the  1*1  pass
re-renders every pixel so that anti-aliasing and  file  output  streams  work
properly. This makes the scene take up to 25% longer  than  the  regular  1*1
pass to render, so it is suggested that mosaic preview not be used for  final
rendering. Also, the lack of file output until  the  final  pass  means  that
renderings which are interrupted before the  1*1  pass  can  not  be  resumed
without starting over from the beginning.

Future versions of POV-Ray will include some system  of  temporary  files  or
buffers which will eliminate these  inefficiencies  and  limitations.  Mosaic
preview is still a very useful feature for test renderings.

6.2.2.3          File Output Options

  Output_to_File=bool Sets file output on/off
  +F                  Sets file output on (use default type)
  -F                  Sets file output off


By default, POV-Ray writes an image file to disk. When you are  developing  a
scene and doing test renders, the graphic preview may be sufficient. To  save
time and disk activity you may turn file output off with Output_to_File  =off
or -F .

6.2.2.3.1        Output File Type

  Output_File_Type=x Sets file output format to 'x'
  +Fxn               Sets file output on; sets format 'x', depth 'n'
  -Fxn               Sets file output off; but  in  future  use  format  'x',
                     depth 'n'
  Output_Alpha=bool  Sets alpha output on/off
  +UA                Sets alpha output on
  -UA                Sets alpha output off
  Bits_Per_Color=n   Sets file output bits/color to 'n'


The default type of image file depends  on  which  platform  you  are  using.
MS-Dos and most  others  default  to  24-bit  uncompressed  Targa.  See  your
platform-specific documentation to see what your default file  type  is.  You
may select one of several different file types using Output_File_Type  =x  or
+F x where x is one of the following...

  +FC Compressed Targa-24 format (RLE, run length encoded)
  +FN New PNG (portable network graphics) format
  +FP Unix PPM format
  +FS System-specific such as Mac Pict or Windows BMP
  +FT Uncompressed Targa-24 format


Note that the obsolete +FD dump format and +FR raw format have  been  dropped
from POV-Ray 3.0 because they were rarely used and no longer necessary.  PPM,
PNG, and system specific formats have  been  added.  PPM  format  images  are
uncompressed, and have a simple text header, which makes it a widely portable
image format. PNG is a new image format designed not only to replace GIF, but
to improve on its shortcomings. PNG offers the highest compression  available
without loss for high quality applications, such as ray-tracing.  The  system
specific  format  depends  on  the  platform  used  and  is  covered  in  the
appropriate system specififc documentation.

Most of these formats output 24 bits per pixel with 8 bits for each  of  red,
green and blue data. PNG allows you to  optionally  specify  the  output  bit
depth from 5 to 16 bits for each of the red, green, and blue  colors,  giving
from 15 to 48 bits of color information per pixel. The default  output  depth
for all formats is 8 bits/color (16 million possible colors), but this may be
changed for PNG format files by setting Bits_Per_Color =n  or  by  specifying
+FN n, where n is the desired bit depth.

Specifying a smaller color depth like 5  bits/color  (32768  colors)  may  be
enough for people with 8- or 16-bit (256 or 65536 color) displays,  and  will
improve compression of the PNG file. Higher bit depths like 10 or 12  may  be
useful for video or publishing applications, and 16 bits/color  is  good  for
grayscale height field output (See section  "Height  Field"  for  details  on
height fields).

Targa format also allows 8 bits of alpha  transparency  data  to  be  output,
while PNG format allows 5 to 16 bits of alpha transparency data, depending on
the color bit depth as specified above. You may  turn  this  option  on  with
Output_Alpha =on or +UA . The default is off or -UA . See section "Using  the
Alpha Channel" for further details on transparency.

In addition to support for variable bit-depths, alpha channel, and  grayscale
formats, PNG files also store the Display_Gamma value so the  image  displays
properly on all systems (see  section  "Display  Hardware  Settings"  ).  The
hf_gray_16 global setting, as described in  section  "HF_Gray_16"  will  also
affect the type of data written to the output file.

6.2.2.3.2        Output File Name

  Output_File_Name=file Sets output file to file
  +Ofile                Same as Output_File_Name=file


The default output filename is created from the scene name and  need  not  be
specified. The scene name is  the  input  name  with  all  drive,  path,  and
extension information stripped.  For  example  if  the  input  file  name  is
c:\povray3\mystuff\myfile.pov the scene name is myfile . The proper extension
is appended to the scene name based on the file type. For example  myfile.tga
or myfile.png might be used.

You may override the default output name using Output_File_Name = file or  +O
file . For example:

  Input_File_Name=myinput.pov
  Output_File_Name=myoutput.tga
%%%  BEGIN-LATEX   \begin   {QUOTE}   Input_File_Name   =   myinput.pov   \\
Output_File_Name = myoutput.tga \end {QUOTE} %%% END

If an output file name of "-" is specified (a single minus  sign),  then  the
image will be written to standard output, usually the screen. The output  can
then be piped into another program or to a GUI if desired.

6.2.2.3.3        Output File Buffer

  Buffer_Output=bool Turn output buffering on/off
  +B                 Turn output buffering on
  -B                 Turn output buffering off
  Buffer_Size=n      Set output buffer size to 'n' kilobytes. If n  is  zero,
                     no buffering. If n < system default, the system  default
                     is used.
  +Bn                Turn buffer on, set size n
  -Bn                Turn buffer off, but for future set size n
%%% LATEX-ONLY  \begin  {LIST}  {Buffer_Output  =bool}  \item[  Buffer_Output
=bool] Turn output buffering on/off \item[ +B  ]  Turn  output  buffering  on
\item[ -B ] Turn output buffering off  \item[]  \item[  Buffer_Size  =n]  Set
output buffer size to n kilobytes. If n is zero, no buffering occurs. If n is
smaller than the default, the system default  is  used.  \item[  +B  n]  Turn
buffer on, set size n \item[ -B n] Turn buffer off, but for future set size n
\end {LIST} %%% END

The Buffer_Output and Buffer_Size options and the +B  switch  allows  you  to
assign large buffers to the output file. This  reduces  the  amount  of  time
spent writing to the disk. If this parameter is not specified, then  as  each
row of pixels is finished, the line is written to the file and  the  file  is
flushed. On most systems, this operation ensures that the file is written  to
the disk so that in the event of a system crash or other catastrophic  event,
at least a part of the picture has been stored properly  and  retrievable  on
disk. The default is not to use any buffer.

6.2.2.4          CPU Utilization Histogram

The CPU utilization histogram is a  way  of  finding  out  where  POV-Ray  is
spending its rendering time, as well as  an  interesting  way  of  generating
heightfields. The histogram splits up the screen into a rectangular  grid  of
blocks. As POV-Ray renders the image, it calculates the  amount  of  time  it
spends rendering each pixel and then adds this time to  the  total  rendering
time for each grid block. When the rendering is complete, the histogram is  a
file which represents how much time was spent computing the  pixels  in  each
grid block.

Not all versions of POV-Ray allow the creation of histograms.  The  histogram
output is dependent on the file type and the system that POV-Ray is being run
on.

6.2.2.4.1        File Type

  Histogram_Type=x Set histogram type to x (turn off if type is 'X')
  +HTx             Same as Histogram_Type=x


The histogram output file type is nearly the same as that used for the  image
output file types in "Output File Type" . The available histogram file  types
are as follows.

  +HTC Comma separated values (CSV) often used in spreadsheets
  +HTN New PNG (portable network graphics) format grayscale
  +HTP Unix PPM format
  +HTS System-specific such as Mac Pict or Windows BMP
  +HTT Uncompressed Targa-24 format (TGA)
  +HTX No histogram file output is generated


Note that +HTC does not generate a compressed Targa-24 format output file but
rather a text file with a comma-separated list of the time spent in each grid
block, in left-to-right and top-to bottom order. The units of time output  to
the CSV file are system dependent. See the system specific documentation  for
further details on the time units in CSV files.

The Targa and PPM format files are in the POV heightfield format (see "Height
Field" ), so the histogram information is stored in both the  red  and  green
parts of the image, which makes it unsuitable for viewing.  When  used  as  a
height field, lower values indicate less time spent calculating the pixels in
that block, while higher indicate more time spent in that block.

PNG format images are stored as grayscale images  and  are  useful  for  both
viewing the histogram data as well as for use as a heightfield. In PNG files,
the darker (lower) areas indicate less time spent in that grid  block,  while
the brighter (higher) areas indicate more time spent in that grid block.

6.2.2.4.2        File Name

  Histogram_Name=file Set histogram name to file
  +HNfile             Same as Histogram_Name=file


The histogram file name is the name  of  the  file  in  which  to  write  the
histogram data. If the  file  name  is  not  specified  it  will  default  to
histgram.ext , where ext is based on the file type specified previously. Note
that if the histogram name is specified the file name extension should  match
the file type.

6.2.2.4.3        Grid Size

  Histogram_Grid_Size=xx.yy Set histogram grid to xx by yy
  +HSxx.yy                  Same as Histogram_Grid_Size=xx.yy


The histogram grid size gives the number of times the image is  split  up  in
both the horizontal and vertical directions. For example

  povray +Isample +W640 +H480 +HTN +HS160.120 +HNhistogrm.png
%%% LATEX-ONLY \subsection {Scene  Parsing  Options}  \label  {Scene  Parsing
Options} %%% END

POV-Ray reads in your scene file and processes it to create an internal model
of your scene. The process is called parsing . As your file is  parsed  other
files may be read along the way. This section covers options concerning  what
to parse, where to find it and what version specific  assumptions  it  should
make while parsing it.

6.2.2.5          Input File Name

  Input_File_Name=file Sets input file name to file
  +Ifile               Same as Input_File_Name=file


You will probably always set this option but if you do not the default  input
filename is object.pov . If you  do  not  have  an  extension  then  .pov  is
assumed. On case-sensitive operating systems both .pov and .POV are tried.  A
full   path   specification   may    be    used    (on    MS-Dos    systems
+Ic:\povray3\mystuff\BS myfile.pov is allowed for example).  In  addition  to
specifying the input file name this also establishes the scene name .

The scene name is the input name with drive, path and extension stripped.  In
the above example the scene name is myfile . This name is used  to  create  a
default output file name and it is referenced other places.

If you use "-" as the input file name the input will be  read  from  standard
input. Thus you can pipe a scene created by a program to POV-Ray  and  render
it without having a scene file.

Under MS-Dos you can try this feature by typing.

  type ANYSCENE.POV | povray +I-


6.2.2.6          Library Paths

  Library_Path=path Add path to list of library paths
  +Lpath            Same as Library_Path=path


POV-Ray looks for files in the current directory. If it does not find a  file
it needs it looks in various other library  directories  which  you  specify.
POV-Ray does not search your operating system  path.  It  only  searches  the
current directory and directories which you specify  with  this  option.  For
example the standard include files are usually kept in one special directory.
You tell POV-Ray to look there with...

  Library_Path=c:\povray3\include


You must not specify any final path seperators ("\BS" or "/") at the end.

Multiple uses of this option switch do not override previous settings. Up  to
ten unique paths may be specified. If you specify the exact same  path  twice
it is only counts once. The current directory will be searched first followed
by the indicated library directories in the  order  in  which  you  specified
them.

6.2.2.7          Language Version

  Version=n.n Set initial language compatibility to version n.n
  +MVn.n      Same as Version=n.n


While many language changes have been made for POV-Ray 3.0,  all  of  version
2.0 syntax and most of version 1.0 syntax still works. Whenever  possible  we
try to maintain backwards compatibility. One feature introduced in  2.0  that
was  incompatible  with  any  1.0  scene  files  is  the  parsing  of  float
expressions. Setting Version =1.0 or  using  +MV  1.0  turns  off  expression
parsing as well as many warning messages so that nearly all  1.0  files  will
still work. The changes between 2.0 and 3.0 are  not  as  extensive.  Setting
Version =2.0 is only necessary to eliminate some warning messages.  Naturally
the default setting for this option is Version =3.0.

The #version language directive can also be  used  to  change  modes  several
times within scene files. The above options affect only the initial  setting.
See  "Version  Directive"  for  more  details  about  the  language  version
directive.

6.2.2.8          Removing User Bounding

  Remove_Bounds=bool Turn unnecessary bounds removal on/off
  +UR                Turn unnecessary bounds removal on
  -UR                Turn unnecessary bounds removal off
  Split_Unions=bool  Turn split bounded unions on/off
  +SU                Turn split bounded unions on
  -SU                Turn split bounded unions off


Early versions of POV-Ray had no system  of  automatic  bounding  or  spatial
sub-division to speed up ray-object intersection tests. Users had to manually
create bounding boxes to  speed  up  the  rendering.  POV-Ray  3.0  has  more
sophisticated automatic bounding than any previous version. In many cases the
manual bounding on older scenes is slower than  the  new  automatic  systems.
Therefore POV-Ray removes manual bounding when it knows it will help. In rare
instances you may want to keep manual bounding. Some older scenes incorrectly
used bounding when they should have used clipping.  If  POV-Ray  removes  the
bounds in these scenes the image  will  not  look  right.  To  turn  off  the
automatic removal of manual bounds you should specify Remove_Bounds  =off  or
use -UR . The default is Remove_Bounds =on.

One area where the jury is still out is the  splitting  of  manually  bounded
unions. Unbounded unions are always split into their component parts so  that
automatic bounding works better. Most users do not bound unions because  they
know that doing so is usually slower. If you do manually  bound  a  union  we
presume you really want it bound. For safety sake we do not presume to remove
such bounds. If you want to remove  manual  bounds  from  unions  you  should
specify Split_Unions =on or use +SU . The default is Split_Unions =off.

6.2.3            Shell-out to Operating System

  Pre_Scene_Command=s   Set command before entire scene
  Pre_Frame_Command=s   Set command before each frame
  Post_Scene_Command=s  Set command after entire scene
  Post_Frame_Command=s  Set command after each frame
  User_Abort_Command=s  Set command when user aborts POV-Ray
  Fatal_Error_Command=s Set command when POV-Ray has fatal error


Note that no + / - switches are available for these options. They  cannot  be
used from the command line. They may only be used from INI files.

POV-Ray offers you the opportunity to shell-out to the  operating  system  at
several key points to execute another program or batch file. Usually this  is
used to manage files created by the internal animation loop however the shell
commands are available for any scene. The CMD is a single line of text  which
is passed to the operating system to execute a program. For example

  Post_Scene_Command=tga2gif -d -m myfile


would use the utility tga2gif with  the  -d  and  -m  parameters  to  convert
myfile.tga to myfile.gif after the scene had finished rendering.

6.2.3.1          String Substitution in Shell Commands

It could get cumbersome to  change  the  Post_Scene_Command  every  time  you
changed scene names. POV-Ray can substitute various values into a CMD  string
for you. For example:

  Post_Scene_Command=tga2gif -d -m %s


POV-Ray will substitute the %s with the scene name in the command. The  scene
name is the Input_File_Name or  +I  setting  with  any  drive,  directory  or
extension removed. For example:

  Input_File_Name=c:\povray3\scenes\waycool.pov


is stripped down to the scene name waycool which results in...

  Post_Scene_Command=tga2gif -d -m waycool


In an animation it may be necessary to have the exact output file  name  with
the frame number included. The string %o  will  substitute  the  output  file
name. Suppose you want to save your output files in a zip archive using pkzip
. You could do...

  Post_Frame_Command=pkzip -m %s %o


After rendering frame 12 of myscene.pov POV-Ray would shell to the  operating
system with " pkzip -m myscene mysce012.tga ". The -m switch in  pkzip  moves
mysce012.tga to myscene.zip and removes it from the directory. Note  that  %o
includes  frame  numbers  only  when  in  an  animation  loop.  During   the
Pre_Scene_Command and Post_Scene_Command there is  no  frame  number  so  the
original, unnumbered Output_File_Name  is  used.  Any  User_Abort_Command  or
Fatal_Error_Command not inside the loop will similarly give an unnumbered  %o
substitution.

Here is the complete list of substitutions available for a common string.

  %o Output file name with extension and embedded frame number if any
  %s Scene name derived by stripping path and ext from input name
  %n Frame number of this frame
  %k Clock value of this frame
  %h Height of image in pixels
  %w Width of image in pixels
  %% A single % sign.

6.2.3.2          Shell Command Sequencing

Here is the sequence of events in an animation loop. Non-animated scenes work
the exact same way except there is no loop.

  1)  Process all INI file keywords and command line switches just once.
  2)  Open any text output streams and do Create_INI if any.
  3)  Execute Pre_Scene_Command if any.
  4)  Loop through frames (or just do once on non-animation).
      a)  Execute Pre_Frame_Command if any.
      b)  Parse entire scene file, open output file and read settings,
          turn on display, render the frame, destroy all objects,
          textures etc., close output file, close display.
      c)  Execute Post_Frame_Command if any.
      d)  Go back to 4 a until all frames are done.
  5)  Execute Post_Scene_Command if any.
  6)  Exit POV-Ray.


If the user  interrupts  processing  the  User_Abort_Command  ,  if  any,  is
executed. User aborts can only occur during the parsing and  rendering  parts
of step 4 a above.

If a fatal error occurs that POV-Ray notices  the  Fatal_Error_Command  ,  if
any, is executed. Sometimes an unforeseen bug or memory error could  cause  a
total crash of the program in which case there is no  chance  to  shell  out.
Fatal errors can occur just about anywhere including during the processing of
switches or INI files. If a fatal error occurs before POV-Ray  has  read  the
Fatal_Error_Command string then obviously no shell can occur.

Note that the entire scene is re-parsed for every frame. Future  versions  of
POV-Ray may allow you to hold over parts of a scene from  one  frame  to  the
next but for now it starts from  scratch  every  time.  Note  also  that  the
Pre_Frame_Command occurs before the scene is parsed. You might  use  this  to
call some custom scene generation utility before  each  frame.  This  utility
could rewrite your .pov or .inc files if needed. Perhaps  you  will  want  to
generate new .gif or .tga files for image  maps  or  height  fields  on  each
frame.

6.2.3.3          Shell Command Return Actions

  Pre_Scene_Return=s   Set pre scene return actions
  Pre_Frame_Return=s   Set pre frame return actions
  Post_Scene_Return=s  Set post scene return actions
  Post_Frame_Return=s  Set post frame return actions
  User_Abort_Return=s  Set user abort return actions
  Fatal_Error_Return=s Set fatal return actions


Note that no + / - switches are available for these options. They  cannot  be
used from the command line. They may only be used from INI files.

Most operating systems allow application programs to return an error code  if
something goes wrong. When POV-Ray executes a shell command it can  make  use
of this error code returned from the shell process and take some  appropriate
action if the code is zero or non-zero. POV-Ray itself returns such codes. It
returns 0 for success, 1 for fatal error and 2 for user abort.

The actions are designated by a single letter in the different ..._Return  =s
options. The possible actions are:

  I ignore the code
  S skip one step
  A all steps skipped
  Q quit POV-Ray immediately
  U generate a user abort in POV-Ray
  F generate a fatal error in POV-Ray


For example if your Pre_Frame_Command calls a program  which  generates  your
height field data and that utility fails then it will return a non-zero code.
We would probably want POV-Ray to abort as well. The option  Pre_Frame_Return
=F will cause POV-Ray to do a fatal abort if the Pre_Frame_Command returns  a
non-zero code.

Sometimes a non-zero code from the external process is a good thing.  Suppose
you want to test if a frame has already been rendered. You could  use  the  S
action to skip this frame if the file is  already  rendered.  Most  utilities
report an error if the file is not found. For example the  command  pkzip  -v
myscene mysce012.tga tells pkzip you want to view the catalog of  myscene.zip
for the file mysce012.tga . If the file isn't in the archive pkzip returns  a
non-zero code.

However we want to skip if the file is found. Therefore we  need  to  reverse
the action so it skips on zero and doesn't skip on non-zero. To  reverse  the
zero vs. non-zero triggering of an action precede it with a "-" sign (note  a
"!" will also work since it is used in many programming languages as a negate
operator).

Pre_Frame_Return= S will skip if the code shows  error  (non-zero)  and  will
proceed normally on no error (zero). Pre_Frame_Return =-S will skip if  there
is no error (zero) and will proceed normally if there is an error (non-zero).


The default for all shells is I which means that the return action is ignored
no matter what. POV-Ray simply proceeds with whatever it was doing before the
shell command. The other actions depend upon the context.  You  may  want  to
refer back to the animation loop sequence chart in the previous section.  The
action for each shell is as follows.

On return from any User_Abort_Command if there is an action triggered and you
have specified...

  F             then turn  this  user  abort  into  a  fatal  error.  Do  the
                Fatal_Error_Command, if any. Exit POV-Ray with error code  1.

  S, A, Q, or U then proceed with the user abort.  Exit  POV-Ray  with  error
                code 2.


On return from any Fatal_Error_Command proceed with the fatal error no matter
what. Exit POV-Ray with error code 1. On return from any Pre_Scene_Command  ,
Pre_Frame_Command , Post_Frame_Command or Post_Scene_Commands if there is  an
action triggered and you have specified...

  F then generate a fatal error. Do the  Fatal_Error_Command,  if  any.  Exit
    POV-Ray with an error code 1.
  U then generate a user abort.  Do  the  User_Abort_Command,  if  any.  Exit
    POV-Ray with an error code 2.
  Q then quit POV-Ray immediately. Acts as though POV-Ray never  really  ran.
    Do no further shells, (not even Post_Scene_Command) and exit POV-Ray with
    an error code 0.


On return from a Pre_Scene_Command if there is an action  triggered  and  you
have specified...

  S then skip rendering all frames. Acts as though the  scene  completed  all
    frames normally. Do not do any Pre_Frame_Command or  Post_Frame_Commands.
    Do the Post_Scene_Command, if any. Exit POV-Ray with error code 0. On the
    earlier chart this means skip step #4.
  A then skip all scene activity. Works exactly like Q quit. On  the  earlier
    chart this means skip to step #6.


On return from a Pre_Frame_Command if there is an action  triggered  and  you
have specified...

  S then skip only this frame. Acts as though this frame  never  existed.  Do
    not do the Post_Frame_Command.  Proceed  with  the  next  frame.  On  the
    earlier chart this means skip steps #4b and #4c but loop back  as  needed
    in #4d.
  A then skip rendering this frame and all remaining frames. Acts  as  though
     the  scene  completed  all  frames  normally.  Do  not  do  any  further
    Post_Frame_Commands. Do the Post_Scene_Command, if any. Exit POV-Ray with
    error code 0. On the earlier chart this means skip the rest  of  step  #4
    and proceed at step #5.


On return from a Post_Frame_Command if there is an action triggered  and  you
have specified...

  S then skip rendering all  remaining  frames.  Acts  as  though  the  scene
    completed all frames normally. Do the Post_Scene_Command,  if  any.  Exit
    POV-Ray with error code 0. On the earlier chart this means skip the  rest
    of step #4 and proceed at step #5.
  A same as S for this shell command.


On return from any Post_Scene_Command if there is an action triggered and you
have specified...


6.2.4            Text Output

Text output is an important way that POV-Ray keeps you informed about what it
is going to do, what it is doing and what it did. New  to  POV-Ray  3.0,  the
program splits its text messages into 7 separate streams.  Some  versions  of
POV-Ray color codes the various types of text. Some  versions  allow  you  to
scroll back several pages of messages. All versions allow you to turn some of
these text streams off/on or to direct a copy of the text output  to  one  or
several files. This section details the options which give you  control  over
text output.

6.2.4.1          Text Streams

There are seven distinct text streams that POV-Ray uses for output.  On  some
versions each stream is designated by a particular  color.  Text  from  these
streams are displayed whenever  it  is  appropriate  so  there  is  often  an
intermixing of the text. The distinction is only important if you  choose  to
turn some of the streams off or to direct some of the streams to text  files.
On some systems you may be able to review the streams separately in their own
scroll-back buffer.

Here is a description of each stream.

BANNER: } This stream  displays  the  program's  sign-on  banner,  copyright,
contributor's list, and some  help  screens.  It  cannot  be  turned  off  or
directed to a file because most of this text is displayed before any  options
or switches are read. Therefore you cannot use an option or switch to control
it. There are switches which display the help screens. They  are  covered  in
section "Help Screen Switches" .

DEBUG: } This stream displays debugging messages. It was  primarily  designed
for developers but this and other streams may also be used  by  the  user  to
display messages from within their scene files. See  "Text  Message  Streams"
for details on this feature. This stream may be turned off and/or directed to
a text file.

FATAL: } This stream displays fatal error  messages.  After  displaying  this
text, POV-Ray will terminate. When the error is a scene  parsing  error,  you
may be shown several lines of scene text that leads up  to  the  error.  This
stream may be turned off and/or directed to a text file.

RENDER: } This stream  displays  information  about  what  options  you  have
specified to render the scene. It includes  feedback  on  all  of  the  major
options such as scene name, resolution, animation settings, anti-aliasing and
others. This stream may be turned off and/or directed to a text file.

STATISTICS: } This stream displays statistics after a frame is  rendered.  It
includes information about the number of rays traced, the length of  time  of
the processing and other information. This stream may be  turned  off  and/or
directed to a text file.

STATUS: } This stream displays one-line status  messages  that  explain  what
POV-Ray is doing at the moment. On some systems this stream is displayed on a
status line at the bottom of the screen. This stream cannot be directed to  a
file because there is generally no need to. The text displayed by the Verbose
option or +V switch is output to this stream  so  that  part  of  the  status
stream may be turned off.

WARNING: } This stream displays warning messages during the parsing of  scene
files and other warnings. Despite the warning, POV-Ray can continue to render
the scene. You will be informed if POV-Ray has  made  any  assumptions  about
your scene so that it can proceed. In general any time you see a warning, you
should also assume that this means that future versions of POV-Ray  will  not
allow the warned action. Therefore you should attempt  to  eliminate  warning
messages so your scene will be able to run in  future  versions  of  POV-Ray.
This stream may be turned off and/or directed to a text file.

6.2.4.2          Console Text Output

  Debug_Console=bool     Turn console display of debug info text on/off
  +GD                    Same as Debug_Console=On
  -GD                    Same as Debug_Console=Off
  Fatal_Console=bool     Turn console display of fatal error text on/off
  +GF                    Same as Fatal_Console=On
  -GF                    Same as Fatal_Console=Off
  Render_Console=bool    Turn console display of render info text on/off
  +GR                    Same as Render_Console=On
  -GR                    Same as Render_Console=Off
  Statistic_Console=bool Turn console display of statistic text on/off
  +GS                    Same as Statistic_Console=On
  -GS                    Same as Statistic_Console=Off
  Warning_Console=bool   Turn console display of warning text on/off
  +GW                    Same as Warning_Console=On
  -GW                    Same as Warning_Console=Off
  All_Console=bool       Turn on/off all debug, fatal, render, statistic  and
                         warning text to console.
  +GA                    Same as All_Console=On
  -GA                    Same as All_Console=Off


You may suppress the output to the console of the Debug , Fatal  ,  Render  ,
Statistic or Warning text streams. For  example  the  Statistic_Console  =off
option or the -GS switch can turn off the Statistic stream. Using on  or  +GS
you may turn it on again. You may also turn all five of these streams  on  or
off at once using the All_Console option or +GA switch.

Note that these options take effect immediately when specified. Obviously any
Error or Warning messages that might occur before the option is read are  not
be affected.

6.2.4.3          Directing Text Streams to Files

  Debug_File=true      Echo debug info text to DEBUG.OUT
  Debug_File=false     Turn off file output of debug info
  Debug_File=file      Echo debug info text to file
  +GDfile              Both Debug_Console=On, Debug_File=file
  -GDfile              Both Debug_Console=Off, Debug_File=file
  Fatal_File=true      Echo fatal text to FATAL.OUT
  Fatal_File=false     Turn off file output of fatal
  Fatal_File=file      Echo fatal info text to file
  +GFfile              Both Fatal_Console=On, Fatal_File=file
  -GFfile              Both Fatal_Console=Off, Fatal_File=file
  Render_File=true     Echo render info text to RENDER.OUT
  Render_File=false    Turn off file output of render info
  Render_File=file     Echo render info text to file
  +GRfile              Both Render_Console=On, Render_File=file
  -GRfile              Both Render_Console=Off, Render_File=file
  Statistic_File=true  Echo statistic text to STATS.OUT
  Statistic_File=false Turn off file output of statistics
  Statistic_File=file  Echo statistic text to file
  +GSFile              Both Statistic_Console=On, Statistic_File=file
  -GSFile              Both Statistic_Console=Off, Statistic_File=file
  Warning_File=true    Echo warning info text to WARNING.OUT
  Warning_File=false   Turn off file output of warning info
  Warning_File=file    Echo warning info text to file
  +GWfile              Both Warning_Console=On, Warning_File=file
  -GWfile              Both Warning_Console=Off, Warning_File=file
  All_File=true        Echo all debug, fatal, render, statistic  and  warning
                       text to ALLTEXT.OUT
  All_File=false       Turn off file output  of  all  debug,  fatal,  render,
                       statistic and warning text
  All_File=file        Echo all debug, fatal, render, statistic  and  warning
                       text to file
  +GAfile              Both All_Console=On, All_File=file
  -GAfile              Both All_Console=Off, All_File=file


You may direct a copy of the text streams to a text  file  for  the  Debug  ,
Fatal ,  Render  ,  Statistic  or  Warning  text  streams.  For  example  the
Statistic_File =s option or the +GS s switch. If the string s is true or  any
of the other valid true strings then that stream is redirected to a file with
a default name. Valid true values are true , yes , on or 1 . If the value  is
false the direction to a text file is turned  off.  Valid  false  values  are
false , no , off or 0 . Any other string specified turns on file  output  and
the string is interpreted as the output file name.

Similarly you may specify such a true, false or  file  name  string  after  a
switch such as +GS file. You may also direct all five  streams  to  the  same
file using the All_File option or +GA switch. You may not  specify  the  same
file for two or more streams because POV-Ray will fail when it tries to  open
or close the same file twice.

Note that these options take effect immediately when specified. Obviously any
Error or Warning messages that might occur before the option is read will not
be affected.

6.2.4.4          Help Screen Switches

  +H or +?   Show help screen 0 if this is the only switch
  +H0 to +H8 Show help screen 0 to 8 if this is the only switch
  +?0 to +?8 Same as +H0 to +H8


Note that there are no INI style equivalents to these options.

Graphical interface versions of POV-Ray such as Mac or Windows have extensive
online help. Other versions of POV-Ray have only a few  quick-reference  help
screens. The +? switch, optionally followed by a single digit from  0  to  8,
will display these help screens to the Banner text stream.  After  displaying
the help screens, POV-Ray terminates. Because some operating systems  do  not
permit a question mark as a command line switch  you  may  also  use  the  +H
switch. Note however that this switch is also used to specify the  height  of
the image in pixels. Therefore the +H switch is only interpreted  as  a  help
switch if it is the only switch on the command line and if  the  value  after
the switch is less than or equal to 8.

6.2.5            Tracing Options

There is more than one way to trace a ray. Sometimes  there  is  a  trade-off
between quality and speed. Sometimes options designed to make tracing  faster
can slow things down. This section covers options that tell  POV-Ray  how  to
trace rays with the appropriate speed and quality settings.

6.2.5.1          Quality Settings

  Quality=n Set quality value to n (0 <= n <= 11)
  +Qn       Same as Quality=n


The Quality =n option or  +Q  n  switch  allows  you  to  specify  the  image
rendering quality. You may choose to lower the quality for test rendering and
raise it for final renders. The quality adjustments are made  by  eliminating
some of the calculations that are normally performed.  For  example  settings
below 4 do not render shadows. Settings below 8  do  not  use  reflection  or
refraction. The values correspond to the following quality levels:

  0,1 Just show quick colors. Use full ambient lighting  only.  Quick  colors
      are used only at 5 or below.
  2,3 Show specified diffuse and ambient light.
  4   Render shadows, but no extended lights.  5  Render  shadows,  including
      extended lights.
  6,7 Compute texture patterns.
  8   Compute reflected, refracted, and transmitted rays.
  9   Compute halos.


6.2.5.2          Radiosity Setting

  +QR Turns radiosity on -QR Turns radiosity on


Radiosity   is   an   additional   calculation   which   computes   diffuse
inter-reflection. It is  an  extremely  slow  calculation  that  is  somewhat
experimental. The parameters which control  how  radiosity  calculations  are
performed are specified in the global_settings {radiosity {... }}  statement.
See "Radiosity" for further details.

6.2.5.3          Automatic Bounding Control

  Bounding=bool        Turn bounding on/off
  +MB                  Turn bounding on; threshold 25 or prev. amt
  -MB                  Turn bounding off
  Bounding_Threshold=n Set bound threshold to n
  +MBn                 Turn bounding on; bound threshold to n
  -MBn                 Turn bounding off; for future threshold to n
  Light_Buffer=bool    Turn light buffer on/off
  +UL                  Turn light buffer on
  -UL                  Turn light buffer off
  Vista_Buffer=bool    Turn vista buffer on/off
  +UV                  Turn vista buffer on
  -UV                  Turn vista buffer off


POV-Ray uses a variety of spatial sub-division systems to speed up ray-object
intersection tests. The primary system uses a hierarchy  of  nested  bounding
boxes. This system compartmentalizes all  finite  objects  in  a  scene  into
invisible rectangular boxes that  are  arranged  in  a  tree-like  hierarchy.
Before testing the objects within the bounding boxes the  tree  is  descended
and only those objects are tested whose bounds are hit by  a  ray.  This  can
greatly improve rendering speed. However for scenes with only a  few  objects
the overhead of using a bounding system is not worth the effort. The Bounding
=off option or -MB switch allows you to force bounding off. The default value
is on.

The Bounding_Threshold =n or +MB n switch  allows  you  to  set  the  minimum
number of objects necessary before bounding is used. The default  is  +MB  25
which means that if your  scene  has  fewer  than  25  objects  POV-Ray  will
automatically  turn  bounding  off  because  the  overhead  isn't  worth  it.
Generally it's a good idea to use a much lower threshold like +MB 5.

Additionally POV-Ray uses systems known as vista buffers and light buffers to
further speed things up. These systems only work when bounding is on and when
there are a sufficient number of objects to meet the bounding threshold.  The
vista buffer is created by projecting the bounding  box  hierarchy  onto  the
screen and determining the rectangular areas that are covered by each of  the
elements in the hierarchy. Only those  objects  whose  rectangles  enclose  a
given pixel are tested by the primary viewing ray. The vista buffer can  only
be used with perspective and orthographic cameras  because  they  rely  on  a
fixed viewpoint and a reasonable projection (i. e.  straight  lines  have  to
stay straight lines after the projection).

The light buffer is created by enclosing each light source  in  an  imaginary
box and projecting the bounding box hierarchy onto each  of  its  six  sides.
Since this relies on a fixed light source, light buffers will not be used for
area lights.

Reflected and transmitted rays do not take advantage of the light  and  vista
buffer.

The default settings are Vista_Buffer =on or +UV and Light_Buffer =on or  +UL
. The option to turn these features off is  available  to  demonstrate  their
usefulness and as protection against unforeseen bugs which might exist in any
of these bounding systems.

In general, any finite object and many types of CSG of  finite  objects  will
properly respond to this bounding system. In addition blobs and meshes use an
additional internal bounding system. These systems are not  affected  by  the
above switch. They can be switched off using the appropriate  syntax  in  the
scene file (see "Blob" and "Mesh" for details). Text objects are  split  into
individual letters that are bounded using the bounding  box  hierarchy.  Some
CSG combinations of finite and infinite objects are also automatically bound.
The end result is that you will rarely need to add manual bounding objects as
was necessary in earlier versions of POV-Ray unless  you  use  many  infinite
objects.

6.2.5.4          Anti-Aliasing Options

  Antialias=bool          Turns anti-aliasing on/off
  +A                      Turns aa on with threshold 0.3 or previous amount
  -A                      Turns anti-aliasing off
  Sampling_Method=n       Sets aa-sampling method (1 or 2)
  +AMn                    Same as Sampling_Method=n
  Antialias_Threshold=n.n Sets anti-aliasing threshold
  +An.n                   Sets aa on with aa-threshold at n.n
  -An.n                   Sets aa off (aa-threshold n.n in future)
  Jitter=bool             Sets aa-jitter on/off
  +J                      Sets aa-jitter on with 1.0 or previous amount
  -J                      Sets aa-jitter off
  Jitter_Amount=n.n       Sets aa-jitter amount to n.n. If n.n <= 0 aa-jitter
                          is set off
  +Jn.n                   Sets aa-jitter on; jitter amount to n.n. If n.n  <=
                          0 aa-jitter is set off
  -Jn.n                   Sets aa-jitter off (jitter amount n.n in future)
  Antialias_Depth=n       Sets aa-depth (1 <= n <= 9)
  +Rn                     Same as Antialias_Depth=n


The ray-tracing process is in effect a  discrete,  digital  sampling  of  the
image with typically one sample per pixel.  Such  sampling  can  introduce  a
variety of errors. This includes a jagged, stair-step appearance  in  sloping
or curved lines, a broken look for thin lines, moire patterns of interference
and lost detail or missing objects, which are so small  they  reside  between
adjacent pixels. The effect that is responsible for those  errors  is  called
aliasing .

Anti-aliasing is any technique used to  help  eliminate  such  errors  or  to
reduce the negative impact they have on the image. In general,  anti-aliasing
makes the ray-traced image look smoother . The Antialias  =on  option  or  +A
switch turns on POV-Ray's anti-aliasing system.

When anti-aliasing is turned on, POV-Ray attempts to  reduce  the  errors  by
shooting more than one viewing ray into each pixel and averaging the  results
to  determine  the  pixel's  apparent  color.  This  technique   is   called
super-sampling and can improve the appearance  of  the  final  image  but  it
drastically increases the time required to render a  scene  since  many  more
calculations have to be done.

POV-Ray gives you the option to  use  one  of  two  alternate  super-sampling
methods. The Sampling_Method =n option or +AM n switch  selects  non-adaptive
super-sampling (method 1) or adaptive super-sampling  (method  2).  Selecting
one of those methods does not turn anti-aliasing on. This has to be  done  by
using the +A command line switch or Antialias =on option.

} } }

In the default, non-adaptive method ( +AM 1), POV-Ray  initially  traces  one
ray per pixel. If the color of a pixel differs from  its  neighbors  (to  the
left or above) by more than a threshold value then the pixel is super-sampled
by shooting a given, fixed number of additional rays. The  default  threshold
is 0.3 but it may be changed using the Antialias_Threshold =n.n option.  When
the switches are used, the threshold may  optionally  follow  the  +A  .  For
example +A 0.1 turns anti-aliasing on and sets the threshold to 0.1.

The threshold comparison is computed as follows. If r_1, g_1,  b_1  and  r_2,
g_2, b_2 are the rgb components of two pixels  then  the  difference  between
pixels is computed by

  diff = abs(r1-r2) + abs(g1-g2) + abs(b1-b2).


If  this  difference  is  greater  than  the  threshold  both   pixels   are
super-sampled. The rgb values are in the range from 0.0 to 1.0 thus the  most
two pixels can differ is 3.0. If the  anti-aliasing  threshold  is  0.0  then
every pixel is super-sampled. If the threshold is 3.0 then  no  anti-aliasing
is done. Lower  threshold  means  more  anti-aliasing  and  less  speed.  Use
anti-aliasing for your final version of a picture, not the rough  draft.  The
lower the contrast, the  lower  the  threshold  should  be.  Higher  contrast
pictures can get away with higher tolerance values. Good values  seem  to  be
around 0.2 to 0.4.

When using the non-adaptive method, the default number  of  super-samples  is
nine per pixel, located on a 3*3 grid. The Antialias_Depth =n option or +R  n
switch controls the number of  rows  and  columns  of  samples  taken  for  a
super-sampled pixel. For example +R 4 would give 4*4=16 samples per pixel.

} }

The second, adaptive super-sampling method starts by tracing four rays at the
corners of each pixel. If the resulting colors differ more than the threshold
amount additional samples will be taken. This is done recursively, i. e.  the
pixel is divided into four sub-pixels that are separately traced  and  tested
for further subdivision. The advantage of this method is the  reduced  number
of rays that have to be traced. Samples that are common among adjacent pixels
and sub-pixels are stored  and  reused  to  avoid  re-tracing  of  rays.  The
recursive  character  of  this  method  makes  it  adaptive,   i.   e.   the
super-sampling concentrates on those parts of the pixel that are more  likely
to need super-sampling (see figure below).

Example of how the adpative super-sampling works.

The maximum number of subdivisions is specified  by  the  Antialias_Depth  =n
option or +R n switch. This is different from the  non-adaptive  method  were
the total number of  super-samples  is  specified.  A  maximum  number  of  n
subdivisions results in a maximum number of samples per pixel that  is  given
by the following table.

      Number of samples per    Maximum number of samples
      super-sampled pixel for  per super-sampled pixel for
 +Rn  the non-adaptive method  the adaptive method
  1                1                       9
  2                4                      25
  3                9                      81
  4               16                     289
  5               25                    1089
  6               36                    4225
  7               49                   16641
  8               64                   66049
  9               81                  263169


You should note that the maximum number of samples in the  adaptive  case  is
hardly ever reached for a given pixel. If the adaptive method is used with no
anti-aliasing each pixel will be the  average  of  the  rays  traced  at  its
corners. In most cases a recursion level of three is sufficient.

Another way to reduce aliasing artifacts  is  to  introduce  noise  into  the
sampling process. This is called jittering and works because the human visual
system is much more forgiving to noise than it is to  regular  patterns.  The
location of the super-samples is jittered  or  wiggled  a  tiny  amount  when
anti-aliasing is used. Jittering is used by default but it may be turned  off
with the Jitter =off option or -J switch. The amount of jittering can be  set
with the Jitter_Amount =n.n option. When using switches the jitter scale  may
be
specified after the +J switch. For  example  +J  0.5  uses  half  the  normal
jitter. The default amount of 1.0 is the maximum  jitter  which  will  insure
that all super-samples remain  inside  the  original  pixel.  Note  that  the
jittering noise is random and non-repeatable so you should avoid using jitter
in animation sequences as the  anti-aliased  pixels  will  vary  and  flicker
annoyingly from frame to frame.

If anti-aliasing is not used one sample per pixel is taken regardless of  the
super-sampling method specified.

7                Scene Description Language

The Scene Description Language allows you to describe the world in a readable
and convenient way. Files are created in plain ASCII text using an editor  of
your choice. The input file name is specified  using  the  Input_File_Name  =
file option or +I file switch. By default the files have the extension .pov .
POV-Ray reads the file, processes it by creating an  internal  model  of  the
scene and then renders the scene.

The overall syntax of a scene is a file  that  contains  any  number  of  the
following items in any order.

   LANGUAGE_DIRECTIVES
   camera{ CAMERA_ITEMS }
   OBJECT_STATEMENTS
   ATMOSPHERE_STATEMENTS
   global_settings { GLOBAL_ITEMS }


See "Language Directives" , "Objects" , "Camera" , "Atmospheric Effects"  and
"Global Settings" for details.

7.1              Language Basics

The POV-Ray language consists of  identifiers,  reserved  keywords,  floating
point expressions, strings, special symbols  and  comments.  The  text  of  a
POV-Ray scene file is free format. You may put statements on  separate  lines
or on the same line as you  desire.  You  may  add  blank  lines,  spaces  or
indentations as long as you do not split any keywords or identifiers.

7.1.1            Identifiers and Keywords

POV-Ray allows you to define identifiers for later use in the scene file.  An
identifier may be 1 to 40 characters long. It may consist of upper  or  lower
case letters, the digits 0 through 9 or an underscore  character  ("_").  The
first  character  must  be  an  alphabetic  character.  The  declaration  of
identifiers is covered later.

POV-Ray has a number of reserved keywords which are listed below.


aa_level                 fog_offset           reciprocal
aa_threshold             fog_type             recursion_limit
abs                      frequency            red
acos                     gif                  reflection
acosh                    global_settings      refraction
adaptive                 glowing              render
adc_bailout              gradient             repeat
agate                    granite              rgb
agate_turb               gray_threshold       rgbf
all                      green                rgbft
alpha                    halo                 rgbt
ambient                  height_field         right
ambient_light            hexagon              ripples
angle                    hf_gray_16           rotate
aperture                 hierarchy            roughness
arc_angle                hollow               samples
area_light               hypercomplex         scale
asc                      if                   scallop_wave
asin                     ifdef                scattering
asinh                    iff                  seed
assumed_gamma            image_map            shadowless
atan                     incidence            sin
atan2                    include              sine_wave
atanh                    int                  sinh
atmosphere               interpolate          sky
atmospheric_attenuation  intersection         sky_sphere
attenuating              inverse              slice
average                  ior                  slope_map
background               irid                 smooth
bicubic_patch            irid_wavelength      smooth_triangle
black_hole               jitter               sor
blob                     julia_fractal        specular
blue                     lambda               sphere
blur_samples             lathe                spherical_mapping
bounded_by               leopard              spiral
box                      light_source         spiral1
box_mapping              linear               spiral2
bozo                     linear_spline        spotlight
break                    linear_sweep         spotted
brick                    location             sqr
brick_size               log                  sqrt
brightness               looks_like           statistics
brilliance               look_at              str
bumps                    low_error_factor     strcmp
bumpy1                   mandel               strength
bumpy2                   map_type             strlen
bumpy3                   marble               strlwr
bump_map                 material_map         strupr
bump_size                matrix               sturm
camera                   max                  substr
case                     max_intersections    superellipsoid
caustics                 max_iteration        switch
ceil                     max_trace_level      sys
checker                  max_value            t
chr                      merge                tan
clipped_by               mesh                 tanh
clock                    metallic             test_camera_1
color                    min                  test_camera_2
color_map                minimum_reuse        test_camera_3
colour                   mod                  test_camera_4
colour_map               mortar               text
component                nearest_count        texture
composite                no                   texture_map
concat                   normal               tga
cone                     normal_map           thickness
confidence               no_shadow            threshold
conic_sweep              number_of_waves      tightness
constant                 object               tile2
control0                 octaves              tiles
control1                 off                  torus
cos                      offset               track
cosh                     omega                transform
count                    omnimax              translate
crackle                  on                   transmit
crand                    once                 triangle
cube                     onion                triangle_wave
cubic                    open                 true
cubic_spline             orthographic         ttf
cylinder                 panoramic            turbulence
cylindrical_mapping      pattern1             turb_depth
debug                    pattern2             type
declare                  pattern3             u
default                  perspective          ultra_wide_angle
degrees                  pgm                  union
dents                    phase                up
difference               phong                use_color
diffuse                  phong_size           use_colour
direction                pi                   use_index
disc                     pigment              u_steps
distance                 pigment_map          v
distance_maximum         planar_mapping       val
div                      plane                variance
dust                     png                  vaxis_rotate
dust_type                point_at             vcross
eccentricity             poly                 vdot
else                     polygon              version
emitting                 pot                  vlength
end                      pow                  vnormalize
error                    ppm                  volume_object
error_bound              precision            volume_rendered
exp                      prism                vol_with_light
exponent                 pwr                  vrotate
fade_distance            quadratic_spline     v_steps
fade_power               quadric              warning
falloff                  quartic              warp
falloff_angle            quaternion           water_level
false                    quick_color          waves
file_exists              quick_colour         while
filter                   quilted              width
finish                   radial               wood
fisheye                  radians              wrinkles
flatness                 radiosity            x
flip                     radius               y
floor                    rainbow              yes
focal_point              ramp_wave            z
fog                      rand

fog_alt                  range


All reserved words are fully lower case. Therefore it is recommended
that your identifiers contain at least one upper case character so it
is sure to avoid conflict with reserved words.

The following keywords are in the above list of reserved keywords but
are not currently used by POV-Ray however they remain reserved.

  bumpy1               test_camera_1
  bumpy2               test_camera_2
  bumpy3               test_camera_3
  incidence            test_camera_4
  pattern1             track
  pattern2             volume_object
  pattern3             volume_rendered
  spiral               vol_with_light


7.1.2            Comments

Comments are text in the scene file included to make the scene file easier to
read or understand. They are ignored by the ray-tracer and are there for your
information. There are two types of comments in POV-Ray.

Two slashes are used for single line comments. Anything on  a  line  after  a
double slash ( // ) is ignored by the ray-tracer. For example:

  // This line is ignored


You can have scene file information on the line in front of  the  comment  as
in:

  object { FooBar }  // this is an object


The other type of comment is used for multiple lines. It starts with "  /*  "
and ends with " */ ". Everything in-between is ignored. For example:

  /* These lines
     are ignored
     by the
     ray-tracer */


This can be useful if you want to temporarily remove elements  from  a  scene
file. /* ... */ comments can comment out lines containing other  //  comments
and thus can be used to temporarily or permanently comment  out  parts  of  a
scene. /* ... */ comments can be nested, the following is legal:

  /* This is a comment
  // This too
  /* This also */
  */


Use comments liberally and generously. Well used,  they  really  improve  the
readability of scene files.

7.1.3            Float Expressions

Many parts of the POV-Ray  language  require  you  to  specify  one  or  more
floating point numbers. A floating point number is a number  with  a  decimal
point. Floats may be specified using literals, identifiers or functions which
return float values. You may also create very complex float expressions  from
combinations of any of these using various familiar operators.

Where POV-Ray needs an integer value it allows you to specify a  float  value
and it truncates it to an integer. When POV-Ray needs a  logical  or  boolean
value it interprets any non-zero float as true and  zero  as  false.  Because
float comparisons are subject  to  rounding  errors  POV-Ray  accepts  values
extremely close  to  zero  as  being  false  when  doing  boolean  functions.
Typically values whose absolute values are less than a preset  value  epsilon
are considered false for logical expressions. The value of epsilon is  system
dependent but is generally about 1.0e-10. Two floats a and b  are  considered
to be euqal if abs(a-b)  <  epsilon.  %%%  LATEX-ONLY  \subsubsection  {Float
Literals} \label {Float Literals} %%% END

Float literals are represented by an optional sign ("+" or  "-")  digits,  an
optional decimal point and more digits. If the number is an integer  you  may
omit the decimal point and trailing zero. If it is  all  fractional  you  may
omit the leading zero. POV-Ray supports scientific notation for very large or
very small numbers. The following are all valid float literals:

  -2.0    -4    34    3.4e6    2e-5    .3    0.6


7.1.3.1          Float Identifiers

Float identifiers may be declared to make scene files more  readable  and  to
parameterize scenes so  that  changing  a  single  declaration  changes  many
values. An identifier is declared as follows.

  #declare IDENTIFIER = EXPRESSION


Where IDENTIFIER is the name of the identifier up to 40 characters  long  and
EXPRESSION is any valid expression which evaluates to a float value. Here are
some examples.

  #declare Count = 0
  #declare Rows = 5.3
  #declare Cols = 6.15
  #declare Number = Rows*Cols
  #declare Count = Count+1


As the last example shows, you can re-declare a float identifier and may  use
previously declared values in that re-declaration. There are several built-in
identifiers which POV-Ray declares for you. See  "Built-in  Identifiers"  for
details.

7.1.3.2          Float Operators

Arithmetic float expressions can be created from float literals,  identifiers
or functions using the following operators in this order of precedence...

  ()             expressions in parentheses first
  +A   -A   !A   unary minus, unary plus and logical "not"
  A*B  A/B       multiplication and division
  A+B  A-B       addition and subtraction


Relational, logical and conditional expressions may also be created.  However
there is a restriction that these types of expressions must  be  enclosed  in
parentheses first. This restriction, which is not imposed  by  most  computer
languages, is necessary because POV-Ray allows mixing  of  float  and  vector
expressions.  Without  the  parentheses  there  is  an  ambiguity   problem.
Parentheses are not required for the unary logical not operator "!" as  shown
above. The operators and their precedence are shown here.

Relational expressions: The  operands  are  arithmetic  expressions  and  the
result is always boolean with 1 for true and  0  for  false.  All  relational
operators have the same precedence.

  (A < B)  A is less than B
  (A <= B) A is less than or equal to B
  (A = B)  A is equal to B (actually abs(A-B)<EPSILON)
  (A != B) A is not equal to B (actually abs(A-B)>=EPSILON)
  (A >= B) A is greater than or equal to B
  (A > B)  A is greater than B


Logical expressions: The operands are converted to boolean values  of  0  for
false and 1 for true. The result is always  boolean.  All  logical  operators
have the same precedence. Note that these are not  bitwise  operations,  they
are logical.

  (A & B) true only if both A and B are true, false otherwise
  (A | B) true if either A or B or both are true


Conditional expressions: The operand C is boolean while operands A and B  are
any expressions. The result is of the same type as A and B.

  (C ? A : B) if C then A else B


Assuming the various  identifiers  have  been  declared,  the  following  are
examples of valid expressions...

  1+2+3       2*5         1/3         Row*3       Col*5
  (Offset-5)/2            This/That+Other*Thing
  ((This<That) & (Other>=Thing)?Foo:Bar)


Expressions are evaluated left to right with innermost parentheses  evaluated
first, then unary +, - or !, then multiply or divide, then add  or  subtract,
then relational, then logical, then conditional.

7.1.4            Vector Expressions

POV-Ray often requires you to specify a vector . A vector is a set of related
float values.  Vectors  may  be  specified  using  literals,  identifiers  or
functions which return vector values. You may also create very complex vector
expressions  from  combinations  of  any  of  these  using  various  familiar
operators.

POV-Ray vectors may have from two to five components but the vast majority of
vectors have three components. Unless specified otherwise, you should  assume
that the word vector means a three component vector. POV-Ray operates in a 3D
x, y, z coordinate system and you will use three component vectors to specify
x, y and z values. In some places POV-Ray needs only two  coordinates.  These
are often specified by a 2D vector called an UV vector . Fractal objects  use
4D vectors. Color expressions use 5D vectors but allow you to specify 3, 4 or
5 components and use default values for the  unspecified  components.  Unless
otherwise noted, all 2, 4 or 5 component vectors work just  like  3D  vectors
but they have a different number of components.

7.1.4.1          Vector Literals

Vectors consist of two to five float expressions that are bracketed by  angle
brackets \langle and > . The terms are separated by commas. For example  here
is a typical three component vector:

  < 1.0, 3.2, -5.4578 >


The commas between components are necessary to keep the program from thinking
that the 2nd term is the single float expression 3.2-5.4578 and that there is
no 3rd term. If you see an error message such as Float expected but '>' found
instead you probably have missed a comma.

Sometimes POV-Ray requires you to specify floats  and  vectors  side-by-side.
The rules for vector expressions allow for mixing of vectors with vectors  or
vectors with floats so commas are required separators whenever  an  ambiguity
might arise. For example \langle 1,2,3>-4 evaluates  as  a  mixed  float  and
vector expression where 4 is subtracted  from  each  component  resulting  in
\langle -3,-2,-1>. However the comma in <1,2,3>,-4 means  this  is  a  vector
followed by a float.

Each  component  may  be  a  full  float  expression.  For  example  \langle
This+3,That/3,5*Other_Thing> is a valid vector.

7.1.4.2          Vector Identifiers

Vector identifiers may be declared to make scene files more readable  and  to
parameterize scenes so  that  changing  a  single  declaration  changes  many
values. An identifier is declared as follows...

  #declare IDENTIFIER = EXPRESSION


Where IDENTIFIER is the name of the identifier up to 40 characters  long  and
EXPRESSION is any valid expression which evaluates to a  vector  value.  Here
are some examples...

  #declare Here = <1,2,3>
  #declare There = <3,4,5>
  #declare Jump = <Foo*2,Bar-1,Bob/3>
  #declare Route = There-Here
  #declare Jump = Jump+<1,2,3>


Note that you invoke a vector identifier by using its name without any  angle
brackets. As the last example shows, you can re-declare a  vector  identifier
and may use previously declared values  in  that  re-declaration.  There  are
several built-in identifiers which POV-Ray declares for  you.  See  "Built-in
Identifiers" for details.

7.1.4.3          Vector Operators

Vector  literals,  identifiers  and  functions  may  also  be  combined   in
expressions  the  same  as  float  values.  Operations  are  performed  on  a
component-by-component basis. For example <1,2,3>  +  <4,5,6>  evaluates  the
same as \langle 1+4,2+5,3+6> or <5,7,9>.  Other  operations  are  done  on  a
similar component-by-component basis. For example (\langle 1,2,3> =  <3,2,1>)
evaluates to \langle 0,1,0> because the middle components are equal  but  the
others are not. Admittedly this isn't very useful  but  its  consistent  with
other vector operations.

Conditional expressions such as (C ? A  :  B)  require  that  C  is  a  float
expression but A and B may be vector expressions.  The  result  is  that  the
entire conditional evaluates as a valid vector. For example if  Foo  and  Bar
are floats then

  Foo < Bar ? <1,2,3> : <5,6,7>
evaluates as the vector <1,2,3> if Foo is less  than  Bar  and  evaluates  as
<5,6,7> otherwise.

You may use the dot operator to extract a single  component  from  a  vector.
Suppose the identifier Spot was previously defined as a vector.  Then  Spot.x
is a float value that is  the  first  component  of  this  x,  y,  z  vector.
Similarly Spot.y and Spot.z reference the 2nd and 3rd components. If Spot was
a two component UV vector you could use Spot.u  and  Spot.v  to  extract  the
first and second component. For a 4D vector use .x  ,  .y  ,  .z  and  .t  to
extract each float  component.  The  dot  operator  is  also  used  in  color
expressions which are covered later.

7.1.4.4          Operator Promotion

You may use a lone float expression to define a vector whose  components  are
all the same. POV-Ray knows when it needs a vector of a particular  type  and
will promote a float into a vector if need be. For example the POV-Ray  scale
statement requires a three component vector. If  you  specify  scale  5  then
POV-Ray interprets this as scale <5,5,5> which means you want to scale  by  5
in every direction.

Versions of POV-Ray prior to 3.0 only allowed such use of a float as a vector
in various limited places such as scale and turbulence. However you  may  now
use this trick anywhere. For example...

  box{0,1}    // This is the same as box{<0,0,0>,<1,1,1>}
  sphere{0,1} // This is the same as sphere{<0,0,0>,1}


When promoting a float into a  vector  of  2,  3,  4  or  5  components,  all
components are set to the float value, however when promoting a vector  of  a
lower number  of  components  into  a  higher  order  vector,  all  remaining
components are set to zero. For example if POV-Ray expects a  4D  vector  and
you specify 9 the result is <9,9,9,9> but if you specify <7,6> the result  is
\langle 7,6,0,0>.

7.1.5            Specifying Colors

POV-Ray often requires you to specify a color. Colors consist of five  values
or color components. The first three are called red , green  and  blue.  They
specify the intensity of the primary colors red,  green  and  blue  using  an
additive color system like the one used by the  red,  green  and  blue  color
phosphors on a color monitor.

The  4th  component,  called  filter  ,  specifies  the  amount  of  filtered
transparency  of  a  substance.  Some  real-world   examples   of   filtered
transparency are stained  glass  windows  or  tinted  cellophane.  The  light
passing through such objects is  tinted  by  the  appropriate  color  as  the
material selectively absorbs some frequencies of light while allowing  others
to pass through. The color of the object is subtracted from the light passing
through so this is called subtractive transparency.

The 5th component, called transmit , specifies  the  amount  of  non-filtered
light that is transmitted through a  surface.  Some  real-world  examples  of
non-filtered transparency are thin see-through cloth, fine mesh  netting  and
dust on a surface. In these examples, all frequencies of light are allowed to
pass through tiny holes in the surface. Although the amount of light  passing
through is diminished, the color of the light passing through  is  unchanged.
The color of the object is added to the light  passing  through  so  this  is
called additive transparency.

Note that early versions  of  POV-Ray  used  the  keyword  alpha  to  specify
filtered  transparency.  However  that  word  is  often  used  to   describe
non-filtered transparency. For this reason alpha is no longer used.

Each of the five components of a color are float values which are normally in
the range between 0.0 and 1.0. However any  values,  even  negatives  may  be
used.

Colors may be specified using vectors, keywords with floats  or  identifiers.
You may also create very complex color expressions from combinations  of  any
of these using various familiar operators. The syntax for specifying a  color
has evolved since POV-Ray was first released. We have maintained the original
keyword-based syntax and added a short-cut vector notation. Either the old or
new syntax is acceptable however the vector syntax  is  easier  to  use  when
creating color expressions.

7.1.5.1          Color Vectors

The syntax for a color vector is any of the following...

  color rgb VECTOR3
  color rgbf VECTOR4
  color rgbt VECTOR4
  color rgbft VECTOR5


where VECTOR3 , VECTOR4 or VECTOR5 are any valid vector expressions of  3,  4
or 5 components. For example

  color rgb <1.0, 0.5, 0.2>


This specifies a color whose red component is 1.0 or 100% of full  intensity.
The green component is 0.5 or 50% of full intensity and the blue component is
0.2 or 20% of full intensity. Although the filter and transmit components are
not explicitly specified, they exist and are set to their default values of 0
or no transparency.

The rgbf keyword requires a four component vector. The 4th component  is  the
filter component and the transmit component defaults to zero.  Similarly  the
rgbt keyword requires four components where the 4th value is moved to the 5th
component which is transmit and then the filter component is set to zero.

The rgbft keyword allows you to specify all five  components.  Internally  in
expressions all five are always used.

Under most circumstances the keyword color is optional and may be omitted. We
also  support  the  British  or  Canadian  spelling  colour  .  Under   some
circumstances, if the vector expression is a 5 component expression or  there
is a color identifier in the expression then the rgbtf keyword is optional.

7.1.5.2          Color Keywords

The older keyword method of specifying a color is still useful and many users
prefer it. Like a color vector, you begin with the optional keyword  color  .
This is followed by any of five additional keywords red  ,  green  ,  blue  ,
filter or transmit . Each of these component keywords is followed by a  float
expression. For example

  color red 1.0 green 0.5


This specifies a color whose red component is 1.0 or 100% of  full  intensity
and the green component is 0.5 or 50% of full intensity. Although  the  blue,
filter and transmit components are not explicitly specified, they  exist  and
are set to their default values of 0. The component keywords may be given  in
any order and if any component is unspecified its value defaults to zero.

7.1.5.3          Color Identifiers

Color identifiers may be declared to make scene files more  readable  and  to
parameterize scenes so  that  changing  a  single  declaration  changes  many
values. A color identifier is declared as either of the following...

  #declare IDENTIFIER = COLOR_VECTOR
  #declare IDENTIFIER = COLOR_KEYWORDS...


Where IDENTIFIER is the name of the identifier up to 40 characters  long  and
COLOR_VECTOR  or  COLOR_KEYWORDS  are  any  valid  color  specifications  as
described in the two previous  sections  of  this  document.  Here  are  some
examples...

  #declare White = rgb <1,1,1>
  #declare Cyan = color blue 1.0  green 1.0
  #declare Weird = rgb <Foo*2,Bar-1,Bob/3>
  #declare LightGray = White*0.8
  #declare LightCyan = Cyan red 0.6


As the LightGray example shows you  do  not  need  any  color  keywords  when
creating color expressions based on  previously  declared  colors.  The  last
example shows you may use a color identifier with the keyword  style  syntax.
Make sure  that  the  identifier  comes  first  before  any  other  component
keywords.

Like floats and vectors, you may re-define colors throughout a scene but  the
need to do so is rare.

7.1.5.4          Color Operators

Color vectors may be combined in expressions the  same  as  float  or  vector
values. Operations are  performed  on  a  component-by-component  basis.  For
example rgb <1.0, 0.5 0.2> * 0.9 evaluates the same as rgb <1.0, 0.5  0.2>  *
<0.9, 0.9, 0.9> or rgb <0.9, 0.45, 0.18> . Other operations  are  done  on  a
similar component-by-component basis.

You may use the dot operator to extract a  single  component  from  a  color.
Suppose the  identifier  Shade  was  previously  defined  as  a  color.  Then
Shade.red is the float value of  the  red  component  of  Shade  .  Similarly
Shade.green , Shade.blue , Shade.filter and Shade.transmit extract the  float
value of the other color components.

7.1.5.5          Common Color Pitfalls

The variety and complexity of color specification methods can  lead  to  some
common mistakes. Here are some things to consider when specifying a color.

When using filter transparency, the colors which come through are  multiplied
by the primary color components. For  example  if  grey  light  such  as  rgb
<0.9,0.9,0.9> passes through a filter  such  as  rgbf  <1.0,0.5,0.0,1.0>  the
result is rgb <0.9,0.45,0.0> with the red let through 100%, the green cut  in
half from 0.9 to 0.45 and the blue totally blocked.  Often  users  mistakenly
specify a clear object by

  color filter 1.0


but this has implied  red,  green  and  blue  values  of  zero.  You've  just
specified a totally black filter so no light passes through. The correct  way
is either

  color red 1.0   green 1.0   blue 1.0   filter 1.0


or

  color transmit 1.0


In the 2nd example it doesn't matter what the rgb  values  are.  All  of  the
light passes through untouched.

Another pitfall is the use of color identifiers and  expressions  with  color
keywords. For example...

  color My_Color red 0.5


this substitutes whatever was the  red  component  of  My_Color  with  a  red
component of 0.5 however...

  color My_Color + red 0.5


adds 0.5 to the red component of My_Color and even less obvious...

  color My_Color * red 0.5


that cuts the red  component  in  half  as  you  would  expect  but  it  also
multiplies the green, blue, filter and transmit components by zero! The  part
of  the  expression  after  the  multiply  operator   evaluates   to   rgbft
<0.5,0,0,0,0> as a full 5 component color.

The following example results in no change to My_Color .

  color red 0.5 My_Color


This is because the identifier fully  overwrites  the  previous  value.  When
using identifiers with color keywords, the identifier should be first.

One final issue, some POV-Ray syntax allows  full  color  specifications  but
only uses the rgb part. In these cases it is legal to use  a  float  where  a
color is needed. For example:

  finish { ambient 1 }


The ambient keyword expects a color so the value 1 is promoted to <1,1,1,1,1>
which is no problem. However

  pigment { color 0.4 }


is legal but it may or may not be what you intended. The 0.4 is  promoted  to
<0.4,0.4,0.4,0.4,0.> with the filter and transmit set to 0.4 as well.  It  is
more likely you wanted...

  pigment { color rgb 0.4 }


in which case a 3 component vector is expected. Therefore the 0.4 is promoted
to <0.4,0.4,0.4,0.0,0.0> with default zero for filter and transmit.

7.1.6            Strings

The POV-Ray language requires you to specify a string  of  characters  to  be
used as a file name, text for messages or text for a text object. Strings may
be specified using literals, identifiers or  functions  which  return  string
values. Although you cannot build string expressions from symbolic  operators
such as are used with floats, vectors or  colors,  you  may  perform  various
string operations using string functions. Some  applications  of  strings  in
POV-Ray allow for non-printing  formatting  characters  such  as  newline  or
form-feed.

7.1.6.1          String Literals

String literals begin with a double quote mark '"' which is followed by up to
256 printable ASCII characters and are terminated  by  another  double  quote
mark. The following are all valid string literals:

  "Here"   "There"    "myfile.gif"    "textures.inc"


7.1.6.2          String Identifiers

String identifiers may be declared to make scene files more readable  and  to
parameterize scenes so  that  changing  a  single  declaration  changes  many
values. An identifier is declared as follows...

  #declare IDENTIFIER = STRING


Where IDENTIFIER is the name of the identifier up to 40 characters  long  and
STRING is a string literal, string identifier or  function  which  returns  a
string value. Here are some examples...

  #declare Font_Name = "ariel.ttf"
  #declare Inc_File = "myfile.inc"
  #declare Name = "John"
  #declare Name = concat(Name," Doe")


As the last example shows, you can re-declare a string identifier and may use
previously declared values in that re-declaration.

7.1.7            Built-in Identifiers

There are several built-in float and vector identifiers. You can use them  to
specify values or to create expressions but you  cannot  re-declare  them  to
change their values.

7.1.7.1          Constant Built-in Identifiers

Most built-in identifiers never change value. They are defined as though  the
following lines were at the start of every scene.

  #declare pi = 3.1415926535897932384626
  #declare true = 1
  #declare yes = 1
  #declare on = 1
  #declare false = 0
  #declare no = 0
  #declare off = 0
  #declare u = <1,0>
  #declare v = <0,1>
  #declare x = <1,0,0>
  #declare y = <0,1,0>
  #declare z = <0,0,1>
  #declare t = <0,0,0,1>


The built-in float identifier pi is  obviously  useful  in  math  expressions
involving circles.

The built-in float identifiers on , off , yes ,  no  ,  true  and  false  are
designed for use as boolean constants.

The built-in vector identifiers x , y and z provide much greater  readability
for your scene files when used in vector expressions. For example....

  plane { y, 1}        // The normal vector is obviously "y".
  plane { <0,1,0>, 1}  // This is harder to read.

  translate 5*x        // Move 5 units in the "x" direction.
  translate <5,0,0>    // This is less obvious.


An expression like 5*x evaluates to 5 <1,0,0> or <5,0,0>.

Similarly u and v may be used in 2D vectors. When using 4D vectors you should
use x , y , z , and t and POV-Ray will promote x , y and z to  4D  when  used
where 4D is required.

7.1.7.2          Built-in Identifier 'clock'

The built-in float identifier clock is used to control animations in POV-Ray.
Unlike some animation packages, the action in POV-Ray  animated  scenes  does
not depend upon the integer frame numbers.  Rather  you  should  design  your
scenes based upon the float identifier clock . For  non-animated  scenes  its
default value is 0 but you can set it to any float value using the  INI  file
option Clock=n.n or the command-line switch +Kn.n  to  pass  a  single  float
value your scene file.

Other INI options and switches may be used to animate scenes by automatically
looping through the rendering of frames using various values for clock  .  By
default, the clock value is 0 for the initial  frame  and  1  for  the  final
frame. All other frames are interpolated between these values. For example if
your object is supposed to rotate one  full  turn  over  the  course  of  the
animation you could specify rotate 360*clock*y . Then as clock runs from 0 to
1, the object rotates about the y-axis from 0 to 360 degrees.

Although the value of clock will change from frame-to-frame,  it  will  never
change throughout the parsing of a scene.


7.1.7.3          Built-in Identifier 'version'

The built-in float identifier version contains the  current  setting  of  the
version compatibility option. Although this value defaults to 3 which is  the
current POV-Ray version number, the initial value of version may  be  set  by
the INI file option Version=n.n or by the +MVn.n  command-line  switch.  This
tells POV-Ray to parse the scene file using syntax from an earlier version of
POV-Ray.

The INI option or switch only  affects  the  initial  setting.  Unlike  other
built-in identifiers, you may change the value of version throughout a  scene
file. You do not use #declare to change  it  though.  The  #version  language
directive is used to change modes.  Such  changes  may  occur  several  times
within scene files.

Together with the built-in version identifier the #version  directive  allows
you to save and restore the previous values of  this  compatibility  setting.
For example suppose mystuff.inc is in version 1 format. At  the  top  of  the
file you could put:

  #declare Temp_Vers = version    // Save previous value
  #version 1.0                    // Change to 1.0 mode

  ... // Version 1.0 stuff goes here...

  #version Temp_Vers              // Restore previous version


7.1.8            Functions

POV-Ray defines a variety of  built-in  functions  for  manipulating  floats,
vectors and strings. The functions are  listed  grouped  according  to  their
usage and not by the type of value they return. For example vdot computes the
dot product of two vectors and is listed as a vector function even though  it
returns a single float value.

Function calls consist of a keyword which specifies the name of the  function
followed  by  a  parameter  list  enclosed  in  parentheses.  Parameters  are
separated by commas. For example:

  keyword(param1,param2)


Functions evaluate to values that are floats, vectors or strings and  may  be
used in expressions or statements anywhere that literals  or  identifiers  of
that type may be used.

7.1.8.1          Float Functions

The following are the functions which take one or more float  parameters  and
return float values. Assume that A  and  B  are  any  valid  expression  that
evaluates to a float. See "Vector Functions" and "String Functions" for other
functions which return float values but whose primary purpose is more closely
related to vectors and strings.

abs(A): Absolute value of A. If A is negative, returns -A  otherwise  returns
A. acos(A): Arc-cosine of A. Returns the angle, measured  in  radians,  whose
cosine is A. asin(A): Arc-sine of A. Returns the angle, measured in  radians,
whose sine is  A.  atan2(A,B):  Arc-tangent  of  (A/B).  Returns  the  angle,
measured in radians, whose tangent is (A/B). Returns appropriate  value  even
if B is zero. Use atan2(A,1) {/EN D/}  to  compute  usual  atan(A)  function.
ceil(A): Ceiling of A. Returns the smallest integer greater than A. Rounds up
to the next higher integer. cos(A): Cosine of A. Returns the  cosine  of  the
angle A, where A is measured  in  radians.  degrees(A):  Convert  radians  to
degrees. Returns the angle measured in degrees whose value in radians  is  A.
Formula is degrees=A/pi*180.0. div(A,B): Integer division. The  integer  part
of (A/B). exp(A): Exponential of A. Returns the value of e raised  to  the  A
power where e is the non-repeating value approximately equal to 2.71828182846
the base of natural logarithms. floor(A): Floor of  A.  Returns  the  largest
integer less than A. Rounds down to the next lower integer.  int(A):  Integer
part of A. Returns the truncated integer part  of  A.  Rounds  towards  zero.
log(A): Natural logarithm of A. Returns the natural logarithm base e  of  the
value  A  wher  e  e  is  the  non-repeating  value  approximately  equal  to
2.71828182846. max(A,B): Maximum of A and B. {/EN D/} Returns A if  A  larger
than B. Otherwise retu rns B. min(A,B): Minimum of A and B. {/EN D/}  Returns
A if A smaller than B. Otherwise returns B. mod(A,B): Value of  A  modulo  A.
{/E ND/} Returns the remainder after the integer division of A/B. Formula  is
mod=((A/B)-int(A/B))*B. pow(A,B): Exponentiation.  Returns  the  value  of  A
raised to the power B. radians(A): Convert degrees to  radians.  Returns  the
angle  measured  in  radians  whose  value  in  degrees  is  A.  Formula  is
radians=A*pi/180.0. rand(A): Returns the next pseudo-random number  from  the
stream specified  by  the  positive  integer  A.  You  must  call  seed()  to
initialize a random stream before calling rand(). The numbers  are  uniformly
distributed, and have values between 0.0 and 1.0,  inclusively.  The  numbers
generated by separate streams  are  independent  random  variables.  seed(A):
Initializes a new pseudo-random stream with the initial  seed  value  A.  The
number corresponding to  this  random  stream  is  returned.  Any  number  of
pseudo-random streams may be used as shown in the example below:   #declare R
  #declare R2 = seed(12345)

  #sphere { <rand(R1), rand(R1), rand(R1)>, rand(R2) }
Multiple random generators are very useful in situations where you use rand()
to place a group of objects,  and  then  decide  to  use  rand()  in  another
location earlier in the file to set some colors or  place  another  group  of
objects. Without separate rand() streams, all of your objects would move when
you added more calls to rand(). This is very annoying.  sin(A):  Sine  of  A.
Returns the sine of the angle A, where A is  measured  in  radians.  sqrt(A):
Square root of A. Returns the value whose square is A. tan(A): Tangent of  A.
Returns the tangent of the angle A, where A is measured in radians.


7.1.8.2          Vector Functions

The following are the functions which take  one  or  more  vector  and  float
parameters and return vector or float values. All of these functions  support
only three component vectors. Assume that A and B are  any  valid  expression
that evaluates to a three component vector and that F is any valid expression
that evaluates to a float.

vaxis_rotate(A,B,F): Rotate A about B by F. Given the x,y,z coordinates of  a
point in space designated by  the  vector  A,  rotate  that  point  about  an
arbitrary axis defined by the vector B. Rotate it through an angle  specified
in degrees by the float value F. The result is a vector  containing  the  new
x,y,z coordinates of the point.  vcross(A,B):  Cross  product  of  A  and  B.
Returns a vector that is the vector cross product of  the  two  vectors.  The
resulting vector is perpendicular to the two original vectors and its  length
is proportional to the angle  between  them.  See  the  animated  demo  scene
VECT2.POV for an illustration. vdot(A,B): Dot product of A and B.  Returns  a
float value that is the dot product (sometimes called  scaler  product  of  A
with B. Formula is vdot=A.x*B.x + A.y*B.y + A.z*B.z. See  the  animated  demo
scene VECT2.POV for an illustration. vlength(A): Length of A. Returns a float
value that is the length of vector A. Can be used  to  compute  the  distance
between two points. Dist=vlength(B-A).  Formula  is  vlength=sqrt(vdot(A,A)).
vnormalize(A): Normalize vector A. Returns a unit length vector that  is  the
same direction as A. Formula is vnormalize=A/vlength(A). vrotate(A,B): Rotate
A about origin by B.  Given  the  x,y,z  coordinates  of  a  point  in  space
designated by the vector A, rotate that point about the origin by  an  amount
specified by the vector B. Rotate it about the x-axis by an  angle  specified
in degrees by the float value B.x. Similarly B.y and B.z specify  the  amount
to rotate in degrees about the y-axis and z-axis.  The  result  is  a  vector
containing the new x,y,z coordinates of the point.

7.1.8.3          String Functions

The following are the functions which take  one  or  more  string  and  float
parameters and return string or float values. Assume that S1 and S2  are  any
valid strings and that A , L and P are any valid expressions that evaluate to
floats.

asc(S1): ASCII value of S1. Returns an integer value in the range  0  to  255
that is the ASCII value of the first character of S1. For example  asc("ABC")
is 65 because that is the value of the character "A". chr(A): Character whose
ASCII value is A. Returns a single character string. The ASCII value  of  the
character is specified by an integer A which must be in the range 0  to  255.
For example chr(70) is the string "F". If you use chr() when  rendering  text
objects you should be aware that the characters rendered for values  of  A  >
127 are dependent on the (TTF) font being used.  Many  (TTF)  fonts  use  the
Latin-1 (ISO 8859-1) character set, but not  all  do.  concat(S1,S2,[S3...]):
Concatenate strings S1 and S2. Returns a string that is the concatenation  of
all parameter strings. Must have at least 2 parameters but may have more. For
example:   concat("Value is ", str(A,3,1), " inches")
If the float value A was 12.34 the result is "Value is 12.3 inches" which  is
a string. file_exists(S1): Search for file specified by S1. Attempts to  open
the file whose name is specified the string S1. The current directory and all
directories specified in any Library_Path INI  options  or  +L  command  line
switches are searched. File is immediately closed. Returns a boolean value  1
on success and 0 on failure. str(A,L,P): Convert float A to formatted string.
Returns a formatted  string  representation  of  float  value  A.  The  float
parameter L specifies the minimum length of the string and the type  of  left
padding used if the string's representation is shorter than the minimum. If L
is positive then the padding is with  blanks.  If  L  is  negative  then  the
padding is with zeros. The overall minimum length of the formatted string  is
abs(L). If the string needs to  be  longer,  it  will  be  made  as  long  as
necessary to represent the value. The float parameter P specifies the  number
of digits after the decimal point. If P is negative then a  compiler-specific
default precision is use. Here are some examples:   str(123.456,0,3)   "123.4
  str(123.456,4,3)   "123.456"
  str(123.456,9,3)   "  123.456"
  str(123.456,-9,3)  "00123.456"
  str(123.456,0,2)   "123.46"
  str(123.456,0,0)   "123"
  str(123.456,5,0)   "  123"
  str(123.000,7,2)   " 123.00"
  str(123.456,0,-1)  "123.456000" (platform specific)
strcmp(S1,S2): Compare string S1 to S2. Returns a float  value  zero  if  the
strings are equal, a positive number if  S1  comes  after  S2  in  the  ASCII
collating sequence, else a negative number. strlen(S1): Length of S1. Returns
an integer value  that  is  the  number  of  characters  in  the  string  S1.
strlwr(S1): Lower case of S1. Returns a new string in which  all  upper  case
letters in the string S1 are converted to lower case. The original string  is
not affected. For example strlwr("Hello There!") results in  "hello  there!".
substr(S1,P,L): Sub-string from S1. Returns a string that is a subset of  the
characters in parameter S1 starting at the position specified by the  integer
value P  for  a  length  specified  by  the  integer  value  L.  For  example
substr("ABCDEFGHI",4,2) evaluates to the string "EF".  If  P+L>strlen(S1)  an
error occurs. strupr(S1): Upper case of S1. Returns a new string in which all
lower case letters in the string S1 are converted to upper case. The original
string is not affected. For example strupr("Hello There!") results in  "HELLO
THERE!". val(S1): Convert string S1 to float. Returns a float value  that  is
represented by the text in S1. For  example  val("123.45")  is  123.45  as  a
float.

7.2              Language Directives

The POV Scene Language contains several statements called language directives
which tell the file parser how to do its job. These directives can appear  in
almost any place in the scene file  -  even  in  the  middle  of  some  other
statements. They are used to include  other  text  files  in  the  stream  of
commands, to declare identifiers, to define conditional or looped parsing and
to control other important aspects of scene file processing.

Each directive begins with the hash character # (often called a  number  sign
or pound sign). It is followed by a keyword and optionally other  parameters.


In versions of POV-Ray prior  to  3.0,  the  use  of  this  #  character  was
optional. Language directives could only be used between objects,  camera  or
light_source statements and could not appear  within  those  statements.  The
exception was the #include which could appear anywhere. Now that all language
directives can be used almost anywhere, the # character is mandatory.

The following keywords introduce language directives.


#break              #default            #statistics
#case               #else               #switch
#debug              #end                #version
#declare            #render             #warning


Earlier   versions   of   POV-Ray   considered    #max_intersections    and

#max_trace_level to be language directives but they have been
moved to the global_settings statement. Their use as a
directive still works but it generates a warning and may be
discontinued in the future.


7.2.1            Include Files

The language allows include files to be specified by placing the line

  #include "filename.inc"


at any point in the input file. The filename may be specified  by  any  valid
string expression but it usually is  a  literal  string  enclosed  in  double
quotes. It may be up to  40  characters  long  (or  your  computer's  limit),
including the two double-quote characters.

The include file is read in as if it were inserted at that point in the file.
Using include is the same as actually cutting and pasting the entire contents
of this file into your scene.

Include files may be nested. You may have at most 10  nested  include  files.
There is no limit on un-nested include files.

Generally, include  files  have  data  for  scenes  but  are  not  scenes  in
themselves. By convention scene files end in .pov and include files end  with
.inc .

It  is  legal  to  specify  drive  and  directory  information  in  the  file
specification however it is discouraged because it  makes  scene  files  less
portable between various platforms.

It is typical to put standard  include  files  in  a  special  sub-directory.
POV-Ray can only read files in the current directory or one referenced by the
Library_Path option (See section "Library Paths" ).

7.2.2            Declare

Identifiers may be declared and later referenced to  make  scene  files  more
readable and to parametrize scenes so  that  changing  a  single  declaration
changes many values. There are several  built-in  identifiers  which  POV-Ray
declares for you. See "Built-in Identifiers" for details.

7.2.2.1          Declaring identifiers

An identifier is declared as follows.

  #declare IDENTIFIER = ITEM


Where IDENTIFIER is the name of the identifier up to 40 characters  long  and
ITEM is any of the following

  float, vector, color or string expressions
  objects (all kinds)
  texture, pigment, normal, finish or halo
  color_map, pigment_map, slope_map, normal_map
  camera, light_source
  atmosphere
  fog
  rainbow
  sky_sphere
  transform


Here are some examples.

  #declare Rows = 5
  #declare Count = Count+1
  #declare Here = <1,2,3>
  #declare White = rgb <1,1,1>
  #declare Cyan = color blue 1.0  green 1.0
  #declare Font_Name = "ariel.ttf"
  #declare Ring = torus {5,1}
  #declare Checks = pigment { checker White, Cyan }

  object{ Rod scale y*5 }         // not "cylinder { Rod }"
  object {
    Ring
    pigment { Checks scale 0.5 }
    transform Skew
  }


Declarations, like most language directives, can appear anywhere in the  file
- even within other statements. For example:

  #declare Here=<1,2,3>
  #declare Count=0                   // initialize Count

  union {
    object { Rod translate Here*Count }
    #declare Count=Count+1           // re-declare inside union
    object { Rod translate Here*Count }
    #declare Count=Count+1           // re-declare inside union
    object { Rod translate Here*Count }
  }


As this  example  shows,  you  can  re-declare  an  identifier  and  may  use
previously declared values in that re-declaration. However if you attempt  to
re-declare an identifier as anything other than its original  type,  it  will
generate a warning message.

Declarations may be nested inside each other within limits. In the example in
the previous section you could declare the entire union as a object.  However
for technical reasons you may not  use  any  language  directive  inside  the
declaration of floats, vectors or color expressions.

7.2.3            Default Directive

POV-Ray creates a default texture when it begins processing. You  may  change
those defaults as described below. Every time you specify a  texture  {...  }
statement, POV-Ray creates a copy of the default texture. Anything you put in
the texture statement overrides the default settings. If you attach a pigment
, normal or finish to an object without any texture  statement  then  POV-Ray
checks to see if a texture has already been attached. If  it  has  a  texture
then the pigment, normal or finish will modify the existing  texture.  If  no
texture has yet been attached to the  object  then  the  default  texture  is
copied and the pigment, normal or finish will modify that texture.

You may change the default texture,  pigment,  normal  or  finish  using  the
language directive #default {... } as follows:

  #default {
    texture {
      pigment {...}
      normal  {...}
      finish  {...}
    }
  }


Or you may change just part of it like this:

  #default {
    pigment {..}.
  }


This still changes the pigment of the default texture. At any time  there  is
only one default texture made from the default pigment,  normal  and  finish.
The example above does not make a separate default for pigments  alone.  Note
that the special  textures  tiles  and  material_map  or  a  texture  with  a
texture_map may not be used as defaults.

You may change the defaults several times throughout a  scene  as  you  wish.
Subsequent #default statements begin with the defaults that were in effect at
the time. If you wish to reset to the  original  POV-Ray  defaults  then  you
should first save them as follows:

  //At top of file
  #declare Original_Default = texture {}


later after changing defaults you may restore it with...

  #default {texture {Original_Default}}


If you do not specify a texture for an object then  the  default  texture  is
attached when the object appears in the scene. It is  not  attached  when  an
object is declared. For example:

  #declare My_Object =
    sphere{ <0,0,0>, 1 }  // Default texture not applied
  object { My_Object }    // Default texture added here


You may force a default texture  to  be  added  by  using  an  empty  texture
statement as follows:

  #declare My_Thing =
    sphere { <0,0,0>, 1 texture {} }  // Default texture applied


The original  POV-Ray  defaults  for  all  items  are  given  throughout  the
documentation under each appropriate section.

7.2.4            Version Directive

While many language changes have been made for POV-Ray 3.0,  all  of  version
2.0 syntax and most of version 1.0 syntax still works. Whenever  possible  we
try to maintain backwards compatibility. One feature introduced in  2.0  that
was  incompatible  with  any  1.0  scene  files  is  the  parsing  of  float
expressions. Setting +MV 1.0 command line switch  or  the  Version  =1.0  INI
option turns off expression parsing as well as many warning messages so  that
nearly all 1.0 files will still work. The changes between 2.0 and 3.0 are not
as extensive. Setting Version  =2.0  is  only  necessary  to  eliminate  some
warning messages. Naturally the default setting for this  option  is  Version
=3.0.

The #version language directive is used to change modes within  scene  files.
This switch or INI options only affects the initial setting.

Together with the built-in version identifier the #version  directive  allows
you to save and restore the previous values of  this  compatibility  setting.
For example suppose mystuff.inc is in version 1.0 format. At the top  of  the
file you could put:

  #declare Temp_Vers = version // Save previous value
  #version 1.0                    // Change to 1.0 mode

  ... // Version 1.0 stuff goes here ...

  #version Temp_Vers              // Restore previous version


Previous versions of POV-Ray would not allow you to change versions inside an
object or declaration but that restriction has been lifted for POV-Ray 3.0.

Future versions of  POV-Ray  may  not  continue  to  maintain  full  backward
compatibility even with the #version directive. We strongly encourage you  to
phase in 3.0 syntax as much as possible.

7.2.5            Conditional Directives

POV-Ray 3.0  allows  a  variety  of  new  language  directives  to  implement
conditional  parsing  of  various  sections  of  your  scene  file.  This  is
especially useful in describing the motion for animations but  it  has  other
uses as well. Also available  is  a  #while  loop  directive.  You  may  nest
conditional directives 200 levels deep.

7.2.5.1          IF ELSE Directives

The simplest conditional directive is a traditional #if directive. It  is  of
the form...

  #if (COND)
    // This section is
    //  parsed if COND is true
  #else
    // This section is
    // parsed if COND is false
  #end // End of conditional part


where (COND) is a float expression that evaluates to a boolean value. A value
of 0.0 is false and any non-zero value is true.  Note  that  extremely  small
values of about 1e-10 are considered zero in case of round  off  errors.  The
parentheses around  the  condition  are  required.  The  #else  directive  is
optional. The #end directive is required.

7.2.5.2          IFDEF Directives

The #ifdef directive is similar to the #if directive however it  is  used  to
determine if an identifier has been previously  declared.  After  the  #ifdef
directive instead of a boolean expression you put a lone identifier  enclosed
in parentheses. For example:

 #ifdef (User_Thing)
   // This section is parsed if the
   // identifier "User_Thing" was
   // previously declared
   object{User_Thing} // invoke identifier
 #else
   // This section is parsed if the
   // identifier "User_Thing" was not
   // previously declared
   box{<0,0,0>,<1,1,1>} // use a default
 #end
   // End of conditional part


7.2.5.3          IFNDEF Directives

The #ifndef directive is similar to the #ifdef directive however it  is  used
to determine if the given identifier isn't declared yet. For example:

 #ifndef (User_Thing)
   // This section is parsed if the
   // identifier "User_Thing" was not
   // previously declared
   box{<0,0,0>,<1,1,1>} // use a default
 #else
   // This section is parsed if the
   // identifier "User_Thing" was
   // previously declared
   object{User_Thing} // invoke identifier
 #end
   // End of conditional part


7.2.5.4          SWITCH CASE and RANGE Directives

A more powerful conditional is  the  #switch  directive.  The  syntax  is  as
follows...

  #switch (VALUE)
    #case (TEST_1)
      // This section is parsed if VALUE=TEST_1
    #break  //First case ends

    #case (TEST_2)
      // This section is parsed if VALUE=TEST_2
    #break  //Second case ends

    #range (LOW_1,HIGH_1)
      // This section is parsed if (VALUE>=LOW_1)&(VALUE<=HIGH_1)
    #break  //Third case ends

    #range (LOW_2,HIGH_2)
      // This section is parsed if (VALUE>=LOW_2)&(VALUE<=HIGH_2)
    #break  //Fourth case ends

    #else
      // This section is parsed if no other case or
      // range is true.
  #end // End of conditional part


The float expression VALUE following the #switch directive is  evaluated  and
compared to the values in the #case or #range directives. When using #case  ,
it is followed by a float expression TEST_1 in parentheses. It is compared to
the VALUE . As usual in POV-Ray, float comparisons are  considered  equal  if
their difference is under 1e-10. If the values are equal,  parsing  continues
normally until a #break  ,  #else  or  #end  directive  is  reached.  If  the
comparison fails POV-Ray skips until another #case or #range is found.

If you use the #range directive it is followed by two float expressions LOW_1
and HIGH_1 which are enclosed in parentheses and separated by a comma. If the
switch VALUE is in the range specified then parsing continues normally  until
a #break , #else or #end directive is reached. If the VALUE  is  outside  the
range the comparison fails and POV-Ray skips until another #case or #range is
found.

If no #case or #range  succeeds  the  #else  section  is  parsed.  The  #else
directive is optional. If no #else is specified and no  match  succeeds  then
parsing resumes after the #end directive.

There may be any number of #case or #range directives in any order you  want.
If a segment evaluates true but no #break is specified, the parsing will fall
through to the next #case or #range and will continue until a #break ,  #else
or #end . Hitting a #break while  parsing  a  successful  section  causes  an
immediate jump to the #end without processing subsequent sections, even if  a
subsequent condition would also have been satisfied.

7.2.5.5          WHILE Directive

The #while directive is a  looping  feature  that  makes  it  easy  to  place
multiple objects in a pattern or other uses. The #while directive is followed
by a float expression that evaluates to a boolean value. A value  of  0.0  is
false and any non-zero value is true. Note that  extremely  small  values  of
about 1e-10 are considered zero in case of round off errors. The  parentheses
around the  expression  are  required.  If  the  condition  is  true  parsing
continues normally until an #end directive is reached. At  the  end,  POV-Ray
loops back to the #while directive and the condition is re-evaluated. Looping
continues until the condition fails. When it fails, parsing  continues  after
the #end directive. For example:

  #declare Count=0
  #while (Count < 5)
    object{MyObject translate x*3*Count}
    #declare Count=Count+1
  #end


This example places five copies of MyObject in a row spaced three units apart
in the x-direction.

7.2.6            User Message Directives

With the addition of conditional and loop directives,  the  POV-Ray  language
has the potential to be more like an actual programming language. This  means
that it will be necessary to have some way to  see  what  is  going  on  when
trying to debug loops and conditionals. To fulfill this need  we  have  added
the ability to print text messages to the screen. You have a choice  of  five
different text streams to use including the ability to generate a fatal error
if you find it necessary. Limited formatting is available for strings  output
by this method.

7.2.6.1          Text Message Streams

The syntax for a text message is any of the following:

  #debug      STRING
  #error      STRING
  #error      STRING
  #render     STRING
  #statistics STRING
  #warning    STRING


Where STRING is any valid string of  text  including  string  identifiers  or
functions which return strings. For example:

  #switch (clock*360)
    #range (0,180)
      #render "Clock in 0 to 180 range\n"
    #break

    #range (180,360)
      #render "Clock in 180 to 360 range\n"
    #break

    #else
      #warning "Clock outside expected range\n"
      #warning concat("Value is:",str(clock*360,5,0),"\n")
  #end


There are seven distinct text streams that POV-Ray uses for output.  You  may
output only to five of them. On some versions  of  POV-Ray,  each  stream  is
designated by a particular color.  Text  from  these  streams  are  displayed
whenever it is appropriate so there is often an intermixing of the text.  The
distinction is only important if you choose to turn some of the  streams  off
or to direct some of the streams to text files. On some systems  you  may  be
able to review the streams separately in their own  scroll-back  buffer.  See
"Console Text Output" for details on re-directing the streams to a text file.


Here is a description of how POV-Ray uses each stream. You may use  them  for
whatever purpose you want except note that use of the #error stream causes  a
fatal error after the text is displayed.

DEBUG: This stream displays debugging messages. It was primarily designed for
developers but this and other streams may also be used by the user to display
messages from within their scene files. FATAL:  This  stream  displays  fatal
error messages. After displaying this text, POV-Ray will terminate. When  the
error is a scene parsing error, you may be shown several lines of scene  text
that leads up to the error. RENDER: This stream  displays  information  about
what options you have specified to render the scene. It includes feedback  on
all of the major options such as scene name, resolution, animation  settings,
anti-aliasing and others. STATISTICS: This stream displays statistics after a
frame is rendered. It includes information about the number of  rays  traced,
the length of time of the processing and  other  information.  WARNING:  This
stream displays warning messages during the parsing of scene files and  other
warnings. Despite the warning, POV-Ray can continue to render the scene.


7.2.6.2          Text Formatting

Some  escape  sequences  are  available  to  include  non-printing   control
characters in your text. These sequences are similar to those used in  string
literals in the C programming language. Note that  these  control  characters
only apply in text message directives. They are  not  implemented  for  other
string usage in POV-Ray such as text objects or file names. Depending on what
platform you are using, they may not be fully supported for  console  output.
However they will appear in any text file if you  re-direct  a  stream  to  a
file. The sequences are:

  "\a" Bell or alarm, 0x07
  "\b" Backspace, 0x08
  "\f" Form feed, 0x0C
  "\n" New line (line feed) 0x0A
  "\r" Carriage return 0x0D
  "\t" Horizontal tab 0x09
  "\v" Vertical tab 0x0B
  "\0" Null 0x00
  "\\" Backslash 0x5C
  "\'" Single quote 0x27
  "\"" Double quote 0x22


For example:

  #debug "This is one line.\nBut this is another"


7.3              POV-Ray Coordinate System

Objects, lights and the camera are positioned using a typical  3D  coordinate
system. The usual coordinate system  for  POV-Ray  has  the  positive  y-axis
pointing up, the positive x-axis pointing  to  the  right  and  the  positive
z-axis pointing into the screen. The negative values of the  axes  point  the
other direction as shown in the images in  section  "Understanding  POV-Ray's
Coordinate System" .

Locations within that coordinate system are  usually  specified  by  a  three
component vector. The three values correspond to the x, y  and  z  directions
respectively. For example, the vector \langle 1,2,3> means the  point  that's
one unit to the right, two units up and three units in front of the center of
the universe at <0,0,0>.

Vectors are not always points though. They can also refer  to  an  amount  to
size, move or rotate a scene element or to modify the texture pattern applied
to an object.

The supported transformations are rotate , scale and  translate  .  They  are
used to turn, size and translate  an  object  or  texture.  A  transformation
matrix may also be used to specify complex transformations directly.

7.3.1            Transformations

The supported transformations are rotate, scale and translate. They are  used
to turn, size and translate an object or texture.

  rotate <VECTOR>
  scale <VECTOR>
  translate <VECTOR>


7.3.1.1          Translate

An object or texture pattern may be moved by adding a translate parameter. It
consists of the keyword translate followed by a vector expression. The  terms
of the vector specify the number of units to move in each of the x, y  and  z
directions. Translate moves the element relative to  it's  current  position.
For example

  sphere { <10, 10, 10>, 1
    pigment { Green }
    translate <-5, 2, 1>
  }


will move the sphere from <10,10,10> to \langle 5,12,11>. It does not move it
to the absolute location <-5,2,1>. Translating by zero will leave the element
unchanged on that axis. For example:

  sphere { <10, 10, 10>, 1
    pigment { Green }
    translate 3*x // evaluates to <3,0,0> so move 3 units
                  // in the x direction and none along y or z
  }


7.3.1.2          Scale

You may change the size of an object or texture pattern  by  adding  a  scale
parameter. It consists of the keyword scale followed by a vector  expression.
The 3 terms of the vector specify the amount of scaling in each of the  x,  y
and z directions.

Scale is used to stretch or squish an element. Values larger than one stretch
the element on that axis while values smaller than one are used to squish it.
Scale is relative to the current  element  size.  If  the  element  has  been
previously re-sized using scale then scale will  size  relative  to  the  new
size. Multiple scale values may used.

For example

  sphere { <0,0,0>, 1
    scale <2,1,0.5>
  }


will stretch and smash the sphere into an ellipsoid shape that is  twice  the
original size along the x-direction, remains the same size in the y-direction
and is half the original size in the z-direction.

If a lone float expression is specified it is promoted to a  three  component
vector whose terms are all the same. Thus the item is uniformly scaled by the
same amount in all directions. For example:

  object {
    MyObject
    scale 5 // Evaluates as <5,5,5> so uniformly scale
            // by 5 in every direction.
  }


7.3.1.3          Rotate

You may change the orientation of an object or texture pattern  by  adding  a
rotate parameter. It consists of the keyword  rotate  followed  by  a  vector
expression. The three terms of the vector specify the number  of  degrees  to
rotate about each of the x-, y- and z-axes.

Note that the order of the rotations does matter. Rotations occur  about  the
x-axis first, then the y-axis, then the z-axis. If you are not sure  if  this
is what you want then you should only rotate on one  axis  at  a  time  using
multiple rotation statements to get a correct rotation. As in

  rotate <0, 30, 0>  // 30 degrees around Y axis then,
  rotate <-20, 0, 0> // -20 degrees around X axis then,
  rotate <0, 0, 10>  // 10 degrees around Z axis.


Rotation is always performed relative to the axis. Thus if an object is  some
distance from the axis of rotation it will not only rotate but it will  orbit
about the axis as though it was swinging around on an invisible string.

To work out the rotation directions you  must  perform  the  famous  Computer
Graphics  Aerobics  exercise  as  explained  in  the  section  "Understanding
POV-Ray's Coordinate System" .

7.3.1.4          Matrix Keyword

The matrix keyword can be  used  to  explicitly  specify  the  transformation
matrix to be used for objects or textures. Its syntax is:

  matrix < m00, m01, m02,
           m10, m11, m12,
           m20, m21, m22,
           m30, m31, m32 >
%%% PHS-ONLY %%% %%% Where m00 through m32 are float expressions that specify
%%% the elements of a 4*4 matrix with the fourth column implicitly %%% set to
<0,0,0,1>. A point P, P=<px, py, %%% pz>, is transformed into Q,  Q=<qx,  qy,
qz> by %%% %%% %%%   qx = M00 * px + M10 * py + M20 * pz + M30
%%%   qy = M01 * px + M11 * py + M21 * pz + M31
%%%   qz = M02 * px + M12 * py + M22 * pz + M32
%%% %%% END

Normally you won't use the matrix keyword because it's less descriptive  than
the transformation commands and harder to visualize. There is an intersecting
aspect of the matrix command though. It allows  more  general  transformation
like shearing. The following matrix causes an object to be sheared along  the
y-axis.

  object {
    MyObject
    matrix < 1, 1, 0,
             0, 1, 0,
             0, 0, 1,
             0, 0, 0 >
  }


7.3.2            Transformation Order

Because rotations are always relative to the axis and scaling is relative  to
the origin, you will generally want to create an object  at  the  origin  and
scale and rotate it  first.  Then  you  may  translate  it  into  its  proper
position. It is a common mistake to carefully position an object and then  to
decide to rotate it because a rotation of an object causes it to orbit  about
the axis, the position of the object may change so much that it orbits out of
the field of view of the camera!

Similarly scaling after translation also moves an object unexpectedly. If you
scale after you translate the scale will multiply the translate  amount.  For
example

  translate <5, 6, 7>
  scale 4


will translate to <20,24,28> instead  of  \langle  5,6,7>.  Be  careful  when
transforming to get the order correct for your purposes.

7.3.3            Transform Identifiers

At times it is useful to combine together several transformations  and  apply
them in multiple places. A transform identifier may be used for this purpose.
Transform identifiers are declared as follows:

  #declare IDENT = transform { TRANSFORMATION... }


Where IDENT is the identifier to be declared and  TRANSFORMATION  is  one  or
more translate , rotate , scale or  matrix  specifications  or  a  previously
declared transform identifier. A  transform  identifier  is  invoked  by  the
transform keyword without any brackets as shown here:

  object {
    MyObject           // Get a copy of MyObject
    transform MyTrans  // Apply the transformation
    translate -x*5     // Then move it 5 units left
  }
  object {
    MyObject           // Get another copy of MyObject
    transform MyTrans  // Apply the same transformation
    translate -x*5     // Then move this one 5 units right
  }


On extremely complex CSG objects with lots of  components  it  may  speed  up
parsing if you apply a declared transformation  rather  than  the  individual
translate , rotate  ,  scale  or  matrix  specifications.  The  transform  is
attached just once to each component. Applying each  individual  translate  ,
rotate , scale or matrix specifications takes long. This only affects parsing
- rendering works the same either way.

7.3.4            Transforming Textures and Objects

When an object is transformed all textures attached to  the  object  at  that
time are transformed as well. This means that  if  you  have  a  translate  ,
rotate , scale or matrix in an object before a texture the texture  will  not
be transformed. If the transformation is after the texture then  the  texture
will be transformed with the object. If  the  transformation  is  inside  the
texture {... } statement then only the texture is affected. The shape remains
the same. For example:

  sphere { 0, 1
    texture { Jade }  // texture identifier from TEXTURES.INC
    scale 3           // this scale affects both the
                      // shape and texture
  }

  sphere { 0, 1
    scale 3           // this scale affects the shape only
    texture { Jade }
  }

  sphere { 0, 1
    texture {
      Jade
      scale 3         // this scale affects the texture only
    }
  }


Transformations may also be independently applied  to  pigment  patterns  and
surface normal patterns. Note that scaling a normal pattern affects only  the
width and spacing. It does not affect the apparent height  or  depth  of  the
bumps. For example:

  box { <0, 0, 0>, <1, 1, 1>
    texture {
      pigment {
        checker Red, White
        scale 0.25 // This affects only the color pattern
      }
      normal {
        bumps 0.3  // This specifies apparent height of bumps
        scale 0.2  // Scales diameter and space between bumps
                   // but not the height. Has no effect on
                   // color pattern.
      }
      rotate y*45  // This affects the entire texture but
    }              // not the object.
  }


7.4              Camera

The camera definition describes the position, projection type and  properties
of the camera viewing the scene. Its syntax is:

  camera {
    [ perspective | orthographic | fisheye |
      ultra_wide_angle | omnimax | panoramic |
      cylinder FLOAT ]
    location <VECTOR>
    look_at <VECTOR>
    right <VECTOR>
    up <VECTOR>
    direction <VECTOR>
    sky <VECTOR>
    right <VECTOR>
    angle FLOAT
    blur_samples FLOAT
    aperture FLOAT
    focal_point <VECTOR>
    normal { NORMAL }
  }


Depending on the projection type some of the parameters  are  required,  some
are optional and some aren't  used.  If  no  projection  type  is  given  the
perspective camera will be used (pinhole camera). If no camera is specified a
default camera is used.

Regardless of the projection type all cameras use the location  ,  look_at  ,
right , up , direction  and  sky  keywords  to  determine  the  location  and
orientation of the camera. Their meaning differs  with  the  projection  type
used. A more detailed explanation of the camera placement follows later.

7.4.1            Type of Projection

The following list explains the different projection types that can  be  used
with the camera. The most common types are the perspective  and  orthographic
projections.

Perspective  projection:  This  projection  represents  the  classic  pinhole
camera. The (horizontal) viewing angle is  either  determined  by  the  ratio
between the length of the direction vector and the length of the right vector
or by the optional keyword angle, which is the  preferred  way.  The  viewing
angle has to be larger than 0 degrees and smaller than 180 degrees.  See  the
figure below for the geometry of  the  perspective  camera.  The  perspective
camera.

Orthographic projection: This projection uses parallel camera rays to  create
an image of the scene. The size of the image is determined by the lengths  of
the right and up vectors. If you add the orthographic keyword after all other
parameters of a perspective camera you'll get an orthographic view  with  the
same image area, i.e. the size of the image is the same.  In  this  case  you
needn't specify the lengths of the right and up  vector  because  they'll  be
calculated automatically. You should be aware though that the  visible  parts
of the scene change when switching from perspective to orthographic view.  As
long as all objects of interest are near  the  look_at  location  they'll  be
still visible if the orthographic camera is used. Objects farer away may  get
out of view while nearer objects will stay in view. Fisheye projection:  This
is a spherical projection. The  viewing  angle  is  specified  by  the  angle
keyword. An angle of 180 degrees creates  the  "standard"  fisheye  while  an
angle of 360 degrees creates a  super-fisheye  ("I-see-everything-view").  If
you use this projection you should get a circular image. If  this  isn't  the
case, i.e. you get an elliptical image, you  should  read  "Aspect  Ratio"  .
Ultra wide angle projection: This  projection  is  somewhat  similar  to  the
fisheye but it projects the image onto a rectangle instead of a  circle.  The
viewing angle can be specified using the angle keyword.  Omnimax  projection:
The omnimax projection is a 180 degrees fisheye that has  a  reduced  viewing
angle in the vertical direction. In reality this projection is used  to  make
movies that can be viewed in the dome-like Omnimax theaters. The  image  will
look somewhat elliptical. The angle keyword isn't used with this  projection.
Panoramic projection: This projection is called "cylindrical  equirectangular
projection".  It  overcomes  the  degeneration  problem  of  the  perspective
projection if the viewing angle approaches 180 degrees. It  uses  a  type  of
cylindrical projection to be able to  use  viewing  angles  larger  than  180
degrees with a tolerable lateral-stretching distortion. The angle keyword  is
used to determine the  viewing  angle.  Cylindrical  projection:  Using  this
projection the scene is projected onto a cylinder. There are  four  different
types of cylindrical projections depending on the orientation of the cylinder
and the position of the viewpoint. The viewing angle and the length of the up
or right vector determine the dimensions of the camera and the visible image.
Th1 vertical cylinder, fixed viewpoint ber. The types are:
  2 horizontal cylinder, fixed viewpoint
  3 vertical cylinder, viewpoint moves along the cylinder's axis
  4 horizontal cylinder, viewpoint moves along the cylinder's axis


If the perspective camera is used the angle  keyword  overrides  the  viewing
angle specified by the direction keyword and vice versa. Each time  angle  is
used the length of the direction vector is adjusted to fit  the  new  viewing
angle.

There is no limitation to  the  viewing  angle  except  for  the  perspective
projection. If you choose viewing angles larger than 360 degrees  you'll  see
repeated images of the scene (the way the repetition takes place  depends  on
the camera). This might be useful for special effects.

You should note that the vista buffer can only be used with  the  perspective
and orthographic camera.

7.4.2            Focal Blur

Simulates focal depth-of-field by shooting  a  number  of  sample  rays  from
jittered points within each pixel and averaging the results.

The aperture setting determines  the  depth  of  the  sharpness  zone.  Large
apertures give a lot of blurring, while narrow apertures  will  give  a  wide
zone of sharpness. Note that, while this behaves as a real camera  does,  the
values for aperture are purely arbitrary and are not related to f-stops.

The center of the zone of sharpness is the focal_point  vector  (the  default
focal_point is <0,0,0>).

The blur_samples value controls the maximum number of rays to  use  for  each
pixel. More rays give a smoother appearance but is slower, although  this  is
controlled somewhat by an adaptive mechanism that stops shooting rays when  a
certain degree of confidence has been reached that shooting more  rays  would
not result in a significant change.

The confidence and variance  keywords  control  the  adaptive  function.  The
confidence value is used to determine when  the  samples  seem  to  be  close
enough to the correct color.  The  variance  value  specifies  an  acceptable
tolerance on the variance of the samples taken so far. In  other  words,  the
process of shooting sample rays is terminated when the estimated color  value
is very likely (as controlled by the confidence probability)  near  the  real
color value.

Since the confidence is a probability its values can range from 0 to  1  (the
default is 0.9, i. e. 90%). The value for the variance should be in the range
of the smallest displayable color difference (the default is 1/128).

Larger confidence values will lead to more samples, slower traces and  better
images. The same holds for smaller variance thresholds.

By default no focal blur is used, i. e. the default aperture  is  0  and  the
default number of samples is 0.

7.4.3            Camera Ray Perturbation

The optional keyword normal may be used to assign a  normal  pattern  to  the
camera. All camera rays will be perturbed using this pattern. This  lets  you
create special effects. See the animated scene camera2.pov for an example.

7.4.4            Placing the Camera

In the  following  sections  the  placing  of  the  camera  will  be  further
explained.

7.4.4.1          Location and Look_At

Under many circumstances just two vectors in the camera statement are all you
need to position the camera: location and look_at . For example:

  camera {
    location <3,5,-10>
    look_at  <0,2,1>
  }


The location is simply the x, y, z coordinates of the camera. The camera  can
be located anywhere in the ray-tracing universe. The default location is  <0,
0, 0>. The look_at vector tells POV-Ray to pan and tilt the camera  until  it
is looking at the specified x, y, z coordinates. By default the camera  looks
at a point one unit in the z-direction from the location.

The look_at specification should almost always be the last item in the camera
statement. If other camera items are placed after the look_at vector then the
camera may not continue to look at the specified point.

7.4.4.2          The Sky Vector

Normally POV-Ray pans left or right by rotating about  the  y-axis  until  it
lines up with the look_at point and then tilts straight up or down until  the
point is met exactly. However you may want to slant the camera sideways  like
an airplane making a banked turn. You may change the tilt of the camera using
the sky vector. For example:

  camera {
    location <3,5,-10>
    sky      <1,1,0>
    look_at  <0,2,1>
  }


This tells POV-Ray to roll the camera until the top of the camera is in  line
with the sky vector. Imagine that the sky vector is an antenna  pointing  out
of the top of the camera. Then it uses the sky vector as the axis of rotation
left or right and then to tilt up or down in line with  the  sky  vector.  In
effect you're telling POV-Ray to assume that the sky isn't straight up.  Note
that the sky vector must appear before the look_at vector.

The sky vector does nothing on its own. It only modifies the way the  look_at
vector turns the camera. The default value for sky is <0, 1, 0>.

7.4.4.3          The Direction Vector

The direction vector tells POV-Ray the initial direction to point the  camera
before moving it with look_at or rotate vectors (the default is direction <0,
0, 1> ). It may also be used to control the (horizontal) field of  view  with
some types of projection. This should be done using the easier to  use  angle
keyword though.

If you are using the ultra wide angle, panoramic  or  cylindrical  projection
you should use a unit length direction vector to avoid strange results.

The length of the direction vector doesn't matter if  one  of  the  following
projection types is used: orthographic, fisheye or omnimax.

7.4.4.4          Angle

The angle keyword specifies the (horizontal) viewing angle in degress of  the
camera used. Even though it is  possible  to  use  the  direction  vector  to
determine the viewing angle for the perspective camera it is much  easier  to
use the angle keyword.

The necessary calculations to convert  from  one  method  to  the  other  are
described below. These calculations are used to determine the length  of  the
direction vector whenever the angle keyword is encountered.

The viewing angle is converted to a direction vector length  and  vice  versa
using the formula The viewing angle is given by the formula

  angle = 2 * arctan(0.5 * right_length / direction_length)


where right_length and direction_length are the  lengths  of  the  right  and
direction vector respectively and arctan is the inverse tangens function.

From this the length of the direction vector can be calculated  for  a  given
viewing angle and right vector.

From this the length of the direction vector can be calculated  for  a  given
viewing angle and right vector.   direction_length = 0.5 * right_length / tan


7.4.4.5          Up and Right Vectors

The direction of the up  and  right  vectors  (together  with  the  direction
vector) determine the orientation of the camera in the scene.  They  are  set
implicitly by their default values of

  right 4/3*x
  up y


or the look_at parameter (in combination with location) . The  directions  of
an explicitly specified right  and  up  vector  will  be  overridden  by  any
following look_at parameter.

While some camera types ignore the length of these vectors others use  it  to
extract valuable information about the camera settings.  The  following  list
will explain the meaning of the right and up vector  for  each  camera  type.
Since the direction the vectors is always used to describe the orientation of
the camera it will not be explained again.

Perspective projection: The lengths of the up and right vectors are  used  to
set the size of the viewing window and  the  aspect  ratio  as  described  in
detail in section "Aspect Ratio" . Since the field of  view  depends  on  the
length of the direction vector  (implicitly  set  by  the  angle  keyword  or
explicitly set by the direction keyword) and the lengths of the right and  up
vectors you should carefully choose them in order to get the desired results.
Orthographic projection: The lengths of the right and up vector set the  size
of the viewing window regardless of the direction vector length, which is not
used by the orthographic camera. Again the relation of the lengths is used to
set the aspect ratio. Fisheye projection: The right and up vectors  are  used
to set the aspect ratio. Ultra  wide  angle  projection:  The  up  and  right
vectors work in  a  similar  way  as  for  the  perspective  camera.  Omnimax
projection: The omnimax projection is  a  180  degrees  fisheye  that  has  a
reduced viewing angle in the vertical direction. In reality  this  projection
is used to make movies that can be viewed in the dome-like Omnimax  theaters.
The image will look somewhat elliptical. The angle keyword  isn't  used  with
this projection. Panoramic projection: The up and right  vectors  work  in  a
similar way  as  for  the  perspective  camera.  Cylindrical  projection:  In
cylinder type 1 and 3 the axis of the cylinder lies along the up  vector  and
the width is determined by the length of right vector or it may be overridden
with the angle vector. In type 3 the up vector determines how many units high
the image is. For example if you have up 4*y on a camera at the origin.  Only
points from y=2 to y=-2 are visible. All viewing rays  are  perpendicular  to
the y-axis. For type 2 and 4, the  cylinder  lies  along  the  right  vector.
Viewing rays for type 4 are perpendicular to the right vector.

Note  that  the  up,  right  and  direction  vectors  should  always  remain
perpendicular to each other or the image will be distorted. If  this  is  not
the case a warning message will be printed. The vista buffer  will  not  work
for non-perpendicular camera vectors.

7.4.4.5.1        Aspect Ratio

Together the right and up vectors define the aspect ratio  (height  to  width
ratio) of the resulting image. The default values up <0, 1, 0rangle and right
<1.33, 0, 0> result in an aspect ratio of 4 to 3. This is the aspect ratio of
a typical computer monitor. If you wanted a tall skinny image or a short wide
panoramic image or a perfectly square image you  should  adjust  the  up  and
right vectors to the appropriate proportions.

Most computer video modes and graphics printers use perfectly square  pixels.
For example Macintosh displays and  IBM  S-VGA  modes  640x480,  800x600  and
1024x768 all use square pixels. When your intended viewing method uses square
pixels then the width and height you set with the +W and +H  switches  should
also have the same ratio as the right and up vectors. Note that 640/480 = 4/3
so the ratio is proper for this square pixel mode.

Not all display modes use square pixels however. For  example  IBM  VGA  mode
320x200 and Amiga 320x400 modes do not use square  pixels.  These  two  modes
still produce a 4/3 aspect ratio  image.  Therefore  images  intended  to  be
viewed on such hardware should still use 4/3 ratio  on  their  up  and  right
vectors but the +W and +H settings will not be 4/3.

For example:

  camera {
    location <3,5,-10>
    up       <0,1,0>
    right    <1,0,0>
    look_at  <0,2,1>
  }


This specifies a perfectly square image. On a square pixel display like  SVGA
you would use +W and +H settings such as +W 480 +H 480  or  +W  600  +H  600.
However on the non-square pixel Amiga 320x400 mode  you  would  want  to  use
values of +W 240 +H 400 to render a square image.

7.4.4.5.2        Handedness

The right vector also describes the direction to the right of the camera.  It
tells POV-Ray where the right side of your screen is. The sign of  the  right
vector can be used to determine the handedness of the  coordinate  system  in
use. The default right statement is:

  right <1.33, 0, 0>


This means that the +x-direction is to the right. It is called a  left-handed
system because you can use your left hand to keep track of the axes. Hold out
your left hand with your palm facing to your  right.  Stick  your  thumb  up.
Point straight ahead with your index finger. Point your other fingers to  the
right. Your bent fingers are pointing to the  +x-direction.  Your  thumb  now
points into +y-direction. Your index finger points into the +z-direction.

To use a right-handed coordinate system, as is popular in some  CAD  programs
and other ray-tracers, make the same shape using your right hand. Your  thumb
still points up in the  +y-direction  and  your  index  finger  still  points
forward in the +z-direction but your other fingers now say  the  +x-direction
is to the left. That means that the right side of your screen is now  in  the
-x-direction. To tell POV-Ray to act like this this you can use a negative  x
value in the right vector like this:

  right <-1.33, 0, 0>


Since x increasing to the left doesn't make much sense on a 2D screen you now
rotate the whole thing 180 degrees around by using a positive z value in your
camera's location. You end up with something like this.

  camera {
    location <0,0,10>
    up       <0,1,0>
    right    <-1.33,0,0>
    look_at  <0,0,0>
  }


Now when you do your ray-tracer's  aerobics,  as  explained  in  the  section
"Understanding POV-Ray's Coordinate System" , you  use  your  right  hand  to
determine the direction of rotations.

In a two dimensional grid, x is always to the right and  y  is  up.  The  two
versions of handedness arise from the question of whether z points  into  the
screen or out of it and which axis in your computer model relates  to  up  in
the real world.

Architectural  CAD  systems,  like  AutoCAD,  tend  to  use  the  God's  Eye
orientation that the z-axis is the elevation and is the model's up direction.
This approach makes sense if  you're  an  architect  looking  at  a  building
blueprint on a computer screen. z means up, and  it  increases  towards  you,
with x and y still across and up the screen. This is the basic  right  handed
system.

Stand alone rendering systems, like  POV-Ray,  tend  to  consider  you  as  a
participant. You're looking at the screen  as  if  you  were  a  photographer
standing in the scene. Up in the model is now y, the same as up in  the  real
world and x is still to the right, so z must be depth, which  increases  away
from you into the screen. This is the basic left handed system.

7.4.4.6          Transforming the Camera

The translate and rotate commands can  re-position  the  camera  once  you've
defined it. For example:

  camera {
    location  < 0,  0,  0>
    direction < 0,  0,  1>
    up        < 0,  1,  0>
    right     < 1,  0,  0>
    rotate    <30, 60, 30>
    translate < 5,  3,  4>
  }


In this example, the camera is created, then rotated by 30 degrees about  the
x-axis, 60 degrees about the y-axis and 30 degrees  about  the  z-axis,  then
translated to another point in space.

7.4.5            Camera Identifiers

You may declare several camera identifiers if you wish. This makes it easy to
quickly change cameras. For example:

  #declare Long_Lens =
    camera {
      location -z*100
      angle 3
    }

  #declare Short_Lens =
    camera {
      location -z*50
      angle 15
    }

  camera {
    Long_Lens    // edit this line to change lenses
    look_at Here
  }


7.5              Objects

Objects are the building blocks of your scene. There are a lot  of  different
types of objects supported by POV-Ray: finite solid primitives, finite  patch
primitives,  infinite  solid  polynomial  primitives  and   light   sources.
Constructive Solid Geometry (CSG) is also supported.

The basic syntax of an object is a keyword describing its type, some  floats,
vectors or other parameters which further define its  location  and/or  shape
and some optional object modifiers such as texture, pigment, normal,  finish,
bounding, clipping or transformations.

The texture describes what  the  object  looks  like,  i.  e.  its  material.
Textures are combinations of pigments, normals, finishes and  halos.  Pigment
is the color or pattern of colors inherent  in  the  material.  Normal  is  a
method of simulating various patterns of bumps, dents, ripples  or  waves  by
modifying the surface normal vector.  Finish  describes  the  reflective  and
refractive properties of a  material.  The  halo  is  used  to  describe  the
interior of the object.

Bounding shapes are finite, invisible shapes which wrap around complex,  slow
rendering shapes in order to speed up rendering  time.  Clipping  shapes  are
used to cut away parts of shapes to expose a hollow interior. Transformations
tell the ray-tracer how to move, size or rotate the shape and/or the  texture
in the scene.

7.5.1            Empty and Solid Objects

It is very important that you know the basic concept behind empty  and  solid
objects  in  POV-Ray  to  fully  understand  how  features  like  halos  and
translucency are used.

Objects in POV-Ray  can  either  be  solid,  empty  or  filled  with  (small)
particles.

A solid object is made from the material specified by its pigment and  finish
statements (and to some degree its normal statement). By default all  objects
are assumed to be solid. If you assign a stone texture to a sphere you'll get
a ball made completely of stone. It's like you had cut this ball from a block
of stone. A glass ball is a massive sphere made of glass.

You should be aware that solid objects are conceptual things. If  you  e.  g.
clip away parts of the sphere you'll see that the  sphere  is  empty,  i.  e.
you'll clearly see that the interior is empty and it just  has  a  very  thin
surface.

This is not contrary to the concept of a solid object used in POV-Ray. It  is
assumed that all space inside the sphere is covered by the sphere's material.
Thus there is no room for any other particles  like  those  used  by  fog  or
halos.

Empty objects are created by adding the hollow keyword (see "Hollow" ) to the
object statement. An empty (or hollow) object is assumed to be made of a very
thin surface which is of the material specified by the  pigment,  finish  and
normal statements. The object's interior is empty, i. e. it normally contains
air molecules.

An empty object can be filled with particles by adding fog or  atmosphere  to
the scene or by adding a  halo  to  the  object.  It  is  very  important  to
understand that in order to fill an object with  any  kind  of  particles  it
first has to be made hollow.

7.5.1.1          Halo Pitfall

There is a piftall in the current empty/solid object implementation that  you
have to be aware of.

In order to be able to put solid objects inside a halo (this also  holds  for
fog and atmosphere) a test has to be made for every ray that  passes  through
the halo. If this ray travels through a solid object the  halo  will  not  be
calculated. This is what anyone will expect.

The problem arises when the camera ray is inside any  non-hollow  object.  In
this case the ray is already travelling through a solid object  and  even  if
the halo's container object is hit and it is hollow, the  halo  will  not  be
calculated. There is no way of telling between these two cases.

POV-Ray has to determine wether the camera is  inside  any  object  prior  to
tracing a camera ray in order to be able to correctly render halos  when  the
camera is inside the container object. There's no way around doing this.

The solution to this problem (that will often happen  with  infinite  objects
like planes) is to make those objects hollow too. Thus the  ray  will  travel
through a hollow object, will hit the container object and the halo  will  be
calculated.


7.5.1.2          Refraction Pitfall

There is a pitfall in the way  refractive  (and  non-refractive  translucent)
objects are handled.

Imagine you want to create an object  that's  partially  made  of  glass  and
stone. You'd use something like the following merge because you don't want to
see any inside surfaces.

  merge {
    sphere { <-1,0,0>, 2 texture { Stone } }
    sphere { <+1,0,0>, 2 texture { Glass } }
  }


What's wrong with this, you may ask? The problem is that there is no  way  of
telling what the interior of the actual object will look like. This is not  a
problem of POV-Ray, it's a general problem. You can't define the interior  of
any object in a surface based model. You would have to create some  (complex)
rules to decide what the interior will look like. Is it made of stone? Is  it
made of glass? Is it made of some bizarre mixture between glass and stone? Is
it half stone and half glass? Where is the boundary between the two materials
and what does it look like?

You will not be able to answer any of the above questions by just looking  at
the above object. You need more informations.

If you wanted to create an object made half of stone and half  of  glass  you
would have used the following statements.

  union {
    intersection {
      sphere { <-1,0,0>, 2 }
      plane { x, 0 }
      texture { Stone }
    }
    intersection {
      sphere { <+1,0,0>, 2 }
      plane { x, 0 inverse }
      texture { Glass }
    }
  }


This example is correct because there is one object made only  of  stone  and
one made only of glass.

You should never use objects whose interior is not well defined, i. e.  there
must not be different textures for the  object  having  different  refractive
(and translucent) properties. You should be aware that this  holds  only  for
the lowest layer if you use layered textures.


7.5.2            Finite Solid Primitives

There are twelve different solid finite primitive shapes:  blob,  box,  cone,
cylinder, fractal, height field, lathe, sphere,  superellipsoid,  surface  of
revolution, text object and torus. These have a well-defined inside  and  can
be used in CSG (see section "Constructive Solid Geometry" ). They are  finite
and respond to automatic bounding. As with all shapes they can be translated,
rotated and scaled.

7.5.2.1          Blob

Blobs are an interesting and flexible object type.  Mathematically  they  are
iso-surfaces of scalar fields, i. e. their surface is defined by the strength
of the field in each point. If this strength is equal to  a  threshold  value
you're on the surface otherwise you're not.

Picture each blob component as an object floating in space.  This  object  is
filled with a field that has its maximum at the  center  of  the  object  and
drops off to zero at the object's surface. The field strength  of  all  those
components are added together to form the field  of  the  blob.  Now  POV-Ray
looks for points where this field has a given value, the threshold value. All
these points form the surface of the blob object. Points with a greater field
value than the threshold value are considered to be inside while points  with
a smaller field value are outside.

There's another, simpler way of looking at blobs. They can be seen as a union
of flexible components that attract or repel each  other  to  form  a  blobby
organic looking shape. The components' surfaces actually stretch out smoothly
and connect as if they were made of honey or something like that.

A blob is made up of spherical and cylindrical components and is  defined  as
follows:

  blob {
    threshold THRESHOLD_VALUE
    cylinder { <END1>, <END2>, RADIUS, [ strength ] STRENGTH }
    sphere { <CENTER>, RADIUS, [ strength ] STRENGTH }
    [ component STRENGTH, RADIUS, <CENTER> ]
    [ hierarchy FLAG ]
    [ sturm ]
  }


The threshold keyword determines the total field strength value that  POV-Ray
is looking for. By following the ray out into space and looking at  how  each
blob component affects the ray, POV-Ray will find the points in  space  where
the field strength is equal to the threshold value. The following list  shows
some things you should know about the threshold value.

  1) The threshold value must be positive.
  2) A component disappears if  the  threshold  value  is  greater  than  its
     strength.
  3) As the threshold value gets larger the surface you see  gets  closer  to
     the centers of the components.
  4) As the threshold value gets smaller, the surface you see gets closer  to
     the surface of the components.


Cylindrical components  are  specified  by  the  keyword  cylinder  giving  a
cylinder formed by the base <END1>, the  apex  <END2>  and  the  radius.  The
cylinder has hemispherical caps at the base and  apex.  Spherical  components
are specified by the keyword sphere forming a sphere  at  <CENTER>  with  the
given radius. Each component can be individually translated, rotated,  scaled
and  textured.  The  complete  syntax  for  the  cylindrical  and  spherical
components is:

  sphere { <CENTER>, RADIUS, [strength] STRENGTH
    [ translate <VECTOR> ]
    [ rotate <VECTOR> ]
    [ scale <VECTOR> ]
    TEXTURE_MODIFIERS
  }

  cylinder { <END1>, <END2>, RADIUS, [strength] STRENGTH
    [ translate <VECTOR> ]
    [ rotate <VECTOR> ]
    [ scale <VECTOR> ]
    TEXTURE_MODIFIERS
  }


By  unevenly  scaling  a  spherical  component  you  can  create  ellipsoidal
components. The component keyword gives a spherical  component  and  is  only
used for compatibility with earlier POV-Ray versions.

The strength parameter is a float value specifying the field strength at  the
center of the object. The strength may be positive or  negative.  A  positive
value will make that component attract  other  components  while  a  negative
value will make it repel other components. Components in different,  separate
blob shapes do not affect each other.

You should keep the following things in mind.

  1) The strength value may be positive or negative. Zero is a bad value,  as
     the net result is that no field was added - you might just as well  have
     not used this component.
  2) If strength is positive, then POV-Ray will add the component's field  to
     the space around the center of the component. If this adds enough  field
     strength to be greater  than  the  "threshold"  value  you  will  see  a
     surface.
  3) If the strength value  is  negative,  then  POV-Ray  will  subtract  the
     component's field from the space around the  center  of  the  component.
     This will only do something if there happen to  be  positive  components
     nearby. What happens is that the  surface  around  any  nearby  positive
     components  will  be  dented  away  from  the  center  of  the  negative
     component.


The components of each blob object are  internally  bounded  by  a  spherical
bounding hierarchy to speed up blob intersection tests and other  operations.
By using the optional keyword hierarchy you can switch this hierarchy off.

An example of a three component blob is:

  blob {
    threshold 0.6
    sphere { <.75, 0, 0>, 1, 1 }
    sphere { <-.375, .64952, 0>, 1, 1 }
    sphere { <-.375, -.64952, 0>, 1, 1 }
    scale 2
  }


If you have a single blob component then the surface you see will  just  look
like the object used, i. e. a sphere or a cylinder, with  the  surface  being
somewhere inside the surface specified for the component. The  exact  surface
location can be determined from the blob  equation  listed  below  (you  will
probably never need to know this, blobs are more for visual appeal  than  for
exact modeling).

For the more mathematically minded, here's the  formula  used  internally  by
POV-Ray to create blobs. You don't need to understand this to use blobs.  The
formula used for a single blob component is:

  density = strength * (1 - radius^2)^2



This formula has the nice property that it is exactly equal to  the  strength
parameter at the center of the component and drops off  to  exactly  0  at  a
distance from the center of the component that is equal to the radius  value.
The density formula for more than one blob component is just the sum  of  the
individual component densities:

  density = density1 + density2 + ...


The calculations for blobs must be  very  accurate.  If  this  shape  renders
improperly you may add the keyword sturm after  the  last  component  to  use
POV-Ray's slower-yet-more-accurate Sturmian root solver.

7.5.2.2          Box

A simple box can be defined by listing two corners of the box like this:

  box { <CORNER1>, <CORNER2> }


The geometry of a box.

Where <CORNER1> and <CORNER2> are vectors defining the x, y, z coordinates of
the opposite corners of the box.

Note that all boxes are defined with their faces parallel to  the  coordinate
axes. They may later be rotated to any orientation using the rotate  keyword.


Each element of <CORNER1>  should  always  be  less  than  the  corresponding
element in <CORNER2>. If any elements of <CORNER1> are larger than  <CORNER2>
the box will not appear in the scene.

Boxes are calculated efficiently and make good bounding shapes  (if  manually
bounding seems to be necessary).

7.5.2.3          Cone

A finite length cone or a frustum (a cone with the  point  cut  off)  may  be
defined by.

  cone {
    <BASE_POINT>, BASE_RADIUS, <CAP_POINT>, CAP_RADIUS
    [ open ]
  }


The geometry of a cone.

Where <BASE_POINT> and \langle CAP_POINT> are vectors defining the  x,  y,  z
coordinates of the center of the cone's base  and  cap  and  BASE_RADIUS  and
CAP_RADIUS are float values for the corresponding radii.

Normally the ends of a cone are closed by flat planes which are  parallel  to
each other and perpendicular to the length of the cone. Adding  the  optional
keyword open after CAP_RADIUS will remove the  end  caps  and  results  in  a
tapered hollow tube like a megaphone or funnel.

7.5.2.4          Cylinder

A finite length cylinder with parallel end caps may be defined by.

  cylinder {
    <BASE_POINT>, <CAP_POINT>, RADIUS
    [ open ]
  }


The geometry of a cylinder.

Where <BASE_POINT> and \langle CAP_POINT> are vectors defining the  x,  y,  z
coordinates of the cylinder's base and cap and RADIUS is a  float  value  for
the radius.

Normally the ends of a cylinder are closed by flat planes which are  parallel
to each other and perpendicular to the length of  the  cylinder.  Adding  the
optional keyword open after the radius will remove the end caps  and  results
in a hollow tube.

7.5.2.5          Height Field

Height fields are fast, efficient objects that are generally used  to  create
mountains or other raised surfaces out of hundreds of triangles  in  a  mesh.
The height field syntax is:

  height_field {
    FILE_TYPE "FILENAME"
    [ hierarchy BOOL ]
    [ smooth BOOL ]
    [ water_level FLOAT ]
  }


A height field is essentially a one unit wide by one unit long square with  a
mountainous surface on top. The height of the mountain at each point is taken
from the color number or palette index of the pixels in a graphic image file.
The maximum height is one, which corresponds to the maximum possible color or
palette index value in the image file.

        ________  <- image index 255 (or 65535 for 16-bit images)
      /        /|
+1y  -- |
     |        | |
     |        | |+1z <- Image upper-right
     |        | /
0,0,0-- +1x
     ^
     |____ Image lower-left
The size and orientation of an un-scaled height field.

The mesh of triangles corresponds directly to the pixels in the  image  file.
Each square formed by four neighboring pixels is divided into two  triangles.
An image with a resolution of N*M pixels has  (N-1)*(M-1)  squares  that  are
divided into 2*(N-1)\times (M-1) triangles.

The resolution of  the  height  field  is  influenced  by  two  factors:  the
resolution of the image and the resolution of  the  color/index  values.  The
size of the image determines the resolution in  the  x-  and  z-direction.  A
larger image uses more triangles and looks smoother. The  resolution  of  the
color/index value determines the resolution along the y-axis. A height  field
made from an 8 bit image can have 256 different height levels while one  made
from a 16 bit image can have up to 65536 different height  levels.  Thus  the
second height field will look much smoother in the y-direction if the  height
field is created appropriately.

The size/resolution of the image does not  affect  the  size  of  the  height
field. The un-scaled height field size  will  always  be  1\times  1.  Higher
resolution image files will  create  smaller  triangles,  not  larger  height
fields.

There  are  six  or  possibly  seven  types  of  files  which  can  define  a
heightfield, as follows:

  height_field { gif "filename.gif" }
  height_field { pgm "filename.pgm" }
  height_field { png "filename.png" }
  height_field { pot "filename.pot" }
  height_field { ppm "filename.ppm" }
  height_field { sys "filename.???" }
  height_field { tga "filename.tga" }


The image file used to create a height field can be a  GIF,  TGA,  POT,  PNG,
PGM, PPM and possibly a system specific (e. g. Windows BMP or Macintosh Pict)
format file. The GIF, PNG, PGM and possibly system format files are the  only
ones that can be created using a standard paint  program.  Though  there  are
paint programs for creating TGA image files they won't be  of  much  use  for
creating the special 16  bit  TGA  files  used  by  POV-Ray  (see  below  and
"HF_Gray_16" for more details).

In an image file like GIF that uses a color palette the color number  is  the
palette index at a given pixel. Use a paint program to look at the palette of
a GIF image. The first color is palette index zero, the second is index  one,
the third is index two and so on.  The  last  palette  entry  is  index  255.
Portions of the image that use low palette entries will result in lower parts
of the height field. Portions of the image that use  higher  palette  entries
will result in higher parts of the height field.

Height fields created from GIF files  can  only  have  256  different  height
levels because the maximum number of colors in a GIF file is 256.

The color of the palette entry does not affect the height of the pixel. Color
entry 0 could be red, blue, black or orange but the height of any pixel  that
uses color entry 0 will always be 0. Color entry 255  could  be  indigo,  hot
pink, white or sky blue but the height of any pixel that uses color entry 255
will always be 1.

You can create height field GIF images with a  paint  program  or  a  fractal
program like Fractint . You can usually get Fractint from most  of  the  same
sources as POV-Ray.

A POT file is essentially a GIF file with  a  16  bit  palette.  The  maximum
number of colors in a POT file is 65536. This means a POT  height  field  can
have up to 65536 possible height values. This makes it possible to have  much
smoother height fields. Note that the maximum height of the field is still  1
even though more intermediate values are possible.

At the time of this writing the only program that created  POT  files  was  a
freeware IBM-PC program called Fractint  .  POT  files  generated  with  this
fractal program create fantastic landscapes.

The TGA and PPM file formats may be used as  a  storage  device  for  16  bit
numbers rather than an image file. These formats use the red and green  bytes
of each pixel to store the high and low bytes of a height value. These  files
are as  smooth  as  POT  files  but  they  must  be  generated  with  special
custom-made programs. Several programs can create  TGA  heightfields  in  the
format POV uses, such as gforge and Terrain Maker .

PNG format heightfields are usually stored in the form of a  grayscale  image
with black corresponding to lower and white to higher  parts  of  the  height
field. Because PNG files can store up to 16 bits  in  grayscale  images  they
will be as smooth as TGA and PPM images. Since they are grayscale images  you
will be able to view them with a regular  image  viewer.  gforge  can  create
16-bit heightfields in PNG format. Color PNG images will be used in the  same
way as TGA and PPM images.

SYS format is a platform specific file format.  See  your  platform  specific
documentation for details.

An optional water_level parameter may  be  added  after  the  file  name.  It
consists of the keyword water_level followed by a  float  value  telling  the
program to ignore parts of the height field below  that  value.  The  default
value is zero and  legal  values  are  between  zero  and  one.  For  example
water_level .5 tells POV-Ray to only render the top half of the height field.
The other half is below the water and couldn't  be  seen  anyway.  This  term
comes from the popular use of height fields to render  landscapes.  A  height
field
would be used to create islands and another shape would be used  to  simulate
water around the islands. A large  portion  of  the  height  field  would  be
obscured by the water so the water_level parameter was  introduced  to  allow
the ray-tracer to ignore the unseen parts of the height field. water_level is
also used to cut away unwanted lower values in a height field. For example if
you have an image of a fractal on  a  solid  colored  background,  where  the
background color is palette entry 0, you can remove  the  background  in  the
height field by specifying, water_level .001 .

Normally height fields have a rough, jagged look because  they  are  made  of
lots of flat triangles. Adding the keyword smooth causes  POV-Ray  to  modify
the surface normal vectors of the triangles in such a way that  the  lighting
and shading of the triangles will give a smooth look. This may allow  you  to
use a lower resolution file for your height field  than  would  otherwise  be
needed. However, smooth triangles will take longer to render.

In order to speed up the intersection tests an one-level  bounding  hierarchy
is available. By default it is always used but it  can  be  switched  off  to
eventually improve the rendering speed for small height  fields  (i.  e.  low
resolution images).

7.5.2.6          Julia Fractal

A julia fractal object is a 3-D slice of a 4-D object created by generalizing
the process used to create the classic  Julia  sets.  You  can  make  a  wide
variety of strange objects using julia_fractal ,  including  some  that  look
like bizarre blobs of twisted taffy.

The julia_fractal syntax (with default values listed in comments) is:

  julia_fractal {
    4DJULIA_PARAMETER                 // default is <1,0,0,0>
    [ quaternion | hypercomplex ]     // default is quaternion
    [ sqr | cube | exp |
      reciprocal | sin | asin |
      sinh | asinh | cos | acos |
      cosh | acosh | tan | atan |
      tanh | atanh | log | pwr(X,Y) ] // default is sqr
    [ max_iteration MAX_ITERATION ]   // default value 20
    [ precision PRECISION ]           // default value 20
    [ slice 4DNORMAL, DISTANCE ]      // default <0,0,0,1>,0
  }


The 4-D vector 4DJULIA_PARAMETER is the classic  Julia  parameter  p  in  the
iterated formula f(h) + p.

The julia fractal object is calculated by using an algorithm that  determines
whether an arbitrary point h(0) in 4-D space is inside or outside the object.
The algorithm requires generating the sequence of vectors h(0), h(1), ...  by
iterating the formula

  h(n+1) = f(h(n)) + p (n = 0, 1, ..., max_iteration-1)


where p is the fixed 4-D vector parameter of the julia fractal and f() is one
of  the  functions  sqr,  cube,  ...  specified  by  the  presence  of   the
corresponding keyword. The point h(0) that begins the sequence is  considered
inside the julia fractal object if  none  of  the  vectors  in  the  sequence
escapes a hypersphere of radius 4  about  the  origin  before  the  iteration
number reaches the max_iteration value. As you increase  max_iteration,  some
points escape that did not previously  escape,  forming  the  julia  fractal.
Depending  on  the  JULIA_PARAMETER  ,  the  julia  fractal  object  is  not
necessarily connected; it may  be  scattered  fractal  dust  .  Using  a  low
max_iteration can fuse together the dust to  make  a  solid  object.  A  high
max_iteration is more accurate but slows rendering. Even  though  it  is  not
accurate, the solid shapes you get with a low_maximum iteration value can  be
quite interesting.

Since the mathematical object described by this algorithm is four-dimensional
and POV-Ray renders three dimensional objects, there must be a way to  reduce
the number of dimensions of the object from four dimensions to three. This is
accomplished by intersecting the 4-D fractal with a 3-D plane defined by  the
slice field and then projecting the intersection  to  3-D  space.  The  slice
plane is the 3-D space that is perpendicular  to  NORMAL4D  and  is  DISTANCE
units from the origin. Zero length NORMAL4D vectors or a NORMAL4D vector with
a zero fourth component are illegal.

You can get a good feel for the four dimensional nature of a julia fractal by
using POV-Ray's animation feature to vary a slice's DISTANCE  parameter.  You
can make the julia fractal appear from nothing, grow, then shrink to  nothing
as DISTANCE changes, much as the cross section of a 3-D object changes as  it
passes through a plane.

The precision parameter is a tolerance used in the determination  of  whether
points are inside or outside the fractal  object.  Larger  values  give  more
accurate results but slower rendering. Use as low a value as you can  without
visibly degrading the fractal object's appearance.

The presence of the keywords quaternion or hypercomplex determine  which  4-D
algebra is used to calculate the fractal. Both are 4-D generalizations of the
complex numbers but neither satisfies  all  the  field  properties  (all  the
properties of real and complex numbers that many of us slept through in  high
school). Quaternions have  non-commutative  multiplication  and  hypercomplex
numbers can fail to have a multiplicative inverse for some non-zero  elements
(it has been proved that you cannot successfully generalize  complex  numbers
to four dimensions with all the field properties intact, so something has  to
break). Both of these algebras were discovered in the 19th  century.  Of  the
two,  the  quaternions  are  much  better  known,  but  one  can  argue  that
hypercomplex numbers are more useful for our purposes, since  complex  valued
functions such as sin, cos, etc. can be generalized to work for  hypercomplex
numbers in a uniform way.

For the  mathematically  curious,  the  algebraic  properties  of  these  two
algebras can be derived from the multiplication properties of the unit  basis
vectors  1  =  <1,0,0,0>,  i=\langle  0,1,0,0>,  j=<0,0,1,0>  and  k=\langle
0,0,0,1>. In both algebras 1 x = x 1 = x for any x (1 is  the  multiplicative
identity). The basis vectors 1 and i behave exactly like the familiar complex
numbers 1 and i in both algebras.

Quaternion basis vector multiplication rules:

  ij = k;            jk  = i;   ki = j
  ji = -k;           kj  = -i;  ik = -j
  ii = jj = kk = -1; ijk = -1;


Hypercomplex basis vector multiplication rules:

  ij = k;            jk = -i;   ki = -j
  ji = k;            kj = -i;   ik = -j
  ii = jj = kk = -1; ijk = 1;


A distance estimation calculation is used with the quaternion calculations to
speed them up. The proof that this distance estimation formula works does not
generalize from two to four dimensions but the formula  seems  to  work  well
anyway, the absence of proof notwithstanding!

The presence of one of the function keywords sqr ,  cube  ,  etc.  determines
which function is used for f(h) in the iteration formula h(n+1) =  f(h(n))  +
p. Most of the function keywords work only if  the  hypercomplex  keyword  is
present. Only sqr and cube work  with  quaternions.  The  functions  are  all
familiar complex functions generalized to four dimensions.

  Function Keyword    Maps 4-D value h to:
================================================
  sqr                 h*h
  cube                h*h*h
  exp                 e raised to the power h
  reciprocal          1/h
  sin                 sine of h
  asin                arcsine of h
  sinh                hyperbolic sine of h
  asinh               inverse hyperbolic sine of h
  cos                 cosine of h
  acos                arccosine of h
  cosh                hyperbolic cos of h

  acosh               inverse hyperbolic cosine of h
  tan                 tangent of h
  atan                arctangent of h
  tanh                hyperbolic tangent of h
  atanh               inverse hyperbolic tangent of h
  log                 natural logarithm of h
  pwr(x,y)            h raised to the complex power x+iy


A simple example of a julia fractal object is:

  julia_fractal {
    <-0.083,0.0,-0.83,-0.025>
    quaternion
    sqr
    max_iteration 8
    precision 15
  }


The first renderings of julia fractals using quaternions were  done  by  Alan
Norton and later by John Hart in the '80's. This new  POV-Ray  implementation
follows Fractint in pushing beyond what is known in the literature  by  using
hypercomplex numbers and by generalizing  the  iterating  formula  to  use  a
variety of transcendental functions instead of just  the  classic  Mandelbrot
z^2 + c formula. With an extra two dimensions and eighteen functions to  work
with, intrepid explorers should be able to locate some new  fractal  beasties
in hyperspace, so have at it!

7.5.2.7          Lathe

The lathe is an object generated from rotating a two-dimensional curve  about
an axis. This curve is defined by a set of  points  which  are  connected  by
linear, quadratic or cubic spline curves. The syntax is:

  lathe {
    [ linear_spline | quadratic_spline | cubic_spline ]
    NUMBER_OF_POINTS,
    <POINT_1>, <POINT_2>, ..., <POINT_n>
    [ sturm ]
  }


The parameter NUMBER_OF_POINTS determines how many two-dimensional points are
forming the curve. These points are connected by linear, quadratic  or  cubic
splines as specified by an optional keyword (the default is linear_spline  ).
Since the curve is not automatically closed, i. e. the first and last  points
are not automatically connected, you'll have to do this by your  own  if  you
want a closed curve. The curve thus defined is rotated about  the  y-axis  to
form the lathe object which is centered at the origin.

The following examples creates a simple lathe object that looks like a  thick
cylinder, i. e. a cylinder with a thick wall:

  lathe {
    linear_spline
    5,
    <2, 0>, <3, 0>, <3, 5>, <2, 5>, <2, 0>
    pigment {Red}
  }


The cylinder has an inner radius of 2 and an outer radius of 3, giving a wall
width of 1. It's height is 5 and it's located at the origin pointing  up,  i.
e. the rotation axis is the y-axis. Note that the first and  last  point  are
equal to get a closed curve.

The splines that are used by the lathe and prism objects  are  a  little  bit
difficult to understand. The basic concept of splines  is  to  draw  a  curve
through a given set of points in a determined way. The linear spline  is  the
simplest spline because it's nothing more than connecting consecutive  points
with a line. This means that the curve that is drawn between two points  only
depends on those two points. No additional information is taken into account.
Quadratic and cubic splines are different in that they do not only take other
points into account when connecting two points but they  also  look  smoother
and - in the case of the cubic spline - produce smoother transitions at  each
point.

Quadratic splines are made of quadratic curves. Each  of  them  connects  two
consecutive points. Since those two points (call them second and third point)
aren't enough to describe a quadratic curve  the  predecessor  of  the  third
point is taken into account when  the  curve  is  drawn.  Mathematically  the
relationship (their location on the 2-D plane) between the third  and  fourth
point determines the slope of the curve at the third point. The slope of  the
curve at the second point is out of control. Thus quadratic splines look much
smoother than linear splines but the transitions at each point are  generally
not smooth because the slopes on both sides of the point are different.

Cubic splines overcome the transition problem of  quadratic  splines  because
they also take the first point into account when drawing  the  curve  between
the second and third point. The slope at the second point  is  under  control
now and allows a smooth transition at each point. Thus cubic splines  produce
the most flexible and smooth curves.

You should note that the number of spline segments, i. e. curves between  two
points, depends on the spline type used.  For  linear  splines  you  get  n-1
segments connecting the points P[i], i=1,...,n. A quadratic spline gives  you
n-2 segments because the last point is only used for determining the slope as
explained above (thus you'll need at least three points to define a quadratic
spline). The same holds for cubic splines where you get n-3 segments with the
first and last point used only for slope calculations (thus needing at  least
four points). If you want to get a closed quadratic  and  cubic  spline  with
smooth transitions at the end points you have to make sure that in the  cubic
case P[n-1] = P[2] (to get a closed curve), P[n] = P[3] and P[n-2] = P[1] (to
smooth the transition). In the quadratic case P[n-1] =  P[1]  (to  close  the
curve) and P[n] = P[2]. %%% LATE-ONLY You should  note  that  the  number  of
spline segments, i. e. curves between two points, depends on the spline  type
used. For linear splines you get n-1 segments connecting the points P_i, i=1,
..., n. A quadratic spline gives you n-2 segments because the last  point  is
only used for determining the slope as explained above (thus you'll  need  at
least three points to define a quadratic spline). The same  holds  for  cubic
splines where you get n-3 segments with the first and last  point  used  only
for slope calculations (thus needing at least four points). If  you  want  to
get a closed quadratic and cubic spline with smooth transitions  at  the  end
points you have to make sure that in the cubic case P_ {n-1} = P_2 (to get  a
closed curve), P_n = P_3 and P_ {n-2} = P_1 (to smooth  the  transition).  In
the quadratic case P_ {n-1} = P_1 (to close the curve) and P_n = P_2  (for  a
smooth transition). %%% END

The slower but more accurate Sturmian  root  solver  may  be  used  with  the
quadratic spline lathe if  the  shape  does  not  render  properly.  Since  a
quadratic polynomal has to be solved for the linear spline lathe the Sturmian
root solver is not needed. In case of cubic splines the Sturmian root  solver
is always used because a 6th order polynomal has to be solved.

7.5.2.8          Prism

The prism is an object generated from sweeping one or  more  two-dimensional,
closed curves along an axis. These curves are defined  by  a  set  of  points
which are connected by linear, quadratic or cubic splines.

The syntax for the prism is:

  prism {
    [ linear_sweep | conic_sweep ]
    [ linear_spline | quadratic_spline | cubic_spline ]
    HEIGHT1,
    HEIGHT2,
    TOTAL_NUMBER_OF_POINTS,
    <POINT_1>, <POINT_2>, ..., <POINT_n>
    [ open ]
    [ sturm ]
  }


The prism object allows you to use any number of sub-prisms inside one  prism
statement (they are of the same spline and  sweep  type).  Wherever  an  even
number of sub-prisms overlaps a whole appears.

The syntax of the prism object depends on the  type  of  spline  curve  used.
Below the syntax of the linear spline prism is given.

  prism {
    linear_spline
    HEIGHT1,
    HEIGHT2,
    TOTAL_NUMBER_OF_POINTS,
    <A_1>, <A_2>, ..., <A_na>, <A_1>,
    <B_1>, <B_2>, ..., <B_nb>, <B_1>,
    <C_1>, <C_2>, ..., <C_nc>, <C_1>,
    ...
  }


Each of the sub-prisms has to be closed by repeating the  first  point  of  a
sub-prism at the end of the sub-prism's point sequence. If this  is  not  the
case a warning is issued and  the  prism  is  ignored  (with  linear  splines
automatic closing is used). This implies that  all  points  of  a  prism  are
different (except the first and last of course). This applies to  all  spline
types though the control points of the quadratic and  cubic  splines  can  be
arbitrarily chosen.

The last sub-prism of a linear spline prism is automatically  closed  -  just
like the last sub-polygon in the polygon statement - if the  first  and  last
point of the sub-polygon's point sequence are not the same. This make it very
easy to convert between polygons and prisms. Quadratic and cubic splines  are
never automatically closed.

The syntax for quadratic spline prisms is:

  prism {
    quadratic_spline
    HEIGHT1,
    HEIGHT2,
    TOTAL_NUMBER_OF_POINTS,
    <CL_A>, <A_1>, <A_2>, ..., <A_na>, <A_1>,
    <CL_B>, <B_1>, <B_2>, ..., <B_nb>, <B_1>,
    <CL_C>, <C_1>, <C_2>, ..., <C_nc>, <C_1>,
    ...
  }


Quadratic spline sub-prisms need an additional control point at the beginning
of each sub-prisms' point sequence to determine the slope at the start of the
curve.

Last but not least the syntax for the cubic spline prism.

  prism {
    cubic_spline
    HEIGHT1,
    HEIGHT2,
    TOTAL_NUMBER_OF_POINTS,
    <CL_A1>, <A_1>, <A_2>, ..., <A_na>, <A_1>, <CL_A2>,
    <CL_B1>, <B_1>, <B_2>, ..., <B_nb>, <B_1>, <CL_B2>,
    <CL_C1>, <C_1>, <C_2>, ..., <C_nc>, <C_1>, <CL_C2>,
    ...
  }


In addition to the closed point sequence each cubic  spline  sub-prism  needs
two control points to determine the slopes at the start and end of the curve.


The parameter  TOTAL_NUMBER_OF_POINTS  determines  how  many  two-dimensional
points (lying in the x-z-plane) form the curves (this  includes  all  control
points needed for quadratic and cubic splines). The curves  are  swept  along
the y-axis from HEIGHT1 to HEIGHT2 to  form  the  prism  object.  By  default
linear sweeping is used to create the prism, i.  e.  the  prism's  walls  are
perpendicular to the x-z-plane (the size of the curve does not change  during
the sweep). You can also use conic sweeping / conic_sweep  that  leads  to  a
prism with cone-like walls by scaling the curve down during the sweep.

Like cylinders the prism is normally closed. You can remove the caps  on  the
prism by using the open keyword. If you do so you shouldn't use it  with  CSG
because the results may get wrong.

The following example creates a simple prism object that looks like  a  piece
of cake:

  prism {
    linear_sweep
    linear_spline
    0, 1,
    4,
    <-1, 0>, <1, 0>, <0, 5>, <-1, 0>
    pigment {Red}
  }


For an explanation of the spline concept read the description  of  the  lathe
object.

The slower but more accurate Sturmian root solver may be used with the  cubic
spline prisms if the shape does not render properly. The linear and quadratic
spline prisms do not need the Sturmian root solver.

7.5.2.9          Sphere

The syntax of the sphere object is:

  sphere {
    <CENTER>, RADIUS
  }


The geometry of a sphere.

Where <CENTER> is a vector specifying the x, y, z coordinates of  the  center
of the sphere and RADIUS is a float value specifying the radius. Spheres  may
be scaled unevenly giving an ellipsoid shape.

Because spheres are highly optimized they make good bounding shapes (if manal
bounding seems to be necessary).

7.5.2.10         Superquadric Ellipsoid

The superquadric ellipsoid is an extension of the quadric ellipsoid.  It  can
be used to create boxes and cylinders with round edges and other  interesting
shapes. Mathematically it is given by the equation:

  f(x, y, z) = (|x|^(2/e) + |y|^(2/e)) ^ (e/n) + |z|^(2/n) - 1 = 0


The values of e  and  n,  called  the  east-west  and  north-south  exponent,
determine the shape of the superquadric ellipsoid. Both have  to  be  greater
than zero. The sphere is e. g. given by e = 1 and n = 1.

The syntax of the superquadric ellipsoid, which is located at the origin, is:


  superellipsoid { <e, n> }


Two useful objects are the rounded box and the rounded  cylinder.  These  are
declared in the following way.

  #declare Rounded_Box = superellipsoid { <r, r> }
  #declare Rounded_Cylinder = superellipsoid { <1, r> }


The roundedness r determines the roundedness of  the  edges  and  has  to  be
greater than zero and smaller than one. The smaller you choose the values  of
r the smaller and sharper the edges will get.

Very small values of e and n might cause problems with the root  solver  (the
Sturmian root solver cannot be used).

7.5.2.11         Surface of Revolution

The surface of revolution (SOR) object is generated by rotating the graph  of
a function about an axis. This  function  describes  the  dependence  of  the
radius from the position on the rotation axis. The syntax of the  SOR  object
is:

  sor {
    NUMBER_OF_POINTS,
    <POINT0>, <POINT1>, ..., <POINTn-1>
    [ open ]
    [ sturm ]
  }


The points <POINT0> through <POINTn-1> are two-dimensional vectors consisting
of the radius and the  corresponding  height,  i.  e.  the  position  on  the
rotation axis. These points are smoothly  connected  (the  curve  is  passing
through the specified points) and rotated about the y-axis to  form  the  SOR
object. The first and last points are only used to determine  the  slopes  of
the function at the start and end point. The function used for the SOR object
is similar to the splines used for the lathe object. The difference  is  that
the SOR object is less flexible because it underlies the restrictions of  any
mathematical function, i. e. to any  given  point  y  on  the  rotation  axis
belongs at most one function value, i. e. one radius value. You can't  rotate
closed curves with the SOR object.

The optional keyword open allows you to remove the caps on the SOR object. If
you do this you shouldn't use it with CSG anymore because the results may  be
wrong.

The SOR object is useful for creating bottles, vases, and things like that. A
simple vase could look like this:

  #declare Vase = sor {
    7,
    <0.000000, 0.000000>
    <0.118143, 0.000000>
    <0.620253, 0.540084>
    <0.210970, 0.827004>
    <0.194093, 0.962025>
    <0.286920, 1.000000>
    <0.468354, 1.033755>
    open
  }


One might ask why there is any need for a SOR object if there  is  already  a
lathe object which is much more flexible. The reason  is  quite  simple.  The
intersection test with a SOR object involves solving a cubic polynomial while
the test with a lathe object requires to solve of a 6th order polynomial (you
need a cubic spline for the same smoothness  ).  Since  most  SOR  and  lathe
objects will have several segments this  will  make  a  great  difference  in
speed. The roots of the 3rd order polynomial will also be more  accurate  and
easier to find.

The slower but more accurate Sturmian  root  solver  may  be  used  with  the
surface of revolution object if the shape does not render properly.

The following explanations are for the mathematically interested  reader  who
wants to know how the surface of revolution is calculated. Though it  is  not
necessary to read on it might help in understanding the SOR object.

The function that is rotated about the y-axis to get the final SOR object  is
given by

  r^2 = f(h) = A*h^3 + B*h^2 + C*h + D
%%% PHS-ONLY %%% %%% with radius r and  height  h.  Since  this  is  a  cubic
function in h it %%% has enough flexibility to allow smooth curves.  %%%  %%%
The curve itself is defined by a set of n points P(i), i=0...n-1,  %%%  which
are interpolated using one function for every segment of  %%%  the  curve.  A
segment j, j=1...n-3, goes from point P(j)  to  %%%  point  P(j+1)  and  uses
points P(j-1) and P(j+2) to determine %%% the slopes  at  the  endpoints.  If
there are n points we will have %%% n-3 segments. This means that we need  at
least four points to get a %%% proper curve. %%% %%% The  coefficients  A(j),
B(j), C(j) and D(j) are calculated for every %%% segment using  the  equation
%%% %%% %%%   b = M * x, with
%%%
%%%       /                                        \
%%%       | r(j)^2                                 |
%%%       |                                        |
%%%       | r(j+1)^2                               |
%%%   b = |                                        |
%%%       | 2*r(j)*(r(j+1)-r(j-1))/(h(j+1)-h(j-1)) |
%%%       |                                        |
%%%       | 2*r(j+1)*(r(j+2)-r(j))/(h(j+2)-h(j))   |
%%%                                               /
%%%
%%%       /                                 \
%%%       |   h(j)^3    h(j)^2    h(j)    1 |
%%%       |                                 |
%%%       |   h(j+1)^3  h(j+1)^2  h(j+1)  1 |
%%%   M = |                                 |
%%%       | 3*h(j)^2    2*h(j)    1       0 |
%%%       |                                 |
%%%       | 3*h(j+1)^2  2*h(j+1)  1       0 |
%%%                                        /
%%%
%%%       /      \
%%%       | A(j) |
%%%       |      |
%%%       | B(j) |
%%%   x = |      |
%%%       | C(j) |
%%%       |      |
%%%       | D(j) |
%%%             /
%%% %%% %%% where r(j) is the radius and h(j) is the height  of  point  P(j).
%%% %%% The figure below shows the configuration of the points P(i), the  %%%
location of segment j, and the curve that is defined by this segment. %%% END


Segment j of n-3 segments in a point configuration of n  points.  The  points
describe the curve of a surface of revolution.

7.5.2.12         Text

A text object creates 3-D text as an extruded block  letter.  Currently  only
TrueType fonts are supported but the syntax allows for other font types to be
added in the future. The syntax is:

  text {
    ttf "FONTNAME.TTF",
    "STRING_OF_TEXT",
    THICKNESS_FLOAT, OFFSET_VECTOR
  }


Where fontname.ttf is the name of the TrueType font  file.  It  is  a  quoted
string literal or string expression. The string expression which  follows  is
the actual text of the string object. It too may be a quoted  string  literal
or string expression. See "Strings" for more on string expressions.

The text will start with the origin at the lower left,  front  of  the  first
character and will extend in the  +x-direction.  The  baseline  of  the  text
follows the x-axis and decenders drop into the -y-direction. The front of the
character sits in the x-y-plane and the text is extruded in the +z-direction.
The  front-to-back  thickness   is   specified   by   the   required   value
THICKNESS_FLOAT.

Characters are generally sized so that 1 unit of vertical spacing is correct.
The characters are about 0.5 to 0.75 units tall.

The horizontal spacing is handled by POV-Ray internally including any kerning
information stored in the font. The required vector OFFSET_VECTOR defines any
extra translation between each character. Normally you should specify a  zero
for this value. Specifing 0.1*x would  put  additional  0.1  units  of  space
between each character.

Only printable characters are allowed in text  objects.  Characters  such  as
return, line feed, tabs, backspace etc. are not supported.

7.5.2.13         Torus

A torus is a 4th order quartic polynomial shape that looks like  a  donut  or
inner tube. Because this shape is so useful and  quartics  are  difficult  to
define, POV-Ray lets you take a short-cut and define a torus by:

  torus {
    MAJOR, MINOR
    [ sturm ]
  }


where MAJOR is a float value giving the major radius and  MINOR  is  a  float
specifying the minor radius. The major radius extends from the center of  the
hole to the mid-line of the rim while the minor radius is the radius  of  the
cross-section of the rim. The torus is centered at the origin and lies in the
x-z-plane with the y-axis sticking through the hole.

   --- - - - - - - - --              +Y
  /                        /                        |
 /                        /                         |
|              |          |       |<-B->|       -X-|-+X
             /                        /             |
  __________/_ _ _ _ _ _ _ __________/              |
                    |<--A-->|                  -Y

 A = Major Radius
 B = Minor Radius
Major and minor radius of a torus.

The torus is internally bounded by two cylinders  and  two  rings  forming  a
thick cylinder. With this bounding cylinder  the  performance  of  the  torus
intersection  test  is  vastly  increased.  The  test  for  a  valid   torus
intersection, i. e. solving a 4th order polynomial, is only performed if  the
bounding cylinder is hit. Thus a lot of slow root  solving  calculations  are
avoided.

Calculations for all higher order polynomials must be very accurate.  If  the
torus renders improperly you may add the keyword sturm after the MINOR  value
to use POV-Ray's slower-yet-more-accurate Sturmian root solver.

7.5.3            Finite Patch Primitives

There are six totally thin, finite objects which have no well-defined inside.
They are bicubic patch, disc, smooth triangle, triangle,  polygon  and  mesh.
They may be combined in CSG union but cannot be use in other types of CSG (or
inside a clipped_by statement). Because these types are  finite  POV-Ray  can
use automatic bounding on them to speed up rendering time. As with all shapes
they can be translated, rotated and scaled.

7.5.3.1          Bicubic Patch

{/TARGET 0 'bicubic patch'/} {bicubic patch} A bicubic patch is a  3D  curved
surface created from a mesh of triangles. POV-Ray supports a type of  bicubic
patch called a Bezier patch. A bicubic patch is defined as follows:

  bicubic_patch {
    type PATCH_TYPE
    flatness FLATNESS_VALUE
    u_steps NUM_U_STEPS
    v_steps NUM_V_STEPS
    <CP1>,  <CP2>,   <CP3>,   <CP4>,
    <CP5>,  <CP6>,   <CP7>,   <CP8>,
    <CP9>,  <CP10>,  <CP11>,  <CP12>,
    <CP13>, <CP14>,  <CP15>,  <CP16>
  }


The keyword type is followed by a float PATCH_TYPE which  currently  must  be
either 0 or 1. For type  0  only  the  control  points  are  retained  within
POV-Ray. This means that a minimal amount of memory  is  needed  but  POV-Ray
will need to perform many extra calculations when trying to render the patch.
Type 1 preprocesses the  patch  into  many  subpatches.  This  results  in  a
significant speedup in rendering at the cost of memory.

The four parameters type , flatness , u_steps and v_steps may appear  in  any
order. They are followed by 16 vectors that define the x, y, z coordinates of
the 16 control points which define the patch.  The  patch  touches  the  four
corner points <CP1>, <CP4>, \langle CP13>  and  <CP16>  while  the  other  12
points pull and stretch the patch into shape. The Bezier surface is  enclosed
by the convex hull formed by the 16 control points,  this  is  known  as  the
convex hull property .

The keywords u_steps and v_steps are each followed by float values which tell
how many rows and columns of triangles are the minimum to use to  create  the
surface. The maximum number of individual pieces of the patch that are tested
by POV-Ray can be calculated from the following:

  sub-pieces = 2^u_steps * 2^v_steps


This means that you really should keep u_steps  and  v_steps  under  4.  Most
patches look just fine with u_steps 3 and v_steps 3 , which translates to  64
subpatches (128 smooth triangles).

As POV-Ray processes the Bezier patch it makes a test of the current piece of
the patch to see if it is flat enough to just pretend it is a rectangle.  The
statement that controls this test is flatness . Typical flatness values range
from 0 to 1 (the lower the slower).

If the value for flatness is 0 POV-Ray will always subdivide the patch to the
extend specified by u_steps and v_steps . If flatness is greater than 0  then
every time the patch is split, POV-Ray will check to see if there is any need
to split further.

There are both advantages and disadvantages to using a non-zero flatness. The
advantages include:

  - If the patch isn't very curved, then this will be  detected  and  POV-Ray
    won't waste a lot of time looking at the wrong pieces.
  - If the patch is only highly curved in a couple of  places,  POV-Ray  will
    keep subdividing there and concentrate it's efforts on the hard part.


The biggest disadvantage is that if POV-Ray stops subdividing at a particular
level on one part of the patch and at a different level on an  adjacent  part
of the patch there is the potential for cracking . This is typically  visible
as spots within the patch where you can see through.  How  bad  this  appears
depends very highly on the angle at which you are viewing the patch.

Like triangles, the bicubic patch is not meant to be generated by hand. These
shapes should be created by a special utility. You may  be  able  to  acquire
utilities to generate these shapes  from  the  same  source  from  which  you
obtained POV-Ray.

  bicubic_patch {
    type 1
    flatness 0.01
    u_steps 4
    v_steps 4
    <0, 0, 2>, <1, 0, 0>, <2, 0, 0>, <3, 0,-2>,
    <0, 1  0>, <1, 1, 0>, <2, 1, 0>, <3, 1, 0>,
    <0, 2, 0>, <1, 2, 0>, <2, 2, 0>, <3, 2, 0>,
    <0, 3, 2>, <1, 3, 0>, <2, 3, 0>, <3, 3, -2>
  }


The triangles in a POV-Ray bicubic_patch  are  automatically  smoothed  using
normal interpolation but it is up to the user (or the user's utility program)
to create control points which smoothly stitch together groups of patches.

7.5.3.2          Disc

One other flat, finite object available with POV-Ray is the disc. The disc is
infinitely thin, it has no thickness. If you want a disc with true  thickness
you should use a very short cylinder. A disc shape may be defined by:

  disc {
    <CENTER>, <NORMAL>, RADIUS [, HOLE_RADIUS ]
  }


The vector <CENTER> defines the x, y, z coordinates  of  the  center  of  the
disc. The \langle NORMAL> vector describes its orientation by describing  its
surface normal vector. This is followed by a  float  specifying  the  RADIUS.
This may be optionally followed by another float specifying the radius  of  a
hole to be cut from the center of the disc.

7.5.3.3          Mesh

The mesh object can be used to efficiently store large numbers of  triangles.
Its syntax is:

  mesh {
    triangle {
      <CORNER1>, <CORNER2>, <CORNER3>
      [ texture { STRING } ]
    }
    smooth_triangle {
      <CORNER1>, <NORMAL1>,
      <CORNER2>, <NORMAL2>,
      <CORNER3>, <NORMAL3>
      [ texture { STRING } ]
    }
    [ hierarchy FLAG ]
  }


Any number of triangles and/or smooth triangles can be used and each of those
triangles can be individually textured by assigning a texture name to it. The
texture has to be declared before the mesh is parsed. It is not  possible  to
use texture definitions inside the triangle or  smooth  triangle  statements.
This is a restriction that is necessary  for  an  efficient  storage  of  the
assigned textures.

The mesh's components are internally bounded by a bounding box  hierarchy  to
speed up intersection testing. The bounding hierarchy can be turned off  with
the hierarchy keyword. This should only be done if memory  is  short  or  the
mesh consists of only a few triangles.

Copies of a mesh object refer to the same triangle data and thus consume very
little memory. You can easily trace hundred copies of an 10000 triangle  mesh
without running out of memory (assuming the first mesh fits into memory).

The mesh object has two advantages over a union of triangles: it  needs  less
memory and it is transformed faster. The memory requierements are reduced  by
efficiently storing the triangles vertices and normals. The parsing time  for
transformed meshes is  reduced  because  only  the  mesh  object  has  to  be
transformed and not every single triangle as it is necessary for unions.

The mesh object can currently  only  include  triangle  and  smooth  triangle
components.  That  restriction  is  liable  to  change,  allowing  polygonal
components, at some point in the future.

7.5.3.4          Polygon

Polygons are useful for creating rectangles, squares and other planar  shapes
with more than three edges. Their syntax is:

  polygon {
    TOTAL_NUMBER_OF_POINTS,
    <A_1>, <A_2>, ..., <A_na>, <A_1>,
    <B_1>, <B_2>, ..., <B_nb>, <B_1>,
    <C_1>, <C_2>, ..., <C_nc>, <C_1>,
    ...
  }


The points <A_1> through <A_na> describe the first  sub-polygon,  the  points
<B_1> through <B_nb> describe the second sub-polygon, and so  on.  A  polygon
can contain any number of sub-polygons, either overlapping or not. In  places
where an even number of polygons overlaps a whole appears. You only  have  to
be sure that each of these polygons is closed. This is insured  by  repeating
the first point of a sub-polygon  at  the  end  of  the  sub-polygon's  point
sequence. This implies that all points of a sub-polygon are different.

If the (last) sub-polygon is not closed a warning is issued and  the  program
automatically closes the polygon. This is useful  because  polygons  imported
from other programs may not be closed, i. e. their first and last  point  are
not the same.

All points of a polygon are three-dimensional vectors that have to lay on one
plane.  If  this  is  not  the  case  an  error  occurs.  You  can  also  use
two-dimensional vectors to describe the polygon. POV-Ray assumes that  the  z
value is zero in this case.

A square polygon that matches the default planar imagemap is simply:

  polygon {
    4,
    <0, 0>, <0, 1>, <1, 1>, <1, 0>
    texture {
      finish { ambient 1 diffuse 0 }
      pigment { image_map { gif "test.gif"  } }
    }
    //scale and rotate as needed here
  }


The sub-polygon feature can be used  to  generate  complex  shapes  like  the
letter "P", where a whole is cut into another polygon:

  #declare P = polygon {
    12,
    <0, 0>, <0, 6>, <4, 6>, <4, 3>, <1, 3>, <1, 0>, <0, 0>,
    <1, 4>, <1, 5>, <3, 5>, <3, 4>, <1, 4>
  }


The first sub-polygon (on the first line) describes the outer  shape  of  the
letter "P". The  second  sub-polygon  (on  the  second  line)  describes  the
rectangular hole that is cut in the top of the letter  "P".  Both  rectangles
are closed, i. e. their first and last points are the same.

The feature of  cutting  holes  into  a  polygon  is  based  on  the  polygon
inside/outside test used. A point is considerd to be inside a  polygon  if  a
straight line drawn from this point in an arbitrary direction crosses an  odd
number of edges (this is known as Jordan's curve theorem ).

Another very complex example showing one  large  triangle  with  three  small
holes and three seperate, small triangles is given below:

  polygon {
    28,
    <0, 0> <1, 0> <0, 1> <0, 0>          // large outer triangle
    <.3, .7> <.4, .7> <.3, .8> <.3, .7>  // small outer triangle #1
    <.5, .5> <.6, .5> <.5, .6> <.5, .5>  // small outer triangle #2
    <.7, .3> <.8, .3> <.7, .4> <.7, .3>  // small outer triangle #3
    <.5, .2> <.6, .2> <.5, .3> <.5, .2>  // inner triangle #1
    <.2, .5> <.3, .5> <.2, .6> <.2, .5>  // inner triangle #2
    <.1, .1> <.2, .1> <.1, .2> <.1, .1>  // inner triangle #3
  }


7.5.3.5          Triangle and Smooth Triangle

The triangle primitive is available in order to  make  more  complex  objects
than the built-in shapes will permit. Triangles are usually  not  created  by
hand but are converted from other files or generated by utilities. A triangle
is defined by

  triangle {
    <CORNER1>, <CORNER2>, <CORNER3>
  }


where <CORNERn> is a vector defining the x, y, z coordinates of  each  corner
of the triangle.

Because triangles are perfectly flat  surfaces  it  would  require  extremely
large numbers of  very  small  triangles  to  approximate  a  smooth,  curved
surface. However much of our perception of smooth surfaces is dependent  upon
the way light and shading is done.  By  artificially  modifying  the  surface
normals we can simulate as smooth surface  and  hide  the  sharp-edged  seams
between individual triangles.

The smooth triangle primitive is used for  just  such  purposes.  The  smooth
triangles use a formula called Phong normal interpolation  to  calculate  the
surface normal for any point on the triangle based on  normal  vectors  which
you define for the three corners. This makes the  triangle  appear  to  be  a
smooth curved surface. A smooth triangle is defined by

  smooth_triangle {
    <CORNER1>, <NORMAL1>,
    <CORNER2>, <NORMAL2>,
    <CORNER3>, <NORMAL3>
  }


where the corners are defined as in regular triangles and \langle NORMALn> is
a vector describing the direction of the surface normal at each corner.

These  normal  vectors  are  prohibitively  difficult  to  compute  by  hand.
Therefore smooth triangles are almost always generated by  utility  programs.
To achieve smooth results, any triangles which share a common  vertex  should
have the same normal vector at that vertex.  Generally  the  smoothed  normal
should be the average of all the actual normals of the triangles which  share
that point.

7.5.4            Infinite Solid Primitives

There are five polynomial primitive shapes that are possibly infinite and  do
not respond to automatic bounding. They are plane, cubic, poly,  quadric  and
quartic. They do have a well defined inside and may be used in CSG and inside
a clipped_by statement. As with all shapes they can  be  translated,  rotated
and scaled..

7.5.4.1          Plane

The plane primitive is a simple way to define an infinite flat  surface.  The
plane is specified as follows:

  plane { <NORMAL>, DISTANCE }


The <NORMAL> vector defines the surface normal of the plane. A surface normal
is a vector which points up from the surface at a 90 degree  angle.  This  is
followed by a float value that gives the distance along the normal  that  the
plane is from the origin (that is only true if the  normal  vector  has  unit
length; see below). For example:

  plane { <0, 1, 0>, 4 }


This is a plane where straight up is defined in the positive y-direction. The
plane is 4 units in that direction away from the origin. Because most  planes
are defined with surface normals in the direction of an axis you  will  often
see planes defined using the x , y or  z  built-in  vector  identifiers.  The
example above could be specified as:

  plane { y, 4 }


The plane extends infinitely in  the  x-  and  z-directions.  It  effectively
divides the world into two pieces. By definition the normal vector points  to
the outside of the plane while any points away from the vector are defined as
inside. This inside/outside distinction is only important when  using  planes
in CSG and clipped_by .

A plane is called a polynomial shape because it is defined by a  first  order
polynomial equation. Given a plane:

  plane { <A, B, C>, D }


it can be represented by the equation

  A*x + B*y + C*z - D*sqrt(A^2 + B^2 + C^2) = 0.


Therefore our example plane {y,4 } is actually the polynomial  equation  y=4.
You can think of this as a set of all x, y, z points where all have y  values
equal to 4, regardless of the x or z values.

This equation is a first order polynomial because  each  term  contains  only
single powers of x, y or z. A second order equation has terms like x^2,  y^2,
z^2, xy, xz and yz. Another name for  a  2nd  order  equation  is  a  quadric
equation. Third order polys are called cubics. A  4th  order  equation  is  a
quartic. Such shapes are described in the sections below.

7.5.4.2          Poly, Cubic and Quartic

Higher order polynomial surfaces may be defined by the use of a  poly  shape.
The syntax is

  poly { ORDER, <T1, T2, T3, .... Tm> }


where ORDER is a whole number from 2 to  7  inclusively  that  specifies  the
order of the equation. T1, T2, ... Tm are float values for  the  coefficients
of the equation. There are m such terms where

  m = ((ORDER+1)*(ORDER+2)*(ORDER+3))/6.


An alternate way to specify 3rd order polys is:

  cubic { <T1, T2,... T20> }


Also 4th order equations may be specified with:

  quartic { <T1, T2,... T35> }


Here's a  more  mathematical  description  of  quartics  for  those  who  are
interested. Quartic surfaces are 4th  order  surfaces  and  can  be  used  to
describe a large class of shapes including the torus,  the  lemniscate,  etc.
The general equation for a quartic equation in three variables is (hold  onto
your hat):

  a00 x^4 + a01 x^3 y + a02 x^3 z+ a03 x^3 + a04 x^2 y^2+
  a05 x^2 y z+ a06 x^2 y + a07 x^2 z^2+a08 x^2 z+a09 x^2+
  a10 x y^3+a11 x y^2 z+ a12 x y^2+a13 x y z^2+a14 x y z+
  a15 x y + a16 x z^3 + a17 x z^2 + a18 x z + a19 x+
  a20 y^4 + a21 y^3 z + a22 y^3+ a23 y^2 z^2 +a24 y^2 z+
  a25 y^2 + a26 y z^3 + a27 y z^2 + a28 y z + a29 y+
  a30 z^4 + a31 z^3 + a32 z^2 + a33 z + a34 = 0


To declare a quartic surface requires that each of the coefficients  (a0  ...
a34) be placed in order into a single long vector of 35 terms.

As an example let's define a torus the hard way. A Torus can  be  represented
by the equation:

 x^4 + y^4 + z^4 + 2 x^2 y^2 + 2 x^2 z^2 + 2 y^2 z^2 -
 2 (r_0^2 + r_1^2) x^2 + 2 (r_0^2 - r_1^2) y^2 -
 2 (r_0^2 + r_1^2) z^2 + (r_0^2 - r_1^2)^2 = 0


Where r_0 is the major radius of the torus, the distance from the hole of the
donut to the middle of the ring of the donut, and r_1 is the minor radius  of
the torus, the distance from the middle of the ring of the donut to the outer
surface. The following object declaration is for a torus having major  radius
6.3 minor radius 3.5 (Making the maximum width just under 20).

  // Torus having major radius sqrt(40), minor radius sqrt(12)

  quartic {
    < 1,   0,   0,   0,   2,   0,   0,   2,   0,
   -104,   0,   0,   0,   0,   0,   0,   0,   0,
      0,   0,   1,   0,   0,   2,   0,  56,   0,
      0,   0,   0,   1,   0, -104,  0, 784 >
    sturm
    bounded_by { // bounded_by speeds up the render,
                 // see bounded_by
                 // explanation later
                 // in docs for more info.
     sphere { <0, 0, 0>, 10 }
    }
  }


Poly, cubic and quartics are just like quadrics in that  you  don't  have  to
understand what one is to  use  one.  The  file  shapesq.inc  has  plenty  of
pre-defined quartics for you to play with. The syntax for using a pre-defined
quartic is:

  object { Quartic_Name }


Polys use highly complex computations and will not always  render  perfectly.
If the surface is not smooth, has dropouts, or extra random pixels, try using
the optional keyword sturm in the definition. This will cause  a  slower  but
more accurate calculation method to be used. Usually, but  not  always,  this
will solve the problem. If sturm doesn't work, try  rotating  or  translating
the shape by some small amount. See the sub-directory math in the scene files
directory for examples of polys in scenes.

There are really so many different quartic shapes, we  can't  even  begin  to
list or describe them all. If you are interested and mathematically inclined,
an excellent reference book for curves and surfaces where  you'll  find  more
quartic shape formulas is:

  "The CRC Handbook of Mathematical Curves and Surfaces"
  David von Seggern
  CRC Press, 1990


7.5.4.3          Quadric

Quadric  surfaces  can  produce  shapes  like  ellipsoids,  spheres,  cones,
cylinders, paraboloids (dish shapes) and hyperboloids  (saddle  or  hourglass
shapes). Note that you do not confuse quaDRic with quaRTic . A quadric  is  a
2nd order polynomial while a quartic  is  4th  order.  Quadrics  render  much
faster and are less error-prone.

A quadric is defined in POV-Ray by

  quadric { <A,B,C>, <D,E,F>, <G,H,I>, J }


where A through J are float expressions that define a  surface  of  x,  y,  z
points which satisfy the equation

  A x^2   + B y^2   + C z^2 +
  D xy    + E xz    + F yz +
  G x     + H y     + I z    + J = 0


Different values of A, B, C, ... J will give different shapes.  If  you  take
any three dimensional point and use its x, y and z coordinates in  the  above
equation the answer will be 0 if the point is on the surface of  the  object.
The answer will be negative if the point is inside the object and positive if
the point is outside the object. Here are some examples:

  X^2 + Y^2 + Z^2 - 1 = 0  Sphere
  X^2 + Y^2 - 1 = 0        Infinite cylinder along the Z axis
  X^2 + Y^2 - Z^2 = 0      Infinite cone along the Z axis


The easiest way  to  use  these  shapes  is  to  include  the  standard  file
shapes.inc into your program. It contains several  pre-defined  quadrics  and
you can transform these  pre-defined  shapes  (using  translate,  rotate  and
scale) into the ones you want. You can invoke them by using the syntax:

  object { Quadric_Name }


The pre-defined quadrics are centered about the  origin  \langle  0,0,0>  and
have a radius of 1. Don't confuse radius with width. The radius is  half  the
diameter or width making the standard quadrics 2 units wide.

Some of the pre-defined quadrics are,

  Ellipsoid
  Cylinder_X, Cylinder_Y, Cylinder_Z
  QCone_X, QCone_Y, QCone_Z
  Paraboloid_X, Paraboloid_Y, Paraboloid_Z


7.5.5            Constructive Solid Geometry

POV-Ray supports  Constructive  Solid  Geometry  (CSG)  with  five  different
operations: difference, intersection, merge, union and negation  (inversion).
While the first four operations represent binary operators, i. e.  they  need
two arguments, the negation is a unary operator, it takes only one argument.

7.5.5.1          About CSG

Constructive Solid Geometry is a technique for combining two or more  objects
to create a new  object  using  the  three  boolean  set  operators  union  ,
intersection , and negation . It only works with solid objects, i. e. objects
that have a well-defined interior. This is the case for all objects described
in the sections "Finite Solid Primitives" and "Infinite Solid Primitives" .

CSG shapes may be used anywhere a standard shape can  be  used,  even  inside
other CSG shapes. They can be translated, rotated or scaled in the  same  way
as any other shape. The shapes making up the CSG shape  may  be  individually
translated, rotated and scaled as well.

7.5.5.2          Inside and Outside

Most shape primitives, like spheres, boxes and blobs divide  the  world  into
two regions. One region is inside the object and one is outside.

Given any point in space you can  say  it's  either  inside  or  outside  any
particular primitive object. Well, it could be exactly  on  the  surface  but
this case is rather hard to determine due to numerical problems.

Even planes have an inside and an outside. By definition, the surface  normal
of the plane points towards the outside of the plane. You  should  note  that
triangles and triangle-based shapes cannot be used as solid  objects  in  CSG
since they have no well defined inside and outside.

CSG uses the concepts of inside and outside to  combine  shapes  together  as
explained in the following sections.

Imagine you have to objects that partially overlap like shown in  the  figure
below. Four different areas of points can be distinguished: points  that  are
neither in object A nor in object B, points that are in object A but  not  in
object B, points that are not in object A but in object B and last not  least
points that are in object A and object B.

* = Object A
% = Object B

         *
        * *    %
       *   *  % %
      *     *%   %
     *      %*    %
    *      %  *    %
   *      %    *    %
  *******%*******    %
        %             %
       %%%%%%%%%%%%%%%%%
Two overlapping objects.

Keeping this in mind it  will  be  quite  easy  to  understand  how  the  CSG
operations work.

7.5.5.3          Inverse

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.

Note that the difference operation is performed  by  intersecting  the  first
object with the negation of the second object.

7.5.5.4          Union

         *
        * *    %
       *   *  % %
      *     *%   %
     *      %*    %
    *      %  *    %
   *      %    *    %
  *******%*******    %
        %             %
       %%%%%%%%%%%%%%%%%
The union of two objects.

Unions are simply glue used to bind two or more shapes into a  single  entity
that can be manipulated as a single object. The image above shows  the  union
of A and B. The new object created by the  union  operation  can  be  scaled,
translated and rotated as a single shape. The entire union can share a single
texture but each object contained in the union may also have its own texture,
which will override any matching texture statements in the parent object.

You should be aware that the surfaces inside the union will not  be  removed.
As you can see from the figure this may be a problem for transparent  unions.
If you want those surfaces to  be  removed  you'll  have  to  use  the  merge
operations explained in a later section.

The following union will contain a box and a sphere.

  union {
    box { <-1.5, -1, -1>, <0.5, 1, 1> }
    cylinder { <0.5, 0, -1>, <0.5, 0, 1>, 1 }
  }


Earlier versions of POV-Ray placed restrictions on unions so you often had to
combine objects with composite statements. Those  earlier  restrictions  have
been lifted so composite is no longer needed. Composite  is  still  supported
for backwards compatibility but it is recommended that union is now  used  in
it's place since future support for the composite keyword is not guaranteed.

7.5.5.5          Intersection

A point is inside an intersection if it is inside both objects, A and  B,  as
show in the figure below.


          %*
         %  *
        %    *
       %*******
The intersection between two objects.

For example:

  intersection {
    box { <-1.5, -1, -1>, <0.5, 1, 1> }
    cylinder { <0.5, 0, -1>, <0.5, 0, 1>, 1 }
  }


7.5.5.6          Difference

The CSG difference operation takes the intersection between the first  object
and the negation of the second object. Thus only points inside object  A  and
outside object B belong to the difference of both objects.

The results is a subtraction of the 2nd shape from the first shape  as  shown
in the figure below.

       *
      * *
     *   *
    *     *
   *  1   %
  *      %
 *      %
*******%
The difference between two objects.

For example:

  difference {
    box { <-1.5, -1, -1>, <0.5, 1, 1> }
    cylinder { <0.5, 0, -1>, <0.5, 0, 1>, 1 }
  }


7.5.5.7          Merge

The union operation just glues objects  together,  it  does  not  remove  the
objects' surfaces inside the union. If a  transparent  union  is  used  those
surface will get visible.

The merge operations can be used to avoid this problem. It  works  just  like
union but it eliminates the inner surfaces like shown in the figure below.

         *
        * *    %
       *   *  % %
      *     *%   %
     *            %
    *              %
   *                %
  *******%           %
        %             %
       %%%%%%%%%%%%%%%%%
Merge removes inner surfaces.

7.5.6            Light Sources

The last object covered is the light source. Light sources  have  no  visible
shape of their own. They are just points or areas  which  emit  light.  Their
full syntax is:

  light_source {
    <LOCATION>
    color <COLOUR>
    [ spotlight ]
    [ point_at <POINT_AT> ]
    [ radius RADIUS ]
    [ falloff FALLOFF ]
    [ tightness TIGHTNESS ]
    [ area_light <AXIS1>, <AXIS2>, SIZE1, SIZE2 ]
    [ adaptive ADAPTIVE ]
    [ jitter JITTER ]
    [ looks_like { OBJECT } ]
    [ fade_distance FADE_DISTANCE ]
    [ fade_power FADE_POWER ]
    [ atmospheric_attenuation BOOL ]
  }


The different types of light sources and the optional modifiers are described
in the following sections.

7.5.6.1          Point Lights

A point light source sends light of the  specified  color  uniformly  in  all
directions. Its location is described by the location keyword and  its  color
is given by the color keyword. The complete syntax is:

  light_source {
    <LOCATION>
    color <COLOUR>
    [ looks_like { OBJECT } ]
    [ fade_distance FADE_DISTANCE ]
    [ fade_power FADE_POWER ]
    [ atmospheric_attenuation BOOL ]
  }


7.5.6.2          Spotlights

A spotlight is a point light source where the rays of light  are  constrained
by a cone. The light is bright in the center of this cone and  falls  off  or
darkens at the edges of the cone. The syntax is:

  light_source {
    <LOCATION>
    color <COLOUR>
    spotlight
    point_at <POINT_AT>
    radius RADIUS
    falloff FALLOFF
    tightness TIGHTNESS
    [ looks_like { OBJECT } ]
    [ fade_distance FADE_DISTANCE ]
    [ fade_power FADE_POWER ]
    [ atmospheric_attenuation BOOL ]
  }


The spotlight is identified by  the  spotlight  keyword.  It  is  located  at
LOCATION and points at POINT_AT. The following illustration will  be  helpful
in understanding how these values relate to each other.

     (+) location
     / \
    /   \
   /     \
  /       \
 /         \
/           \
+--*--+
      ^ point_at
The geometry of a spotlight.

The spotlight's other parameters are radius , falloff and tightness .

Think of a spotlight as two nested cones as shown in the  figure.  The  inner
cone is specified by the radius parameter and is fully lit. The outer cone is
the falloff cone beyond which there is no light. The  values  for  these  two
parameters are half the opening  angles  of  the  corresponding  cones,  both
angles have to be smaller than 90  degrees.  The  light  smoothly  falls  off
between the radius and the falloff angle like shown in the figures below  (as
long as the radius angle is not negative).

Intensity multiplier curve with a fixed falloff angle of 45 degrees.

Intensity multiplier curve with a fixed radius angle of 45 degrees.

The tightness value specifies how quickly the light dims, or falls off,  from
the spotlight's center line to the the falloff cone (full darkness  outside).
The default value for tightness is 10. Lower tightness values will  make  the
spotlight brighter, making the spot  wider  and  the  edges  sharper.  Higher
values will dim the spotlight, making the spot tighter and the edges  softer.
Values from 1 to 100 are acceptable.

Intensity multiplier curve with fixed angle and falloff angles of 30  and  60
degrees respectively and different thightness values.

You should note from the figures that the radius and falloff angles  interact
with the tightness parameter. Only  negative  radius  angles  will  give  the
tightness value full control over the spotlight's appearance as you  can  see
from the figure below. In that case the falloff angle has no effect  and  the
lit area is only determined by the tightness parameter.

Intensity multiplier  curve  with  a  negative  radius  angle  and  different
tightness values.

Spotlights may be used anyplace that a normal light source is used. Like  any
light sources, they are invisible. They are treated  as  shapes  and  may  be
included in CSG shapes. They may  also  be  used  in  conjunction  with  area
lights.

7.5.6.3          Cylindrical Lights

Cylindrical light sources work pretty much like spotlights  except  that  the
light rays are constraint by a cylinder and not a cone. The syntax is:

  light_source {
    <LOCATION>
    color <COLOUR>
    cylinder
    point_at <POINT_AT>
    radius RADIUS
    falloff FALLOFF
    tightness TIGHTNESS
    [ looks_like { OBJECT } ]
    [ fade_distance FADE_DISTANCE ]
    [ fade_power FADE_POWER ]
    [ atmospheric_attenuation BOOL ]
  }


The radius , falloff and tightness keywords control the same features as with
the spotlight.

You should keep in mind that the cylindrical light source is  still  a  point
light source. The rays are emitted from one point and are only constraint  by
a cylinder. The light rays are not parallel.

7.5.6.4          Area Lights

Area light sources occupy a finite, one- or two-dimensional  area  of  space.
They can cast soft shadows because they can partially block light.

The area lights used in POV-Ray are rectangular in shape, sort of like a flat
panel light. Rather than performing the complex calculations  that  would  be
required to model a true area light, it is approximated as an array of  point
light sources spread out over the area occupied by the light.  The  intensity
of each individual point light in the array  is  dimmed  so  that  the  total
amount of light emitted by the light is equal to the light color specified in
the declaration. The syntax is:

  light_source {
    <LOCATION>
    color <COLOUR>
    area_light <AXIS1>, <AXIS2>, SIZE1, SIZE2
    adaptive ADAPTIVE
    jitter JITTER
    [ spotlight ]
    [ point_at <POINT_AT> ]
    [ radius RADIUS ]
    [ falloff FALLOFF ]
    [ tightness TIGHTNESS ]
    [ looks_like { OBJECT } ]
    [ fade_distance FADE_DISTANCE ]
    [ fade_power FADE_POWER ]
    [ atmosphere BOOL ]
    [ atmospheric_attenuation BOOL ]
  }


The light's location and color are specified in the  same  way  as  a  for  a
regular light source.

The area_light command defines the size and orientation of the area light  as
well as the number of lights in the light source array. The vectors AXIS1 and
AXIS2 specify the lengths and directions of the edges of the light. Since the
area lights are rectangular in shape these vectors should be perpendicular to
each other. The larger the size of the light the thicker  the  soft  part  of
shadows will be. The numbers SIZE1 and SIZE2 specify the  dimensions  of  the
array of point lights. The more lights you use the smoother your shadows will
be but the longer they will take to render.

The jitter command is optional. When used it  causes  the  positions  of  the
point lights in the array to be randomly jittered  to  eliminate  any  shadow
banding that may occur. The jittering is completely  random  from  render  to
render and should not be used when generating animations.

Note that it is possible to specify spotlight parameters along with the  area
light parameters to create area spotlights . Using area spotlights is a  good
way to speed up scenes that use area lights since you can confine the lengthy
soft shadow calculations to only the parts of your scene that need them.

An interesting effect can be created using a linear light source. Rather than
having a rectangular shape, a linear light stretches along  a  line  sort  of
like a thin fluorescent tube. To create a linear light just  create  an  area
light with one of the array dimensions set to 1.

The adaptive command is used to enable adaptive sampling of the light source.
By default POV-Ray calculates the amount of light that reaches a surface from
an area light by shooting a test ray at every point light within  the  array.
As you can imagine this is very slow. Adaptive sampling  on  the  other  hand
attempts to approximate the same calculation by using  a  minimum  number  of
test rays. The number specified after the keyword controls how much  adaptive
sampling is used. The higher the number the more accurate your  shadows  will
be but the longer they will take to render. If you're not sure what value  to
use a good starting point is adaptive 1 . The adaptive keyword  only  accepts
integer values and cannot be set lower than 0.

When performing adaptive sampling POV-Ray starts by shooting a  test  ray  at
each of the four corners of the area light. If the amount of  light  received
from all four corners is approximately  the  same  then  the  area  light  is
assumed to be either fully in view or fully blocked. The light  intensity  is
then calculated as the average intensity of the light received from the  four
corners. However, if the  light  intensity  from  the  four  corners  differs
significantly then the area light is partially blocked.  The  area  light  is
split into four quarters and each section is sampled as described above. This
allows POV-Ray to rapidly approximate how much of the area light is  in  view
without having to shoot a test ray at every light in the array. Visually  the
sampling goes like shown below.

 level       0            1           2         3
 rays        4            9           25        81
         * . . . *    x . * . x   x * x * x
         . . . . .    . . . . .   * * * * *
         . . . . .    * . * . *   x * x * x    etc...
         . . . . .    . . . . .   * * * * *
         * . . . *    x . * . x   x * x * x

 * new samples
 x reused samples from previous level
Area light adaptive samples.

While the adaptive sampling method  is  fast  (relatively  speaking)  it  can
sometimes produces inaccurate shadows. The solution is to reduce  the  amount
of adaptive sampling without completely turning it off. The number after  the
adaptive keyword adjusts the number of times that  the  area  light  will  be
split before the adaptive phase begins. For example if you use adaptive  0  a
minimum of 4 rays will be shot at the light. If you use adaptive 1 a  minimum
of 9 rays will be shot ( adaptive 2 gives 25 rays, adaptive 3 gives 81  rays,
etc). Obviously the more shadow rays you shoot the slower the rendering  will
be so you should use the lowest value that gives acceptable results.

The number of rays never exceeds the values you specify for rows and  columns
of points. For example area_light x,y,4,4 specifies a 4 by 4 array of lights.
If you specify adaptive 3 it would mean that you should start with a 9  by  9
array. In this case no adaptive sampling is done. The 4 by 4 array is used.

7.5.6.5          Shadowless Lights

Using the shadowless keyword  you  can  stop  a  light  source  from  casting
shadows.

7.5.6.6          Looks_like

Normally the light source itself has  no  visible  shape.  The  light  simply
radiates from an invisible point or area. You may give  a  light  source  any
shape by adding a looks_like {OBJECT } statement.

There is an implied no_shadow attached to the looks_like object so that light
is not blocked by the object.  Without  the  automatic  no_shadow  the  light
inside the object would not escape. The  object  would,  in  effect,  cast  a
shadow over everything.

If you want the attached object to block light then you should attach it with
a union and not a looks_like as follows:

  union {
    light_source { <100, 200, -300> color White }
    object { My_Lamp_Shape }
  }


7.5.6.7          Light Fading

By default POV-Ray does not diminish  light  from  any  light  source  as  it
travels through space. In order to get a more realistic effect  fade_distance
and fade_power can be used to model  the  distance  based  falloff  in  light
intensity.

The fade_distance keyword is used to specify the distance at which  the  full
light intensity arrives, i. e. the intensity which was  given  by  the  color
keyword. The actual attenuation is described by the fade_power keyword, which
determines the falloff rate. E. g. linear or quadratic falloff can be used by
setting FADE_POWER to 1 or 2 respectively. The complete formula to  calculate
the factor by which the light is attenuated is

                                 2
  attenuation = -------
                 1 + (d / FADE_DISTANCE) ^ FADE_POWER


with d being the distance the light has traveled.

Light fading functions for different fading powers.

You should note two important facts: First, for  FADE_DISTANCEs  larger  than
one the light intensity at  distances  smaller  than  FADE_DISTANCE  actually
increases. This is necessary to get the light source color  if  the  distance
traveled equals the FADE_DISTANCE. Second, only light  coming  directly  from
light sources is attenuated. Reflected or refracted light is  not  attenuated
by distance.

7.5.6.8          Atmosphere Interaction

By default light sources will interact with an atmosphere added to the scene.
This behaviour can be switched off by using the atmosphere keyword inside the
light source statement.

  light_source {
    ...
    atmosphere off
  }


7.5.6.9          Atmospheric Attenuation

Normally light coming  from  light  sources  is  not  influenced  by  fog  or
atmosphere. This can be changed by turning the atmospheric attenuation for  a
given light source on. All light coming from this light source  will  now  be
diminished as it travels through the fog or atmosphere. This  results  in  an
distance-based, exponential intensity  falloff  ruled  by  the  used  fog  or
atmosphere. If there is no fog or atmosphere no change will be seen.

7.5.7            Object Modifiers

A variety of modifiers may be attached to objects.  Transformations  such  as
translate, rotate and scale have already been discussed. Textures  are  in  a
section of their  own  below.  Here  are  three  other  important  modifiers:
clipped_by , bounded_by and no_shadow  .  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.

7.5.7.1          Clipped_By

The clipped_by statement is technically an object modifier but it provides  a
type of CSG similar to CSG intersection. You attach a  clipping  object  like
this:

  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.



   *       *
  *         *
 *           *
***************
An object clipped by another object.

clipped_by may be used 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.

Often 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 }
  }


7.5.7.2          Bounded_By

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 so 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  large  a  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 use a bounded_by statement with  such
shapes.

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.

To use bounding shapes, simply include the following lines in the declaration
of your object:

  bounded_by {
    object { ... }
  }


An example of a bounding shape:

  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.

CSG shapes can benefit from bounding slabs  without  a  bounded_by  statement
however they may do so inefficiently in intersection, difference  and  merge.
In these three CSG types the automatic bound used covers all of the component
objects in their entirety. However the  result  of  these  intersections  may
result in a smaller object. Compare the sizes of the illustrations for  union
and intersection in the CSG section above. It is  possible  to  draw  a  much
smaller box around the intersection of A and B than the union of A and B  yet
the automatic bounds are the size of the union of A and B regardless  of  the
kind of CSG specified.

While it is almost always a  good  idea  to  manually  add  a  bounded_by  to
intersection, difference and merge, it is often best to not bound a union. If
a union has no bounded_by and no  clipped_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 probably best to
hand bound a merge, especially if it is very complex.

Note that 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 above. Often 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 }
  }


7.5.7.3          Hollow

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.  That  is  very  useful  if  you  want
atmospheric effects to exist inside  an  object.  It  is  even  required  for
objects containing a halo (see "Halo" for details).

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  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
  }


7.5.7.4          No_Shadow

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.

Simply attach the keyword as follows:

  object {
    My_Thing
    no_shadow
  }


7.5.7.5          Sturm

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 polynomals  that  can  be
used.

Lower order polynomals are trivial to solve while  higher  order  polynomials
require iterative algorithms to solve them. One of those  algorithms  is  the
Sturmian root solver.

The following list shows all objects for which the Sturmian root  solver  can
be used.

  blob
  cubic
  lathe    (only with quadratic splines)
  poly
  prism    (only with cubic splines)
  quartic
  sor


7.6              Textures

The texture describes what  the  object  looks  like,  i.  e.  its  material.
Textures are combinations of pigments, normals, finishes and  halos.  Pigment
is the color or pattern of colors inherent  in  the  material.  Normal  is  a
method of simulating various patterns of bumps, dents, ripples  or  waves  by
modifying the surface normal vector.  Finish  describes  the  reflective  and
refractive properties of a material. Halo simulates effects like clouds, fog,
fire etc. by using a density field defined inside the object.

A plain texture consists of a single pigment, an optional  normal,  a  single
finish and optionally one or more halos. A special texture  combines  two  or
more textures using a pattern or blending function. Special textures  may  be
made quite complex by nesting patterns  within  patterns.  At  the  innermost
levels however, they are made up from plain textures. Note that allthough  we
call a plain texture plain it may be a very complex texture. The  term  plain
only means that it has a single pigment, normal, finish and halo.

The most complete form for defining a plain texture is as follows:

  texture {
    TEXTURE_IDENTIFIER
    pigment {..}.
    normal {..}.
    finish {..}.
    halo {..}.
    TRANSFORMATIONS
  }


Each of the items in a texture are optional  but  if  they  are  present  the
identifier must be first and the transformations must be last.  The  pigment,
normal and finish parameters modify any pigment, normal  and  finish  already
specified in the TEXTURE_IDENTIFIER. Any  halos  are  added  to  the  already
existing halos. If no texture identifier is specified the pigment, normal and
finish statements modify the current default values and any halo is added  to
the default halo, if any. TRANSFORMATIONs are translate,  rotate,  scale  and
matrix statements. They should be specified last.

The sections below  describe  all  of  the  options  available  in  pigments,
normals, finishes and halos. Special textures are covered later.

7.6.1            Pigment

The color or pattern of  colors  for  an  object  is  defined  by  a  pigment
statement. All plain textures must have a pigment. If you do not specify  one
the default pigment is used.  A  pigment  statement  is  part  of  a  texture
specification. However it can be tedious to type  texture  {pigment  {...  }}
just to add a color to an object. Therefore you may attach a pigment directly
to an object without explicitly specifying that it as part of a texture.  For
example:

  //this...                //can be shortened to this...

  object {                 object {
    My_Object                My_Object
    texture {                pigment {color Red}
      pigment {color Red}  }
    }
  }


The color you define is the  way  you  want  the  object  to  look  if  fully
illuminated. You pick the basic color inherent  in  the  object  and  POV-Ray
brightens or darkens it depending on the lighting in the scene. The parameter
is called pigment because we are defining the basic color the object actually
is rather than how it looks.

The most complete form for defining a pigment is as follows:

  pigment {
    PIGMENT_IDENTIFIER
    PATTERN_TYPE
    PIGMENT_MODIFIERS...
  }


Each of the items in a pigment are optional but if  they  are  present,  they
should be in the order  shown  above  to  insure  that  the  results  are  as
expected. Any items after the PIGMENT_IDENTIFIER modify or override  settings
given in the identifier. If no identifier is specified then the items  modify
the pigment values in the current default  texture.  Valid  PIGMENT_MODIFIERS
are color_map , pigment_map , image_map and quick_color statements as well as
any of the generic PATTERN_MODIFIERS such as translate ,  rotate  ,  scale  ,
turbulence , wave shape and warp statements. Such modifiers apply only to the
pigment and not to other parts of the texture. Modifiers should be  specified
last.

The various pattern types fall into roughly four categories. Each category is
discussed below. They are solid color,  color  list  patterns,  color  mapped
patterns and image maps.

7.6.1.1          Solid Color Pigments

The simplest type of pigment is a solid color. To specify a solid  color  you
simply put a color specification inside a pigment. For example:

  pigment {color Orange}


A color specification consists of the option  keyword  color  followed  by  a
color identifier or by a specification of the amount  of  red,  green,  blue,
filtered and unfiltered transparency in the surface. See section  "Specifying
Colors" for more details about colors. Any  pattern  modifiers  used  with  a
solid color are ignored because there is no pattern to modify.

7.6.1.2          Color List Pigments

There are three color list patterns: checker , hexagon and brick . The result
is a pattern of solid colors with distinct edges rather than  a  blending  of
colors as with color mapped patterns. Each of these patterns  is  covered  in
more detail in a later section. The syntax for each is:

  pigment { brick COLOR1, COLOR2 MODIFIERS ... }
  pigment { checker COLOR1, COLOR2 MODIFIERS ... }
  pigment { hexagon COLOR1, COLOR2, COLOR3 MODIFIERS ... }


Each COLORn is any valid color specification. There should be a comma between
each color or the color keyword should be used as a separator so that POV-Ray
can determine where each color specification starts and ends.

7.6.1.3          Color Maps

Most of the color patterns do not use abrupt color changes  of  just  two  or
three colors like those in the  brick,  checker  or  hexagon  patterns.  They
instead use smooth transitions of many colors that gradually change from  one
point to the next. The colors are defined in  a  pigment  modifier  called  a
color map that describes how the pattern blends from one color to the next.

Each of the various  pattern  types  available  is  in  fact  a  mathematical
function that takes any x, y, z location and turns it into a  number  between
0.0 and 1.0 inclusive. That number is used to specify what mix of  colors  to
use from the color map.

A color map is specified by...

  pigment{
    PATTERN_TYPE
    color_map {
      [ NUM_1 COLOR_1]
      [ NUM_2 COLOR_2]
      [ NUM_3 COLOR_3]
       ...
    }
    PIGMENT_MODIFIERS...
  }


Where NUM_1, NUM_2, ... are float  values  between  0.0  and  1.0  inclusive.
COLOR_1, COLOR_2, ... are color specifications. Note that the [] brackets are
part of the actual  statement.  They  are  not  notational  symbols  denoting
optional parts. The brackets surround each entry in the color map. There  may
be from 2 to 256 entries in the map. The alternate spelling colour_map may be
used.

For example

  sphere {
    <0,1,2>, 2
    pigment {
      gradient x       //this is the PATTERN_TYPE
      color_map {
        [0.1  color Red]
        [0.3  color Yellow]
        [0.6  color Blue]
        [0.6  color Green]
        [0.8  color Cyan]
      }
    }
  }


The pattern function is evaluated and the result is a value from 0.0 to  1.0.
If the value is less than the first entry (in this case 0.1) then  the  first
color (red) is used. Values from 0.1 to 0.3 use a blend  of  red  and  yellow
using linear interpolation of the two colors. Similarly values  from  0.3  to
0.6 blend from yellow to blue. Note that the 3rd and 4th  entries  both  have
values of 0.6. This causes an immediate abrupt shift of color  from  blue  to
green. Specifically a value that is less than 0.6 will be  blue  but  exactly
equal to 0.6 will be green. Moving along, values from 0.6 to 0.8  will  be  a
blend of green and cyan. Finally any value greater than or equal to 0.8  will
be cyan.

If you want areas of unchanging color you simply specify the same  color  for
two adjacent entries. For example:

  color_map {
    [0.1  color Red]
    [0.3  color Yellow]
    [0.6  color Yellow]
    [0.8  color Green]
  }


In this case any value from 0.3 to 0.6 will be pure yellow.

The color_map keyword may be used with any pattern except brick ,  checker  ,
hexagon and image_map . You may declare and use  color_map  identifiers.  For
example:

  #declare Rainbow_Colors=
    color_map {
      [0.0   color Magenta]
      [0.33  color Yellow]
      [0.67  color Cyan]
      [1.0   color Magenta]
    }

  object{My_Object
    pigment{
      gradient x
      color_map{Rainbow_Colors}
    }
  }


7.6.1.4          Pigment Maps

In addition to specifying blended colors with a color map you  may  create  a
blend of pigments using a pigment map . The  syntax  for  a  pigment  map  is
identical to a color map except you specify a pigment in each map entry  (and
not a color).

A pigment map is specified by...

  pigment{
    PATTERN_TYPE
    pigment_map {
      [ NUM_1 PIGMENT_BODY_1]
      [ NUM_2 PIGMENT_BODY_2]
      [ NUM_3 PIGMENT_BODY_3]
       ...
    }
    PIGMENT_MODIFIERS...
  }


Where NUM_1, NUM_2, ... are float values between 0.0  and  1.0  inclusive.  A
PIGMENT_BODY is anything that would normally appear inside a pigment  {...  }
statement but the pigment keyword and {} braces are not needed. Note that the
[] brackets are part of the actual statement. They are not notational symbols
denoting optional parts. The brackets surround each entry in the  map.  There
may be from 2 to 256 entries in the map.

For example

  sphere {
    <0,1,2>, 2
    pigment {
      gradient x       //this is the PATTERN_TYPE
      pigment_map {
        [0.3 wood scale 0.2]
        [0.3 Jade]    //this is a pigment identifier
        [0.6 Jade]
        [0.9 marble turbulence 1]
      }
    }
  }


When the gradient x function returns values from 0.0 to 0.3 the  scaled  wood
pigment is used. From 0.3 to 0.6 the pigment identifier Jade  is  used.  From
0.6 up to 0.9 a blend of Jade and a turbulent marble is used. From 0.9 on  up
only the turbulent marble is used.

Pigment maps may be nested  to  any  level  of  complexity  you  desire.  The
pigments in a map may have color maps or pigment maps or any type of  pigment
you want. Any entry of a pigment map may be a  solid  color  however  if  all
entries are solid colors you  should  use  a  color  map  which  will  render
slightly faster.

Entire pigments may also be used with the block  patterns  such  as  checker,
hexagon and brick. For example...

  pigment {
    checker
    pigment { Jade scale .8 }
    pigment { White_Marble scale .5 }
  }


Note that in the case of block  patterns  the  pigment  {...  }  wrapping  is
required around the pigment information.

A pigment map is also used with the average pigment type. See  "Average"  for
details.

You may not use pigment_map or individual pigments with an  image_map  .  See
"texture_map" for an alternative way to do this.

7.6.1.5          Image Maps

When all else fails and none of the above pigment pattern  types  meets  your
needs you can use an image map to wrap a 2-D bit-mapped image around your 3-D
objects.

7.6.1.5.1        Specifying an Image Map

The syntax for an image map is...

  pigment {
    image_map {
      FILE_TYPE "filename"
      MODIFIERS...
    }
  }


Where FILE_TYPE is one of the following keywords gif , tga , iff , ppm ,  pgm
, png or sys . This is followed by the name of the file  in  quotes.  Several
optional modifiers may follow  the  file  specification.  The  modifiers  are
described below. Note that earlier versions of POV-Ray allowed some modifiers
before the FILE_TYPE but that syntax is being phased  out  in  favor  of  the
syntax described here.

Filenames specified in the image_map statements will be searched for  in  the
home (current) directory first and, if not found, will then be  searched  for
in directories specified by any -L (library path) options active. This  would
facilitate keeping all your image maps files in a separate  subdirectory  and
giving an -L option on the command line to where your library of  image  maps
are.

By default, the image is mapped onto the x-y-plane. The  image  is  projected
onto the object as though there were  a  slide  projector  somewhere  in  the
-z-direction. The image exactly fills the square area from (x,y)  coordinates
(0,0) to (1,1) regardless of the image's original  size  in  pixels.  If  you
would like to change this default you may  translate,  rotate  or  scale  the
pigment or texture to map it onto the object's surface as desired.

In section "Checker" the checker pigment pattern is explained. The checks are
described as solid cubes of colored clay from which objects are carved.  With
image maps you should imagine that  each  pixel  is  a  long,  thin,  square,
colored rod that extends parallel to the z-axis. The image is made from  rows
and columns of these rods bundled together and the object is then carved from
the bundle.

If you would like to change  this  default  orientation  you  may  translate,
rotate or scale the pigment or texture to map it onto the object's surface as
desired.

7.6.1.5.2        The map_type Option

The default projection of the image onto the x-y-plane is called a planar map
type . This option may be changed by adding the map_type keyword followed  by
a number specifying the way to wrap the image around the object.

A map_type 0 gives the default planar mapping already described.

A map_type 1 gives a spherical mapping. It  assumes  that  the  object  is  a
sphere of any size sitting at the origin. The y-axis is the north/south  pole
of the spherical mapping. The top and bottom edges of the  image  just  touch
the pole regardless of any scaling. The left edge of the image begins at  the
positive x-axis and wraps the image around the sphere from west to east in  a
-y-rotation. The image covers the sphere exactly once. The once  keyword  has
no meaning for this mapping type.

With map_type 2 you get a cylindrical mapping. It assumes that a cylinder  of
any diameter lies along the y-axis. The image wraps around the cylinder  just
like the spherical map but the image remains one unit tall from y=0  to  y=1.
This band of color is repeated at all heights  unless  the  once  keyword  is
applied.

Finally map_type 5 is a torus or donut shaped  mapping.  It  assumes  that  a
torus of major radius one sits at the origin in the x-z-plane. The  image  is
wrapped around similar to spherical or cylindrical maps. However the top  and
bottom edges of the map wrap over and under the torus where  they  meet  each
other on the inner rim.

Types 3 and 4 are still under development.

Note  that  the  map_type  option  may  also  be  applied  to  bump_map  and
material_map statements.

7.6.1.5.3        The Filter and Transmit Bitmap Modifiers

To make all or part of an image map transparent you can specify filter and/or
transmit values for the color palette/registers of PNG, GIF or  IFF  pictures
(at least for the modes that use palettes). You can do  this  by  adding  the
keyword filter or transmit following the filename. The keyword is followed by
two numbers. The first number is the palette number value and the  second  is
the amount of transparency. The values should be separated by  a  comma.  For
example:

  image_map {
    gif "mypic.gif"
    filter   0, 0.5 // Make color 0 50% filtered transparent
    filter   5, 1.0 // Make color 5 100% filtered transparent
    transmit 8, 0.3 // Make color 8 30% non-filtered transparent
  }


You can give the entire image a filter or transmit  value  using  filter  all
VALUE or transmit all VALUE . For example:

  image_map {
    gif "stnglass.gif"
    filter all 0.9
  }


Note that early versions  of  POV-Ray  used  the  keyword  alpha  to  specify
filtered  transparency  however  that  word  is  often  used   to   describe
non-filtered transparency. For this reason alpha is no longer used.

See "filter" and "transmit" for details on the differences  between  filtered
and non-filtered transparency.

7.6.1.5.4        Using the Alpha Channel

Another way to specify non-filtered transmit transparency in an image map  is
by using the alpha channel .

PNG allows you to store a different transparency for each color index in  the
PNG file, if desired. If your paint programs support this feature of PNG  you
can do the  transparency  editing  within  your  paint  program  rather  than
specifying transmit values for each color in the POV file. Since PNG and  TGA
image formats can also store full alpha  channel  (transparency)  information
you can generate image maps that have transparency which isn't  dependent  on
the color of a pixel but rather its location in the image.

Although POV uses transmit 0.0 to specify no transparency and 1.0 to  specify
full transparency, the alpha data ranges  from  0  to  255  in  the  opposite
direction. Alpha data 0 means the same as transmit 1.0  and  alpha  data  255
produces transmit 0.0.

7.6.1.6          Quick Color

When developing POV-Ray scenes its often useful to do low quality  test  runs
that render faster. The +Q command line switch can be used to turn  off  some
time consuming color pattern and lighting calculations to  speed  things  up.
However all settings of +Q5 or  lower  turns  off  pigment  calculations  and
creates gray objects.

By adding a quick_color to a pigment you tell POV-Ray what solid color to use
for quick renders instead of a patterned pigment. For example:

  pigment {
    gradient x
    color_map{
      [0.0 color Yellow]
      [0.3 color Cyan]
      [0.6 color Magenta]
      [1.0 color Cyan]
    }
    turbulence 0.5
    lambda 1.5
    omega 0.75
    octaves 8
    quick_color Neon_Pink
  }


This tells POV-Ray to use solid Neon_Pink for test runs at quality  +Q  5  or
lower but to use the turbulent gradient pattern for rendering  at  +Q  6  and
higher.

Note that solid color pigments such as

  pigment {color Magenta}


automatically set the quick_color to that value. You may override this if you
want. Suppose you have 10 spheres on the screen and all are  yellow.  If  you
want  to  identify  them  individually  you  could  give  each  a  different
quick_color like this:

  sphere {
    <1,2,3>,4
    pigment { color Yellow  quick_color Red }
  }

  sphere {
    <-1,-2,-3>,4
    pigment { color Yellow  quick_color Blue }
  }


and so on. At +Q 6 or higher they will all be yellow but at  +Q  5  or  lower
each would be different colors so you could identify them.

7.6.2            Normal

Ray-tracing is known for the dramatic way it depicts  reflection,  refraction
and lighting effects. Much  of  our  perception  depends  on  the  reflective
properties of an object. Ray tracing can exploit this by  playing  tricks  on
our perception to make us see complex details that aren't really there.

Suppose you wanted a very bumpy surface on  the  object.  It  would  be  very
difficult to mathematically model lots of bumps. We can however simulate  the
way bumps look by altering  the  way  light  reflects  off  of  the  surface.
Reflection calculations depend on a vector called a  surface  normal  vector.
This is a vector which points away from the surface and is  perpendicular  to
it. By artificially modifying (or perturbing)  this  normal  vector  you  can
simulate bumps.

The normal {... } statement is the  part  of  a  texture  which  defines  the
pattern of normal perturbations to be applied to an object. Like the  pigment
statement, you can omit the surrounding texture block to save typing. Do  not
forget however that there is a texture implied. For example...

  //this...                    //can be shortened to this...

  object {                     object {
    My_Object                    My_Object
    texture {                    pigment {color Purple}
      pigment {color Purple}     normal {bumps 0.3}
      normal {bumps 0.3}       }
    }
  }


Note that attaching a normal pattern does not really modify the  surface.  It
only affects the way light reflects or refracts at the  surface  so  that  it
looks bumpy.

The most complete form for defining a normal is as follows:

  normal {
    NORMAL_IDENTIFIER
    PATTERN_TYPE FloatValue
    NORMAL_MODIFIERS
    TRANSFORMATIONS...
  }


Each of the items in a normal are optional  but  if  they  are  present  they
should be in the order  shown  above  to  insure  that  the  results  are  as
expected. Any items after the NORMAL_IDENTIFIER modify or  override  settings
given in the identifier. If no identifier is specified then the items  modify
the normal values in  the  current  default  texture.  The  PATTERN_TYPE  may
optionally be followed by a float value that controls the apparent  depth  of
the bumps. Typical values range from 0.0 to 1.0 but any value  may  be  used.
Negative values invert the pattern. The default value if none is specified is
0.5.

Valid NORMAL_MODIFIERS are slope_map , normal_map ,  bump_map  and  bump_size
statements as well as any of the generic PATTERN_MODIFIERS such as translate,
rotate, scale, turbulence, wave shape and  warp  statements.  Such  modifiers
apply only to the normal and not to other parts  of  the  texture.  Modifiers
should be specified last.

There are  three  basic  types  of  NORMAL_PATTERN_TYPEs.  They  are  pattern
normals, specialized normals and bump maps.  They  differ  in  the  types  of
modifiers you may use with them. Originally POV-Ray had some  patterns  which
were exclusively used for pigments while others  were  exclusively  used  for
normals. Since POV-Ray 3.0 you can use any pattern  for  either  pigments  or
normals. For example it is now valid to use ripples as a pigment or wood as a
normal type. The patterns bumps , dents , ripples  ,  waves  ,  wrinkles  and
bump_map were once exclusively normal patterns which could  not  be  used  as
pigments.  Because  these  six  types  use  specialized  normal  modification
calculations they cannot have slope_map , normal_map or wave shape modifiers.
All other normal pattern types may use them.

7.6.2.1          Slope Maps

A slope map is a normal pattern modifier which gives the user a great deal of
control over the exact shape of the bumpy features. It  is  best  illustrated
with a gradient normal pattern. Suppose you have...

  plane{ z, 0
    pigment{ White }
    normal { gradient x }
  }


This gives a ramp wave pattern that looks like small linear ramps that  climb
from the points at x=0 to x=1 and then abruptly drops to 0  again  to  repeat
the ramp from x=1 to x=2. A slope map turns  this  simple  linear  ramp  into
almost any wave shape you want. The syntax is as follows...

  normal{
    PATTERN_TYPE Value
    slope_map {
      [ NUM_1 POINT_SLOPE_1]
      [ NUM_2 POINT_SLOPE_2]
      [ NUM_3 POINT_SLOPE_3]
       ...
    }
    NORMAL_MODIFIERS...
  }


Note that the [] brackets are part of the  actual  statement.  They  are  not
notational symbols denoting optional parts. The brackets surround each  entry
in the slope map. There may be from 2 to 256 entries in the map.

The NUM_1, NUM_2, ...  are  float  values  between  0.0  and  1.0  inclusive.
POINT_SLOPE_1, POINT_SLOPE_2, ... are 2 component vectors such as <0,1> where
the first value represents the apparent height of the  wave  and  the  second
value represents the slope of the wave at that point. The height should range
between 0.0 and 1.0 but any value could be used.

The slope value is the change in height per unit of distance. For  example  a
slope of zero means flat, a slope of 1.0 means slope upwards at a  45  degree
angle and a slope of -1 means slope down at 45 degrees. Theoretically a slope
straight up would have infinite slope. In practice, slope  values  should  be
kept in the range -3.0 to +3.0. Keep in mind that this is only  the  visually
apparent slope. A normal does not actually change the surface.

For example here is how to make the ramp slope up for the first half and back
down on the second half creating a triangle wave with a  sharp  peak  in  the
center.

  normal {
    gradient x       // this is the PATTERN_TYPE
    slope_map {
      [0   <0, 1>]   // start at bottom and slope up
      [0.5 <1, 1>]   // halfway through reach top still climbing
      [0.5 <1,-1>]   // abruptly slope down
      [1   <0,-1>]   // finish on down slope at bottom
    }
  }


The pattern function is evaluated and the result is a value from 0.0 to  1.0.
The first entry says that at x=0 the apparent height is 0 and the slope is 1.
At x=0.5 we are at height 1 and slope is still up at 1. The third entry  also
specifies that at x=0.5 (actually at some tiny fraction above  0.5)  we  have
height 1 but slope -1 which is downwards. Finally at x=1 we are at  height  0
again and still sloping down with slope -1.

Although this example connects the points using straight lines the  shape  is
actually a cubic spline. This example creates a smooth sine wave.

  normal {
    gradient x          // this is the PATTERN_TYPE
    slope_map {
      [0    <0.5, 1>]   // start in middle and slope up
      [0.25 <1.0, 0>]   // flat slope at top of wave
      [0.5  <0.5,-1>]   // slope down at mid point
      [0.75 <0.0, 0>]   // flat slope at bottom
      [1    <0.5, 1>]   // finish in middle and slope up
    }
  }


This example starts at height 0.5 sloping up at slope 1. At a fourth  of  the
way through we are at the top of the curve at height 1 with slope 0 which  is
flat. The space between these two is a gentle curve because the start and end
slopes are different. At half way we are  at  half  height  sloping  down  to
bottom out at 3/4ths. By the end we are climbing at slope 1 again to complete
the cycle. There are more examples in slopemap.pov in the sample scenes.

A slope_map may be used with any pattern except brick , checker ,  hexagon  ,
bumps , dents , ripples , waves , wrinkles and bump_map .

You may declare and use slope map identifiers. For example:

  #declare Fancy_Wave =
    slope_map {       // Now let's get fancy
      [0.0  <0, 1>]   // Do tiny triangle here
      [0.2  <1, 1>]   //  down
      [0.2  <1,-1>]   //     to
      [0.4  <0,-1>]   //       here.
      [0.4  <0, 0>]   // Flat area
      [0.5  <0, 0>]   //   through here.
      [0.5  <1, 0>]   // Square wave leading edge
      [0.6  <1, 0>]   //   trailing edge
      [0.6  <0, 0>]   // Flat again
      [0.7  <0, 0>]   //   through here.
      [0.7  <0, 3>]   // Start scallop
      [0.8  <1, 0>]   //   flat on top
      [0.9  <0,-3>]   //     finish here.
      [0.9  <0, 0>]   // Flat remaining through 1.0
    }

  object{ My_Object
    pigment { White }
    normal {
      wood
      slope_map { Fancy_Wave }
    }
  }


7.6.2.2          Normal Maps

Most of the time you will apply single normal pattern to  an  entire  surface
but you may also create a pattern or blend of normals using a  normal  map  .
The syntax for a normal map is identical to a pigment map except you  specify
a normal in each map entry.

A normal map is specified by...

  normal{
    PATTERN_TYPE
    normal_map {
      [ NUM_1 NORMAL_BODY_1]
      [ NUM_2 NORMAL_BODY_2]
      [ NUM_3 NORMAL_BODY_3]
       ...
    }
    NORMAL_MODIFIERS...
  }


Where NUM_1, NUM_2, ... are float values between 0.0  and  1.0  inclusive.  A
NORMAL_BODY is anything that would normally appear inside  a  normal  {...  }
statement but the normal keyword and {} braces are not needed. Note that  the
[] brackets are part of the actual statement. They are not notational symbols
denoting optional parts. The brackets surround each entry in the  map.  There
may be from 2 to 256 entries in the map.

For example

  normal {
    gradient x       //this is the PATTERN_TYPE
    normal_map {
      [0.3  bumps scale 2]
      [0.3  dents]
      [0.6  dents]
      [0.9  marble turbulence 1]
    }
  }


When the gradient x function returns values from 0.0 to 0.3 then  the  scaled
bumps normal is used. From 0.3 to 0.6 dents are From 0.6 up to 0.9 a blend of
dents and a turbulent marble is used. From  0.9  on  up  only  the  turbulent
marble is used.

Normal maps may be nested to any level of complexity you desire. The  normals
in a map may have slope maps or normal maps or any type of normal you want.

A normal map is also used with the average normal  type.  See  "Average"  for
details.

Entire normals may also be used with the  block  patterns  such  as  checker,
hexagon and brick. For example...

  normal {
    checker
      normal { gradient x scale .2 }
      normal { gradient y scale .2 }
    }
  }


Note that in the case of  block  patterns  the  normal  {...  }  wrapping  is
required around the normal information.

You may not use normal_map or  individual  normals  with  a  bump_map  .  See
"texture_map" for an alternative way to do this.

7.6.2.3          Bump Maps

When all else fails and none of the above normal  pattern  types  meets  your
needs you can use a bump map to wrap a 2-D  bit-mapped  bump  pattern  around
your 3-D objects.

Instead of placing the color of the image on the shape like an  image  map  a
bump map perturbs the surface normal based on the color of the image at  that
point. The result looks like the image has been embossed into the surface. By
default, a bump map uses the brightness of the actual  color  of  the  pixel.
Colors are converted to gray  scale  internally  before  calculating  height.
Black is a low spot, white is a high spot. The image's index  values  may  be
used instead (see section "Use_Index and Use_Color" below).

7.6.2.3.1        Specifying a Bump Map

The syntax for bump_map is...

  normal {
    bump_map {
      FILE_TYPE "filename"
      BITMAP_MODIFIERS...
    }
    NORMAL_MODIFIERS...
  }


Where FILE_TYPE is one of the following keywords gif , tga , iff , ppm ,  pgm
, png or sys . This is followed by the name  of  the  file  using  any  valid
string  expression.  Several  optional  modifiers  may   follow   the   file
specification. The modifiers are described below. Note that earlier  versions
of POV-Ray allowed some modifiers before the FILE_TYPE  but  that  syntax  is
being phased out in favor of the syntax described here.

Filenames specified in the bump_map statement will be  searched  for  in  the
home (current) directory first and, if not found, will then be  searched  for
in directories specified by any +L switches  or  Library_Path  options.  This
would facilitate keeping all your bump maps files in a separate subdirectory,
and specifying a library path to them. Note that any operating system default
paths are not searched unless you also specify them as a Library_Path .

By default, the bump pattern is mapped onto  the  x-y-plane.  The  bumps  are
projected onto the object as though there were a slide projector somewhere in
the -z-direction. The bump pattern exactly fills the square area  from  (x,y)
coordinates (0,0) to (1,1) regardless  of  the  bitmaps's  original  size  in
pixels. If you would like to change this default, you may  translate,  rotate
or scale the normal or texture  to  map  it  onto  the  object's  surface  as
desired.

The file name is optionally followed by one  or  more  BITMAP_MODIFIERS.  The
bump_size , use_color and use_index modifiers are specific to bump  maps  and
are discussed in the following sections. See  "Bitmap  Modifiers"  for  other
general bitmap modifiers.

After a bump_map statement but still inside  the  normal  statement  you  may
apply any legal normal modifiers except slope_map and pattern wave forms.

7.6.2.3.2        Bump_Size

The relative bump size can be scaled using the bump_size modifier.  The  bump
size number can be any number other than 0 but typical values are from  about
0.1 to as high as 4.0 or 5.0.

  normal {
    bump_map {
      gif "stuff.gif"
      bump_size 5.0
    }
  }


Originally bump_size could only be used inside a bump map but it can  now  be
used with any normal. Typically it is used to override a  previously  defined
size. For example:

  normal {
    My_Normal   //this is a previously defined normal identifier
    bump_size 2.0
  }


7.6.2.3.3        Use_Index and Use_Color

Usually the bump map converts the color of the pixel in the  map  to  a  gray
scale intensity value in the range 0.0 to 1.0 and calculates the bumps  based
on that value. If you specify use_index ,  the  bump  map  uses  the  color's
palette number to compute as the height of the bump at that point. So,  color
number 0 would be low and color number 255 would be high (if  the  image  has
256 palette entries). The actual color of  the  pixels  doesn't  matter  when
using the index. This option is only available on palette based formats.  The
use_color keyword may be specified to explicitly note that the color  methods
should be used instead. The alternate  spelling  use_colour  is  also  valid.
These modifiers may only be used inside the bump_map statement.

7.6.3            Finish

The finish properties of a surface can greatly  affect  its  appearance.  How
does light reflect? What happens when light  passes  through?  What  kind  of
highlights  are  visible.  To  answer  these  questions  you  need  a  finish
statement.

The finish {... } statement is the  part  of  a  texture  which  defines  the
various finish properties to be applied to an object.  Like  the  pigment  or
normal statement you can omit the surrounding texture block to  save  typing.
Do not forget however that there is a texture implied. For example...

  this...                            can be shortened to this...

  object {                           object {
    My_Object                          My_Object
    texture {                          pigment {color Purple}
      pigment {color Purple}           finish {phong 0.3}
      finish {phong 0.3}             }
    }
  }


The most complete form for defining a finish is as follows:

  finish {
    FINISH_IDENTIFIER
    [ ambient COLOR ]
    [ diffuse FLOAT ]
    [ brilliance FLOAT ]
    [ phong FLOAT ]
    [ phong_size FLOAT ]
    [ specular FLOAT ]
    [ roughness FLOAT ]
    [ metallic [ FLOAT ] ]
    [ reflection COLOR ]
    [ refraction FLOAT ]
    [ ior FLOAT ]
    [ caustics FLOAT ]
    [ fade_distance FLOAT ]
    [ fade_power FLOAT ]
    [ irid { thickness FLOAT turbulence VECTOR } ]
    [ crand FLOAT ]
  }


The FINISH_IDENTIFIER is optional but should proceed  all  other  items.  Any
items after the FINISH_IDENTIFIER modify or override settings  given  in  the
IDENTIFIER. If no identifier is specified then the items  modify  the  finish
values in the current default texture.  Note  that  transformations  are  not
allowed inside a  finish  because  finish  items  cover  the  entire  surface
uniformly.

7.6.3.1          Ambient

The light you see in dark shadowed areas comes from diffuse reflection off of
other objects. This light  cannot  be  directly  modeled  using  ray-tracing.
However we can use a trick called ambient  lighting  to  simulate  the  light
inside a shadowed area.

Ambient light is light that is scattered everywhere in the room.  It  bounces
all over the place and manages to light objects up a bit even where no  light
is directly shining. Computing real ambient light would  take  far  too  much
time, so we simulate ambient light by adding a small amount of white light to
each texture whether or not a light is actually shining on that texture.

This means that the portions of a shape that are completely  in  shadow  will
still have a little bit of their surface color. It's almost as if the texture
glows, though the ambient light in a texture only affects  the  shape  it  is
used on.

Usually a single float value is specified even though the syntax calls for  a
color. For example a float value of 0.3  gets  promoted  to  the  full  color
vector <0.3,0.3,0.3,0.3,0.3> which is acceptible because only the red,  green
and blue parts are used.

The default value is very little ambient light (0.1).  The  value  can  range
from 0.0 to 1.0. Ambient light affects both shadowed and  non-shadowed  areas
so if you turn up the ambient value you may want to  turn  down  the  diffuse
value.

Note that this method doesn't account for the color of  surrounding  objects.
If you walk into a room that has red walls, floor and ceiling then your white
clothing will look pink from the reflected light. POV-Ray's ambient  shortcut
doesn't account for this. There is also no way to  model  specular  reflected
indirect illumination such as the flashlight shining in a mirror.

You may color the ambient light using one of two methods. You may  specify  a
color rather than a float after the ambient keyword in each finish statement.
For example

   finish { ambient rgb <0.3,0.1,0.1> } //a pink ambient


You may also specify the overall ambient light source used  when  calculating
the ambient lighting of an object using the global ambient_light setting. The
formula is given by

   AMBIENT = FINISH_AMBIENT * GLOBAL_AMBIENT_LIGHT_SOURCE


7.6.3.2          Diffuse Reflection Items

When light reflects off of a surface the laws of physics say that  it  should
leave the surface at the exact same angle it came in. This is similar to  the
way a billiard ball bounces off a  bumper  of  a  pool  table.  This  perfect
reflection is called specular reflection. However only very  smooth  polished
surfaces reflect light in this way. Most of the time, light reflects  and  is
scattered in all directions by the roughness of the surface. This  scattering
is called diffuse reflection because the  light  diffuses  or  spreads  in  a
variety of directions. It accounts for the majority of the reflected light we
see.

POV-Ray and most other ray-tracers can only simulate directly  one  of  these
three types of illumination. That is the  light  which  comes  directly  from
actual light sources. Light coming from other objects  such  as  mirrors  via
specular reflection (shine a flashlight onto a mirror for example). And  last
not least light coming from other objects via diffuse  reflections  (look  at
some dark area under a desk or in a  corner:  even  though  a  lamp  may  not
directly illuminate that spot you can still see a little  bit  because  light
comes from diffuse reflection off of nearby objects).

7.6.3.2.1        Diffuse

The keyword diffuse is used in a finish statement to control how much of  the
light coming directly  from  any  light  sources  is  reflected  via  diffuse
reflection. For example

  finish {diffuse 0.7}


means that 70% of the light seen comes from direct  illumination  from  light
sources. The default value is diffuse 0.6.

7.6.3.2.2        Brilliance

The amount of direct light that diffuses from  an  object  depends  upon  the
angle at which it hits the surface. When light hits at  a  shallow  angle  it
illuminates less. When it is directly above a surface  it  illuminates  more.
The brilliance keyword can be used in a finish  statement  to  vary  the  way
light falls off depending upon the angle  of  incidence.  This  controls  the
tightness of the basic diffuse illumination on objects and  slightly  adjusts
the appearance of surface shininess. Objects  may  appear  more  metallic  by
increasing their brilliance. The default value is 1.0. Higher values from  to
about 10.0 cause the light to fall off less at medium to  low  angles.  There
are no limits to the brilliance value. Experiment to see what works best  for
a particular situation. This is best used in concert with highlighting.

7.6.3.2.3        Crand Graininess

Very rough surfaces, such as concrete or sand, exhibit a dark  graininess  in
their apparent color. This is caused by the shadows of the pits or  holes  in
the surface. The crand keyword can be added to cause a minor random darkening
in the diffuse reflection of direct illumination. Typical values  range  from
crand 0.01 to crand 0.5 or higher. The default value is 0. For example:

  finish { crand 0.05 }


The grain or noise introduced by this feature is applied on a  pixel-by-pixel
basis. This means that it will look the same on far away objects as on  close
objects. The effect also looks different depending upon  the  resolution  you
are using for the rendering. For these reasons it is not a very accurate  way
to model the rough surface effect but some objects still look better  with  a
little crand thrown in.

Note that this should not be used when rendering animations. This is the  one
of a few truly random features  in  POV-Ray  and  will  produce  an  annoying
flicker of flying pixels on any textures animated with a crand value.

7.6.3.3          Highlights

Highlights are the bright spots that appear when a light source reflects  off
of a smooth object. They are a  blend  of  specular  reflection  and  diffuse
reflection. They are specular-like because they depend upon viewing angle and
illumination angle. However they are  diffuse-like  because  some  scattering
occurs. In order to exactly model a highlight you  would  have  to  calculate
specular reflection off  of  thousands  of  microscopic  bumps  called  micro
facets. The more that micro facets are facing  the  viewer  the  shinier  the
object appears and the  tighter  the  highlights  become.  POV-Ray  uses  two
different models to simulate highlights  without  calculating  micro  facets.
They are the specular and Phong models.

Note that specular and Phong highlights are not  mutually  exclusive.  It  is
possible to specify both and they will both take effect.  Normally,  however,
you will only specify one or the other.

7.6.3.3.1        Phong Highlights

The phong keyword controls the amount of Phong highlighting on the object. It
causes bright shiny spots on the object that  are  the  color  of  the  light
source being reflected.

The Phong method measures the average of the  facets  facing  in  the  mirror
direction from the light sources to the viewer.

Phong's value is typically  from  0.0  to  1.0,  where  1.0  causes  complete
saturation to the light source's color at the brightest area (center) of  the
highlight. The default phong 0.0 gives no highlight.

The size of the highlight spot is defined by the phong_size value. The larger
the phong size the tighter, or smaller, the highlight  and  the  shinier  the
appearance. The smaller the phong size the looser, or larger,  the  highlight
and the less glossy the appearance.

Typical values range from 1.0 (very dull) to 250 (highly polished) though any
values may be used. Default phong size is 40 (plastic) if phong_size  is  not
specified. For example:

  finish { phong 0.9 phong_size 60 }


7.6.3.3.2        Specular Highlight

A specular highlight is very  similar  to  Phong  highlighting  but  it  uses
slightly different model. The specular  model  more  closely  resembles  real
specular reflection and provides a more credible spreading of the  highlights
occuring near the object horizons.

The specular value is typically from 0.0 to 1.0, where  1.0  causes  complete
saturation to the light source's color at the brightest area (center) of  the
highlight. The default specular 0.0 gives no highlight.

The size of the spot is defined by the value given for  roughness  .  Typical
values range from 1.0 (very rough - large highlight) to 0.0005 (very smooth -
small highlight). The default value, if roughness is not specified,  is  0.05
(plastic).

It is possible to specify wrong values for roughness that  will  generate  an
error when you try to render the file. Don't use 0  and  if  you  get  errors
check to see if you are using a very, very small roughness value that may  be
causing the error. For example:

  finish {specular 0.9  roughness 0.02}


7.6.3.3.3        Metallic Highlight Modifier

The keyword metallic may be used with  Phong  or  specular  highlights.  This
keyword indicates that the color of the highlights will be calculated  by  an
empirical function that models the reflectivity of metallic surfaces.

White light relfected specularly from a metallic surface takes the  color  of
the surface, except then the incidence angle approaches 90 degrees, where  it
becomes white again.

The metallic keyword may  be  follow  by  a  numeric  value  to  specify  the
influence the above effect has (the default value is one). For example:

  finish {
    phong 0.9
    phong_size 60
    metallic
  }


7.6.3.4          Specular Reflection

When light does not diffuse and it does reflect at the same angle as it  hits
an object, it is called specular reflection . Such mirror-like reflection  is
controlled by the reflection keyword in a finish statement. For example:

  finish { reflection 1.0 ambient 0 diffuse 0 }


This gives the object a mirrored finish. It will reflect all  other  elements
in the scene. Usually a single float value is  specified  after  the  keyword
even though the syntax calls for a color. For example a float  value  of  0.3
gets promoted to the full color vector \langle 0.3,0.3,0.3,0.3,0.3> which  is
acceptible because only the red, green and blue parts are used.

The value can range from 0.0 to 1.0. By default there is no reflection.

Adding reflection to a texture makes it take  longer  to  render  because  an
additional ray  must  be  traced.  The  reflected  light  may  be  tinted  by
specifying a color rather than a float. For example

   finish { reflection rgb <1,0,0> }


gives a real red mirror that only reflects red light.

Note that although such reflection is called specular it is not controlled by
the specular keyword. That keyword controls a specular highlight .

7.6.3.5          Refraction

When light passes through a surface either into or out of a dense medium  the
path of the ray of light  is  bent.  Such  bending  is  called  refraction  .
Normally transparent or semi-transparent surfaces in POV-Ray do  not  refract
light. Adding refraction 1.0 to the finish statement turns on refraction.

Note that it is recommended that you only use refraction 0  or  refraction  1
(or even better refraction off and refraction on ). Values  in  between  will
darken the refracted light in ways that do not  correspond  to  any  physical
property. Many POV-Ray  scenes  were  created  with  intermediate  refraction
values before this bug was discovered so the feature has been  maintained.  A
more appropriate way to reduce the brightness of refracted light is to change
the filter  or  transmit  value  in  the  colors  specified  in  the  pigment
statement. Note also  that  refraction  does  not  cause  the  object  to  be
transparent. Transparency only occurs  if  there  is  a  non-zero  filter  or
transmit value in the color.

The amount of bending or refracting of light depends upon the density of  the
material. Air, water, crystal and diamonds all have different  densities  and
thus refract differently. The index of refraction or ior  value  is  used  by
scientists to describe the relative density of substances. The ior keyword is
used in POV-Ray to specify the value. For example:

  texture {
    pigment { White filter 0.9 }
    finish {
      refraction 1
      ior 1.5
    }
  }


The default ior value of 1.0 will give no refraction. The index of refraction
for air is 1.0, water is 1.33, glass is 1.5 and  diamond  is  2.4.  The  file
consts.inc pre-defines several useful values for ior.

Note that if a texture has a filter component and no value for refraction and
ior are supplied the renderer  will  simply  transmit  the  ray  through  the
surface with no bending. In layered textures, the refraction and ior keywords
must be in the last texture, otherwise they will not take effect.

7.6.3.5.1        Light Attenuation

Light attenuation is used to model the decrease in  light  intensity  as  the
light travels through a translucent object. Its syntax is:

  finish {
    fade_distance FADE_DISTANCE
    fade_power FADE_POWER
  }


The fade_distance keyword determines the distance the light has to travel  to
reach half intensity while the fade_power  keyword  describes  how  fast  the
light will fall off. For realistic effects a fade power of 1 to 2  should  be
used.

The attenuation is calculated by a formula similar to  that  used  for  light
source attenuation.

                                 1
  attenuation = -------
                 1 + (d / FADE_DISTANCE) ^ FADE_POWER


7.6.3.5.2        Faked Caustics

The syntax is:

  finish {
    caustics POWER
  }


7.6.3.6          Iridescence

Iridescence , or Newton's thin film interference,  simulates  the  effect  of
light on surfaces with a microscopic transparent film overlay. The effect  is
like an oil slick on a puddle of water or the rainbow hues of a  soap  bubble
(see also "irid_wavelength" ).

The syntax is:

  finish {
    irid {
      AMOUNT
      thickness FLOAT
      turbulence VECTOR
    }
  }


This finish modifies the surface color as a function of the angle between the
light source and the surface. Since the effect works in conjunction with  the
position and angle of the light sources to the surface it does not behave  in
the same ways as a procedural pigment pattern.

The AMOUNT parameter is the contribution of the  iridescence  effect  to  the
overall surface  color.  As  a  rule  of  thumb  keep  to  around  0.25  (25%
contribution) or less, but experiment. If the surface is coming out too white
, try lowering the diffuse and possibly the ambient values of the surface.

The thickness keyword represents the film's thickness.  This  is  an  awkward
parameter to set, since the  thickness  value  has  no  relationship  to  the
object's scale. Changing it affects the scale or busy-ness of the  effect.  A
very thin film will have a high frequency of color changes while a thick film
will have large areas of color.

The thickness of the film can be varied with the turbulence keyword. You  can
only specify the amount of turbulence with iridescence. The octaves,  lambda,
and omega values are internally set and are not adjustable  by  the  user  at
this time.

In addition, perturbing the object's surface normal through the use  of  bump
patterns will affect iridescence.

For the curious, thin film interference occurs because, when the ray hits the
surface of the film, part of the light is reflected from that surface,  while
a portion is transmitted into the film. This subsurface ray  travels  through
the film and eventually reflects off the opaque substrate. The light  emerges
from the film slightly out of phase with the ray that was reflected from  the
surface.

This phase shift creates interference, which varies with  the  wavelength  of
the component colors, resulting in some wavelengths being  reinforced,  while
others are cancelled out. When these components are recombined, the result is
iridescence.

The concept used  for  this  feature  came  from  the  book  Fundamentals  of
Three-Dimensional Computer Graphics by Alan Watt (Addison-Wesley).

7.6.4            Halo

A halo is used to simulate some of the atmospheric effects  that  occur  when
small particles interact with light or radiate on their  own.  Those  effects
include clouds, fogs, fire, etc.

Halos are attached to an object, the so called container object , which  they
completely fill. If the object is partially or completely translucent and the
object is specified to be hollow (see section "Hollow" for more details)  the
halo will be visible. Thus the halo effects are limited to the space that the
object covers. This should always be kept in mind.

What the halo actually will look like depends on a lot of  parameters.  First
of all you have to specify which kind of effect you want to  simulate.  After
this you need to define the distribution of the particles. This is  basically
done in two steps: a mapping function is selected and a density  function  is
chosen. The first function maps  world  coordinates  onto  a  one-dimensional
interval while the later describes how this linear interval  is  mapped  onto
the final density values.

The properties of the particles, such as their color and their  translucency,
are given by a color map.  The  density  values  calculated  by  the  mapping
processes are used to determine the appropriate color using this color map.

A ray marching process is used to volume sample the halo  and  to  accumulate
the intensities and opacity of each interval.

The following sections will describe all  of  the  halo  parameters  in  more
detail. The complete halo syntax is given by:

  halo {
    attenuating | emitting | glowing | dust
    [ constant | linear | cubic | poly ]
    [ planar_mapping | spherical_mapping |
      cylindrical_mapping | box_mapping ]
    [ dust_type DUST_TYPE ]
    [ eccentricity ECCENTRICITY ]
    [ max_value MAX_VALUE ]
    [ exponent EXPONENT ]
    [ samples SAMPLES ]
    [ aa_level AA_LEVEL ]
    [ aa_threshold AA_THRESHOLD ]
    [ jitter JITTER ]
    [ turbulence <TURBULENCE> ]
    [ octaves OCTAVES ]
    [ omega OMEGA ]
    [ lambda LAMBDA ]
    [ colour_map COLOUR_MAP ]
    [ frequency FREQUENCY ]
    [ phase PHASE ]
    [ scale <VECTOR> ]
    [ rotate <VECTOR> ]
    [ translate <VECTOR> ]
  }


7.6.4.1          Halo Mapping

As described above the actual particle distribution and  halo  appearance  is
influenced by a lot of parameters. The steps that are  performed  during  the
halo calculation will be explained below. It will also  be  noted  where  the
different halo keywords will have an effect on the calculations.

  1. Depending on the current  sampling  position  along  the  ray,  point  P
     (coordinates x, y, z) inside the halo container  object  is  calculated.
     The actual location is influenced by the jitter keyword, the  number  of
     samples and the use of anti-aliasing ( aa_level and aa_threshold).
  2. Point  P  is  transformed  into  point  Q  using  the  (current)  halo's
     transformation. Here all local halo transformations come into play, i.e.
     all transformations specified inside the (current) halo statement.
  3. Turbulence is added to point Q. The amount of turbulence is given by the
     urbulence keyword. The  turbulence  calculation  is  influenced  by  the
     octaves, omega and lambda keywords.
  4. Radius r is calculated depending on  the  specified  density  mapping  (
     planar_mapping,  spherical_mapping,  cylindrical_mapping,  box_mapping).
     The radius is clipped to the range from 0 to 1, i.e. 0 <= r <= 1.
  5. The density d is calculated  from  the  radius  r  using  the  specified
     density function ( constant, linear, cubic, poly) and the maximum  value
     given by max_value.  The  density  will  be  in  the  range  from  0  to
     max_value.
  6. The density d is first multiplied by the frequency value, added  to  the
     phase value and clipped to the range from 0 to 1 before it  is  used  to
     get the color from the color_map . If an attenuating halo  is  used  the
     color will be determined by the total density along the ray and  not  by
     the sum of the colors for each sample.


All steps are repeated for each sample point along the ray that is inside the
halo container object. Steps 2 through 6 are repeated for all halos  attached
to the halo container object.

It should be noted that in order to get a finite particle distribution, i. e.
a particle distribution that vanishes outside a finite area, a finite density
mapping and a finite density function has to be used.

A finite density mapping gives the constant value one for all points  outside
a finite area. The box and spherical mappings are  the  only  finite  mapping
types.

A finite density function vanishes for all parameter values above one  (there
are no negative parameter values). The only infinte density function  is  the
constant function.

Finite particle distributions are especially useful because they  can  always
be transformed to stay inside the halo container object. If  particles  leave
the container object they become invisible and the surface of  the  container
will be visible due to the density discontiniuty at the surface.

7.6.4.2          Multiple Halos

It is possible to put more than one halo inside a container object.  This  is
simply done by putting more than one  halo  statement  inside  the  container
object statement like:

  sphere { 0, 1
    pigment { Clear }
    halo { here comes halo nr. 1 }
    halo { here comes halo nr. 2 }
    halo { here comes halo nr. 3 }
    ...
  }


The effects of the different halos are added. This is in fact similar to  the
CSG union operation.

You should note that currently multiple attenuating halos will use the  color
map of the last halo only. It is not possible to use different color maps for
multiple attenuating halos.

7.6.4.3          Halo Type

The type of the halo is defined by one of the  following  mutually  exclusive
keywords (if more than one is specified the last will be used).  The  default
is attenuating .

  halo {
    attenuating | emitting | glowing | dust
  }


The halo type determines how the  light  will  interact  with  the  particles
inside the  container  object.  There  are  two  basic  categories  of  light
interaction: self-illuminated and illuminated. The first  type  includes  the
attenuating , emitting and glowing effects while the dust effect  is  of  the
second type.


7.6.4.3.1        Attenuating

The attenuating halo that only absorbs light passing through it  is  rendered
by accumulating the particle density along a ray. The  total  halo  color  is
determined from the total, accumulated density and the  specified  color  map
(see section  "Halo  Color  Map"  for  details  about  the  color  map).  The
background light, i. e. the light passing through the halo, is attenuated  by
the total density and added to the total halo color to get the final color of
the halo.

This model is suited to render particle  distributions  with  a  high  albedo
because the final color does not depend on the transparency of single  volume
elements but only on the total transparency along the ray. The  albedo  of  a
particle is given by the amount of light scattered by this  particle  in  all
directions in relation to the amount  of  incoming  light.  If  the  particle
doesn't absorb any light the albedo is one.

Clouds and steams are two of the effects that can be rendered quite realistic
by adding enough turbulence.

7.6.4.3.2        Dust

The dust halo consists of particles that do not emit  any  light.  They  only
reflect and absorb incoming light. Its syntax is:

  halo {
    dust
    [ dust_type DUST_TYPE ]
    [ eccentricity ECCENTRICITY ]
  }


As the ray marches through the dust all light coming from any  light  sources
is accumulated and scattered according to the dust type and the current  dust
density. Since this light accumulation includes a test for  occlusion,  other
objects may cast shadows into the dust.

The same scattering types that  are  used  with  the  atmosphere  in  section
"Atmosphere" can be used  with  the  dust  (the  default  type  is  isotropic
scattering). They are:

  #declare ISOTROPIC_SCATTERING         = 1
  #declare MIE_HAZY_SCATTERING          = 2
  #declare MIE_MURKY_SCATTERING         = 3
  #declare RAYLEIGH_SCATTERING          = 4
  #declare HENYEY_GREENSTEIN_SCATTERING = 5


The Henyey-Greenstein function needs the  additional  parameter  eccentricity
that is described in the section about atmosphere. This keyword only  applies
to dust type 5, the Henyey-Greenstein scattering.

7.6.4.3.3        Emitting

Emitting halos only emit light. Every particle is a small light  source  that
emits some light. This light is not attenuated by the other particles because
they are assumed to be very small.

As the ray travels through the density field of an emitting halo the color of
the particles in each volume element and their differential  transparency  is
determined from the color map. These intensities are accumulated to  get  the
total color of the density field. This total intensity is added to the  light
passing through the halo. The background light is  attenuated  by  the  total
density of the halo.

Since the emitted light is not attenuated it can be  used  to  model  effects
like fire, explosions, light beams, etc. By choosing a well suited color  map
those effects can be rendered with a high degree of realism.

Fire is best  modeled  using  planar  mapping.  Spherical  mapping  and  high
turbulence values can be used to  create  explosions  (it's  best  to  use  a
periodic color map and frequencies larger than one).

Emitting halos do not cast any light on other objects like light sources  do,
even though they are made up of small, light-emitting particles. In order  to
make them actually emit light hundreds or thousands of  small  light  sources
would have to be used. This would slow down tracing by a  degree  that  would
make it useless.

7.6.4.3.4        Glowing

The glowing halo is similar to the emitting halo. The difference is that  the
light emitted by the particles is attenuated by the other particles. This can
be seen as a combination of the attenuating and the emitting model.

7.6.4.4          Density Mapping

The  density  mapping  is  used  to  map  points  in  space  onto  a  linear,
one-dimensional interval between 0.0 and 1.0, thus describing the  appearance
of the three-dimensional particle distribution. The different  mapping  types
are specified by:

  halo {
    planar_mapping | spherical_mapping |
    cylindrical_mapping | box_mapping
  }


The default mapping type is planar mapping.

Since the mapping takes  place  in  relation  to  the  origin  of  the  world
coordinate system the following rule  must  always  be  kept  in  mind:  Halo
container objects ought to be unit sized objects centered  at  the  origin  .
They can be transformed later to suit the individuals needs.

The different mapping types are explained in more  detail  in  the  following
sections.

7.6.4.4.1        Box Mapping

The box mapping can be used to create a box-shaped particle distribution. The
mapping is calculated by getting the maximum of the absolute values  of  each
coordinate as given by the formula:

  r(x, y, z) = max(abs(x), abs(y), abs(z))


7.6.4.4.2        Cylindrical Mapping

The distance r(x,y,z) from the y-axis given by

  r(x, y, z) = sqrt(x*x + z*z)


is used to get the interval values. Values larger than  one  are  clipped  to
one.

7.6.4.4.3        Planar Mapping

The distance r(x,y,z) from the x-z-plane given by

  r(x, y, z) = abs(y)


is used to get the interval values. Values larger than  one  are  clipped  to
one.

7.6.4.4.4        Spherical Mapping

The distance r(x,y,z) from the origin given by

  r(x, y, z) = sqrt(x*x + y*y + z*z)


is used to get the interval values. Values larger than  one  are  clipped  to
one.

7.6.4.5          Density Function

The density function determines how the actual density values are  calculated
from the linear, one-dimensional interval  that  resulted  from  the  density
mapping.

The density function is specified by the following keywords:

  halo {
    [ constant | linear | cubic | poly ]
    [ max_value MAX_VALUE ]
    [ exponent EXPONENT ]
  }


The exponent keyword is only used together with the poly density function.

The individual functions f(r) are described in the following  sections.  They
all map the value r(x,y,z) calculated by the density mapping onto a  suitable
density range between 0 and MAX_VALUE (specified with the keyword  max_value)
.

7.6.4.5.1        Constant

The constant function gives the constant value MAX_VALUE  regardless  of  the
interval value and the type of density  mapping.  It  is  calculated  by  the
trivial formula   f(r) = MAX_VALUE.


The constant density function.

The constant density function can be  used  to  create  a  constant  particle
distribution that is only constrained by the container object.

7.6.4.5.2        Linear

A linear falloff from MAX_VALUE at r=0 to zero at r=1  is  created  with  the
linear density function. It is given by:

  f(r) = MAX_VALUE * (1 - r)


7.6.4.5.3        Cubic

The cubic function gives a smooth blend between the maximum  value  MAX_VALUE
at r=0 and 0 at r=1. It is given by:

  f(r) = MAX_VALUE * (2 * r  - 3) * r * r + 1


The cubic density function.


7.6.4.5.4        Poly

A polynomial function  can  be  used  to  get  a  large  variety  of  density
functions. All have the maximum value MAX_VALUE at r=0 and the minimum  value
0 at r=1. It is given by:

  f(r) = MAX_VALUE * (1 - r) ^ EXPONENT


The polynomial density function for different exponent values.

The exponent is given by the exponent keyword. In case of  EXPONENT=0  you'll
get a linear falloff.

7.6.4.6          Halo Color Map

The density f(r), which ranges from 0 to MAX_VALUE, is mapped onto the  color
map to get the color and differential translucency for each volume element as
the ray marches through the density field (the  final  color  of  attenuating
halos is calculated from the total density; see section  "Halo  Mapping"  and
section "Attenuating" ). The differential translucency  determines  for  each
value of f(r) how much the total opacity has to be increased (or  decreased).


The color map is specified by:

  halo {
    [ colour_map COLOUR_MAP ]
  }


The differential translucency is stored in the transmittance channel  of  the
map's color entries. A simple example is given by

  colour_map {
    [0 rgbt<1, 1, 1, 1>]
    [1 rgbt<1, 1, 1, 0>]
  }


In this example areas with a low density (small  f(r))  will  be  translucent
(large differential translucency of 1=100%) and areas  with  a  high  density
(large f(r)) will be opaque (small differential translucency  of  0=0%).  You
should note that negative transmittance values can be  used  to  create  very
dense fields.

In the case of the dust halo the filter channels of the colors in  the  color
map are used to specify the amount of light that  will  be  filtered  by  the
corresponding color map entry. For all other halo types the filter  value  is
ignored.


7.6.4.7          Halo Sampling

The halo effects are calculated by marching through the density field along a
ray. At discrete steps samples are taken from the density field and evaluated
according to the color map and all  other  parameters.  The  effects  of  all
volume elements are accumulated to get the total effect.

The following parameters are used to tune the sampling process:

  halo {
    [ samples SAMPLES ]
    [ aa_level AA_LEVEL ]
    [ aa_threshold AA_THRESHOLD ]
    [ jitter JITTER ]
  }


7.6.4.7.1        Number of Samples

The number of samples that are taken along the ray inside the halo  container
object is specified by the samples keyword. The greater the number of samples
the more denser the density field is sampled and the more accurate but slower
the result will be.

The default number of samples is 10. This is sufficient  for  simple  density
fields that don't use turbulence.

High turbulence values and dust halos normally need a large number of samples
to avoid aliasing artifacts.

7.6.4.7.2        Super-Sampling

The sampling is prone to alias  (like  the  atmosphere  sampling  in  section
"Atmosphere" ). One way to reduce  possible  aliasing  artifacts  is  to  use
super-sampling. If two neighboring samples  differ  too  much  an  additional
sampling is taken in-between. This process recurses until the values  of  the
samples are close too each other or the  maximum  recursion  level  given  by
AA_LEVEL is reached. The threshold to kick  super-sampling  in  is  given  by
AA_THRESHOLD .

By default super-sampling is not used. The default  values  for  AA_THRESHOLD
and AA_LEVEL are 0.3 and 3 respectively.

7.6.4.7.3        Jitter

Jitter can be used to introduce some noise to the  sampling  locations.  This
may help to reduce aliasing artifacts at the cost of an increased noise level
in the image. Since the human visual system is much more forgiving  to  noise
than it is to regular patterns this is not much of a problem.

By default jittering is not used. The values should be smaller than 1.0.


7.6.4.8          Halo Modifiers

This section covers all general halo modifiers. They are:

  halo {
    [ turbulence <TURBULENCE> ]
    [ octaves OCTAVES ]
    [ omega OMEGA ]
    [ lambda LAMBDA ]
    [ frequency FREQUENCY ]
    [ phase PHASE ]
    [ scale <VECTOR> ]
    [ rotate <VECTOR> ]
    [ translate <VECTOR> ]
  }


7.6.4.8.1        Turbulence Modifier


7.6.4.8.2        Octaves Modifier


7.6.4.8.3        Omega Modifier


7.6.4.8.4        Lambda Modifier


7.6.4.8.5        Frequency Modifier

The frequency parameter adjusts the number of times the density  interval  is
mapped onto itself, i. e. the range from 0.0 to 1.0, before it is mapped onto
the color map. The formula doing this is:

  f_new(r) = (f(r) * FREQUENCY + PHASE) modulo 1.0


7.6.4.8.6        Phase Modifier

The phase parameter determines the offset at which the mapping of the density
field onto itself starts. See the formula in the previous section for how the
pahse is used.


7.6.4.8.7        Transformation Modifiers

Halos can be transformed using the rotate, scale and translate keywords.  You
have to be careful that you don't move the density field out of the container
object though.

7.6.5            Special Textures

Special textures are complex textures  made  up  of  multiple  textures.  The
component textures may be plain  textures  or  may  be  made  up  of  special
textures. A plain texture has just one pigment, normal and  finish  statement
(and maby some halo statements). Even a pigment with a pigment map  is  still
one pigment and thus considered a plain texture as are  normals  with  normal
map statements.

Special textures use either a texture_map  keyword  to  specify  a  blend  or
pattern of textures or they use a bitmap similar to an  image  map  called  a
material map (specified with the material_map keyword).

There are restrictions on using special textures. A special texture  may  not
be used as a default texture (see section "Default Directive"  ).  A  special
texture cannot be used as a layer in a layered texture however  you  may  use
layered textures as any of the textures contained within a special texture.

7.6.5.1          Texture Maps

In addition to specifying blended color with a color map or a pigment map you
may create a blend of textures using texture_map . The syntax for  a  texture
map is identical to the pigment map except you specify a texture in each  map
entry.

A texture map is specified by...

  texture{
    PATTERN_TYPE
    texture_map {
      [ NUM_1 TEXTURE_BODY_1]
      [ NUM_2 TEXTURE_BODY_2]
      [ NUM_3 TEXTURE_BODY_3]
       ...
    }
    TEXTURE_MODIFIERS...
  }


Where NUM_1, NUM_2, ... are float values between 0.0  and  1.0  inclusive.  A
TEXTURE_BODY is anything that would normally appear inside a texture  {...  }
statement but the texture keyword and {} braces are not needed. Note that the
[] brackets are part of the actual statement. They are not notational symbols
denoting optional parts. The brackets surround each entry in the  map.  There
may be from 2 to 256 entries in the map.

For example:

  texture {
    gradient x       //this is the PATTERN_TYPE
    texture_map {
      [0.3  pigment{Red} finish{phong 1}]
      [0.3  T_Wood11]    //this is a texture identifier
      [0.6  T_Wood11]
      [0.9  pigment{DMFWood4} finish{Shiny}]
    }
  }


When the gradient  x  function  returns  values  from  0.0  to  0.3  the  red
highlighted texture is used. From 0.3 to 0.6 the texture identifier  T_Wood11
is used. From 0.6 up to 0.9 a blend of T_Wood11 and a shiny DMFWood4 is used.
From 0.9 on up only the shiny wood is used.

Texture maps may be nested  to  any  level  of  complexity  you  desire.  The
textures in a map may have color maps or texture maps or any type of  texture
you want.

The  blended  area  of  a  texture  map  works  by  fully  calculating  both
contributing textures in their entirety and then linearly  interpolating  the
apparent  colors.  This  means  that  reflection,  refraction  and  lighting
calculations are done twice for every point. This is in contrast to  using  a
pigment map and a normal map  in  a  plain  texture,  where  the  pigment  is
computed, then the normal,  then  reflection,  refraction  and  lighting  are
calculated once for that point.

Entire textures may also be used with the block  patterns  such  as  checker,
hexagon and brick. For example...

  texture {
    checker
      texture { T_Wood12 scale .8 }
      texture { pigment { White_Marble } finish { Shiny } scale .5 }
    }
  }


Note that in the case of block  patterns  the  texture  {...  }  wrapping  is
required around the texture information. Also note that this syntax prohibits
the use of a layered texture however you can work around this by declaring  a
texture identifier for the layered texture and referencing the identifier.

A texture map is also used with the average pattern type. See  "Average"  for
details.

7.6.5.2          Tiles

Earlier versions of POV-Ray had a special texture called tiles  texture  that
created a checkered pattern of textures. Although it is still  supported  for
backwards computability you  should  use  a  checker  block  texture  pattern
described in section "Texture Maps" rather than tiles textures.

7.6.5.3          Material Maps

The material map special texture extends the concept of image maps  to  apply
to entire textures rather than solid colors. A material  map  allows  you  to
wrap a 2-D bit-mapped texture pattern around your 3-D objects.

Instead of placing a solid color of the image on the shape like an image map,
an entire texture is specified based on the index or color of  the  image  at
that point. You must specify a list of textures to be  used  like  a  texture
palette rather than the usual color palette.

When used with mapped file types such as GIF, and some PNG  and  TGA  images,
the index of the pixel is used as an index into  the  list  of  textures  you
supply. For unmapped file types such as some PNG and TGA  images  the  8  bit
value of the red component in the range 0-255 is used as an index.

If the index of a pixel is greater than the number of textures in  your  list
then the index is taken modulo N where N  is  the  length  of  your  list  of
textures.

7.6.5.3.1        Specifying a Material Map

The syntax of a material map is...

  texture {
    material_map {
      FILE_TYPE "filename"
      BITMAP_MODIFIERS...
      texture {..}. // First used for index 0
      texture {..}. // Second texture used for index 1
      texture {..}. // Third texture used for index 2
      texture {..}. // Fourth texture used for index 3
                    // and so on for however many used.
    }
    TRANSFORMATION...
  }


Where FILE_TYPE is one of the following keywords gif , tga , iff , ppm ,  pgm
, png or sys . This is followed by the name  of  the  file  using  any  valid
string  expression.  Several  optional  modifiers  may   follow   the   file
specification. The modifiers are described below. Note that earlier  versions
of POV-Ray allowed some modifiers before the FILE_TYPE  but  that  syntax  is
being phased out in favor of the syntax described here.

Filenames specified in the material_map statements will be  searched  for  in
the home (current) directory first and, if not found, will then  be  searched
for in directories specified by any +L switches or Library_Path options. This
would  facilitate  keeping  all  your  material  map  files  in  a  separate
subdirectory and specifying a library path to them. Note that  any  operating
system default paths are not searched unless  you  also  specify  them  as  a
Library_Path .

By default, the material is  mapped  onto  the  x-y-plane.  The  material  is
projected onto the object as though there were a slide projector somewhere in
the -z-direction. The material exactly  fills  the  square  area  from  (x,y)
coordinates (0,0) to (1,1)  regardless  of  the  bitmap's  original  size  in
pixels. If you would like to change this default you may translate, rotate or
scale the texture to map it onto the object's surface as desired.

The file name is optionally followed by one  or  more  BITMAP_MODIFIERS.  See
"Bitmap Modifiers" for other details.

After a material_map statement but still inside the texture statement you may
apply any legal texture modifiers. Note that no other pigment, normal, finish
or halo statements may be added to the texture outside the material map.  The
following is illegal:

  texture {
    material_map {
      gif "matmap.gif"
      texture {T1}
      texture {T2}
      texture {T3}
    }
    finish {phong 1.0}
  }


The finish must be individually added to each texture.

Note that earlier versions of POV-Ray allowed such  specifications  but  they
were ignored. The above restrictions on syntax were necessary for various bug
fixes. This means some POV-Ray 1.0 scenes using material maps many need minor
modifications  that  cannot  be  done   automatically   with   the   version
compatibility mode.

If particular index values are not used in an image then it may be  necessary
to supply dummy textures. It may be necessary to use a paint program or other
utility to examine the map file's palette to determine  how  to  arrange  the
texture list.

The textures within a material map texture may be layered  but  material  map
textures do not work as part of a layered texture. To use a  layered  texture
inside a material map you must declare it as a texture identifier and  invoke
it in the texture list.

7.6.6            Layered Textures

It is possible to create a variety of special effects using layered textures.
A layered texture consists of several textures that are partially transparent
and are laid one on top of the other to create a more  complex  texture.  The
different texture layers show through the transparent portions to create  the
appearance of one texture that is a combination of several textures.

You create layered textures by listing two or more textures one  right  after
the other. The last texture listed will be  the  top  layer,  the  first  one
listed will be the bottom layer. All textures in a layered texture other than
the bottom layer should have some transparency. For example:

  object {
    My_Object
    texture {T1}  // the bottom layer
    texture {T2}  // a semi-transparent layer
    texture {T3}  // the top semi-transparent layer
  }


In this example T2 shows only where T3 is transparent and T1 shows only where
T2 and T3 are transparent.

The color of underlying layers is filtered by upper layers but the results do
not look exactly like a series of transparent surfaces. If you had a stack of
surfaces with the textures applied to  each,  the  light  would  be  filtered
twice: once on the way in as the lower layers  are  illuminated  by  filtered
light  and  once  on  the  way  out.  Layered  textures  do  not  filter  the
illumination on the way in. Other parts of  the  lighting  calculations  work
differently as well. The results look great and allow for  fantastic  looking
textures but they are simply different from multiple surfaces. See stones.inc
in  the  standard  include  files  directory  for  some  magnificent  layered
textures.

Note layered textures must use the texture {... } wrapped around any pigment,
normal or finish statements. Do not use multiple pigment,  normal  or  finish
statements without putting them inside the texture statement.

Layered textures may be declared. For example

  #declare Layered_Examp =
    texture {T1}
    texture {T2}
    texture {T3}


may be invoked as follows:

  object {
    My_Object
    texture {
      Layer_Examp
      // Any pigment, normal or finish here
      // modifies the bottom layer only.
    }
  }


If you wish to use a layered texture in a block  pattern,  such  as  checker,
hexagon, or brick, or in a material map, you must declare it first  and  then
reference it inside a single texture statement. A special texture  cannot  be
used as a layer in a layered texture however you may use layered textures  as
any of the textures contained within a special texture.

7.6.7            Patterns

POV-Ray uses a method called three-dimensional solid texturing to define  the
color, bumpiness and other properties of a surface. You specify the way  that
the texture varies over a surface by specifying a pattern . Patterns are used
in pigments, normals and texture maps.

All patterns in POV-Ray are three dimensional. For every point in space, each
pattern has a unique value. Patterns  do  not  wrap  around  a  surface  like
putting wallpaper on an object. The patterns exist in 3d and the objects  are
carved from them like carving an object from a solid block of wood or  stone.


Consider a block  of  wood.  It  contains  light  and  dark  bands  that  are
concentric cylinders being the growth rings of the wood. On the  end  of  the
block you see these concentric circles. Along its length you see  lines  that
are the veins. However the pattern exists throughout the entire block. If you
cut or carve the wood it reveals  the  pattern  inside.  Similarly  an  onion
consists of concentric spheres that are  visible  only  when  you  slice  it.
Marble stone consists of wavy layers of colored sediments  that  harden  into
rock.

These solid patterns can be simulated  using  mathematical  functions.  Other
random patterns such as granite or bumps and dents can be generated  using  a
random number system and a noise function.

In each case, the x, y, z coordinate of a point  on  a  surface  is  used  to
compute some mathematical function that returns a float value. When used with
color maps or pigment maps, that value looks up the color of the  pigment  to
be used. In  normal  statements  the  pattern  function  result  modifies  or
perturbs the surface normal vector to give a bumpy appearance.  Used  with  a
texture map, the function result  determines  which  combinations  of  entire
textures to be used.

The following sections describe each pattern. See the sections "Pigment"  and
"Normal" for more details on how to use patterns.

7.6.7.1          Agate

The agate pattern is a banded  pattern  similar  to  marble  but  it  uses  a
specialized  built-in  turbulence  function  that  is  different  from   the
traditional turbulence. The traditional turbulence can be used as well but it
is generally not necessary because agate is already very turbulent.  You  may
control the amount of  the  built-in  turbulence  by  adding  the  agate_turb
keyword followed by a float value. For example:   pigment {
    agate
    agate_turb 0.5
    color_map {
      ...
    }
  }


The agate pattern uses the ramp_wave wave type by default  but  may  use  any
wave type. The pattern may be used with color_map , pigment_map ,  normal_map
, slope_map and texture_map .

7.6.7.2          Average

Technically average is not a pattern type but it is listed here  because  the
syntax is similar to other patterns. Typically a pattern type  specifies  how
colors or normals are chosen from  a  pigment  map  or  normal  map,  however
average tells POV-Ray to average together all of the  patterns  you  specify.
Average was originally designed to be used  in  a  normal  statement  with  a
normal map as a method of specifying more than one normal pattern on the same
surface. However average may be used in a pigment statement  with  a  pigment
map or in a texture statement with a texture map to average colors too.

When used with pigments, the syntax is:

  pigment {
    average
    pigment_map
    {
      [WEIGHT_1 PIGMENT_BODY_1]
      [WEIGHT_2 PIGMENT_BODY_2]
      ...
      [WEIGHT_n PIGMENT_BODY_n]
    }
    PIGMENT_MODIFIER
  }


Similarly you may use a texture map in a texture statement. All textures  are
fully computed. The resulting colors are then weighted and averaged.

When used with a normal map in a normal statement,  multiple  copies  of  the
original surface normal are created and are perturbed by  each  pattern.  The
perturbed normals are then weighted, added and normalized.

See the sections "Pigment Maps" , "Normal Maps" and "Texture Maps"  for  more
information.

7.6.7.3          Bozo

The  bozo  pattern  is  a  very  smooth,  random  noise  function  that   is
traditionally used with some turbulence to create clouds. The spotted pattern
is identical to bozo but in early versions of POV-Ray spotted did  not  allow
turbulence to be added. Turbulence can now be added to any pattern  so  these
are redundant but both are retained for backwards  compatibility.  The  bumps
pattern is also identical to bozo when  used  anywhere  except  in  a  normal
statement. When used as a normal, bumps uses a slightly different  method  to
perturb the normal with a similar noise function.

The bozo noise function has the following properties:

  1. It's defined over 3D space i.e., it takes x, y, and z  and  returns  the
     noise value there.
  2. If two points are far apart,  the  noise  values  at  those  points  are
     relatively random.
  3. If two points are close together, the noise values at those  points  are
     close to each other.


You can visualize this as having a large room and a thermometer  that  ranges
from 0.0 to 1.0. Each point in the room has a temperature.  Points  that  are
far apart have relatively random temperatures. Points that are close together
have close temperatures. The temperature changes smoothly but randomly as  we
move through the room.

Now let's place an object into this room along with  an  artist.  The  artist
measures the temperature at each point on the object and paints that point  a
different color depending on the temperature. What do we get? A POV-Ray  bozo
texture!

The bozo pattern uses the ramp_wave wave type by default but may use any wave
type. The pattern may be used with color_map ,  pigment_map  ,  normal_map  ,
slope_map and texture_map .

7.6.7.4          Brick

The brick pattern generates a pattern of bricks. The  bricks  are  offset  by
half a brick length on every other row in the x- and z-directions. A layer of
mortar surrounds each brick. The syntax is given by

  pigment {
    brick COLOR_1, COLOR_2
    brick_size VECTOR
    mortar FLOAT
  }


where COLOR_1 is the color of the mortar and COLOR_2  is  the  color  of  the
brick itself. If no colors are specified a default deep red and dark gray are
used. The default size of the brick and mortar together is <8, 3, 4.5> units.
The default thickness of the mortar is 0.5 units. These values may be changed
using the optional brick_size and mortar pattern modifiers. You may also  use
pigment statements in place of the colors. For example:

  pigment {
    brick pigment{Jade}, pigment{Black_Marble}
  }


When used with normals, the syntax is   normal {
    brick BUMP_FLOAT
  }


Where BUMP_FLOAT is an optional bump size float value. You may also use  full
normal statements. For example:

  normal {
    brick normal{bumps 0.2}, normal{granite 0.3}
  }


When used with textures, the syntax is %%%   texture {
    brick texture{T_Gold_1A}, texture{Stone12}
  }


This is a block pattern which cannot use wave types, color map, or slope  map
modifiers.

7.6.7.5          Bumps

The bumps pattern was originally  designed  only  to  be  used  as  a  normal
pattern. It uses a very smooth, random noise function that creates  the  look
of rolling hills when scaled large or a bumpy orange peal when scaled  small.
Usually the bumps are about 1 unit apart.

When used as a normal, bumps uses a specialized normal perturbation function.
This means that the bumps pattern cannot be used with normal map,  slope  map
or wave type modifiers in a normal statement.

When used as a pigment pattern or  texture  pattern,  the  bumps  pattern  is
identical to bozo or spotted and is  similar  to  normal  bumps  but  is  not
identical as are most normals when compared to pigments. When used as pigment
or texture statements the bumps pattern  uses  the  ramp_wave  wave  type  by
default but may use any wave type. The pattern may be used with  color_map  ,
pigment_map , and texture_map .

7.6.7.6          Checker

The checker pattern produces a checkered pattern  consisting  of  alternating
squares of COLOR_1 and COLOR_2. If no colors are specified then default  blue
and green colors are used.

  pigment { checker COLOR_1, COLOR_2 }


The checker pattern is actually a series of cubes that are one unit in  size.
Imagine a bunch of 1 inch cubes made from two different  colors  of  modeling
clay. Now imagine arranging the cubes in an  alternating  check  pattern  and
stacking them in layer after layer so that  the  colors  still  alternate  in
every direction. Eventually you would have a  larger  cube.  The  pattern  of
checks on each side is what the POV-Ray checker pattern produces when applied
to a box object. Finally imagine cutting away at the cube until it is  carved
into a smooth sphere or any other shape. This is  what  the  checker  pattern
would look like on an object of any kind.

You may also use pigment statements in place of the colors. For example:

  pigment { checker pigment{Jade}, pigment{Black_Marble} }


When used with normals, the syntax is

  normal { checker BUMP_FLOAT }


Where BUMP_FLOAT is an optional bump size float value. You may also use  full
normal statements. For example:

  normal {
    checker normal{gradient x scale .2}, normal{gradient y scale .2}
  }


When used with textures, the syntax is...

  texture { checker texture{T_Wood_3A},texture{Stone12} }


This use of checker as a texture pattern replaces the special  tiles  texture
in previous versions of POV-Ray. You may still use tiles but it may be phased
out in future versions so checker textures are best.

This is a block pattern which cannot use wave types, color map, or slope  map
modifiers.

7.6.7.7          Crackle

The crackle pattern is a set of random tiled polygons. With a large scale and
no turbulence it makes a pretty good stone wall or floor. With a small  scale
and no turbulence it makes a pretty good crackle ceramic  glaze.  Using  high
turbulence it makes a  good  marble  that  avoids  the  problem  of  apparent
parallel layers in traditional marble.

Mathematically, the set crackle(p)=0 is a 3D Voronoi diagram of  a  field  of
semi random points and crackle(p) < 0 is the distance from the set along  the
shortest path (a Voronoi diagram is the  locus  of  points  equidistant  from
their two nearest neighbors from a set of disjoint points, like the membranes
in suds are to the centers of the bubbles).

The crackle pattern uses the ramp_wave wave type by default but may  use  any
wave type. The pattern may be used with color_map , pigment_map ,  normal_map
, slope_map and texture_map .

7.6.7.8          Dents

The dents pattern was originally  designed  only  to  be  used  as  a  normal
pattern. It is especially interesting when used with  metallic  textures.  It
gives impressions into the metal surface  that  look  like  dents  have  been
beaten into the surface with a hammer. Usually the dents  are  about  1  unit
apart.

When used as a normal pattern, dents uses a specialized  normal  perturbation
function. This means that the dents pattern cannot be used with  normal  map,
slope map or wave type modifiers in a normal statement.

When used as a pigment pattern or  texture  pattern,  the  dents  pattern  is
similar to normal dents but  is  not  identical  as  are  most  normals  when
compared to pigments. When used in pigment or texture  statements  the  dents
pattern uses the ramp_wave wave type by default but may use  any  wave  type.
The pattern may be used with color_map , pigment_map and texture_map .

7.6.7.9          Gradient

{/TARGET 0 'gradientpatterns is the gradient pattern. It is specified as

  pigment {gradient VECTOR}


where VECTOR is a vector pointing in the direction that the colors blend. For
example    pigment { gradient x } // bands of color vary as you move
                          // along the "x" direction.


produces a series of smooth bands of color that look like  layers  of  colors
next to each other. Points at x=0 are the first color in the  color  map.  As
the x location increases it smoothly turns to the last color at x=1. Then  it
starts over with the first again and gradually turns into the last  color  at
x=2. The pattern reverses for negative values  of  x.  Using  gradient  y  or
gradient z makes the colors blend along the y- or z-axis. Any vector  may  be
used but x, y and z are most common.

As  a  normal  pattern,  gradient  generates  a  saw-tooth  or  ramped  wave
appearance. The syntax is

   normal { gradient VECTOR, BUMP_FLOAT}


where the VECTOR giving the orientation  is  a  required  parameter  but  the
BUMP_FLOAT bump size which follows is optional.

The pattern uses the ramp_wave wave type by default  but  may  use  any  wave
type. The pattern may be used with color_map ,  pigment_map  ,  normal_map  ,
slope_map and texture_map .

7.6.7.10         Granite

This pattern uses a simple 1/f fractal noise function to give a good  granite
pattern. This pattern is used with  creative  color  maps  in  stones.inc  to
create some gorgeous layered stone textures.

As a normal pattern it creates an extremely bumpy surface that looks  like  a
gravel driveway or rough stone.

The pattern uses the ramp_wave wave type by default  but  may  use  any  wave
type. The pattern may be used with color_map ,  pigment_map  ,  normal_map  ,
slope_map and texture_map .

7.6.7.11         Hexagon

The hexagon pattern is a block pattern that generates a repeating pattern  of
hexagons in the x-y-plane. In  this  instance  imagine  tall  rods  that  are
hexagonal in shape and are parallel to the y-axis and grouped in bundles like
shown in the example image. Three separate  colors  should  be  specified  as
follows:

  pigment { hexagon COLOR_1, COLOR_2, COLOR_3 }


     _____
    /     \
   /   C2  _____
  |       /     \
  | _____/   C3  \
  | /            /|
   /   C1  _____/ |
  |       /|    | |
  | _____/ |    | |
  | |     | |    | |
  | |     | |    | |
  | |     | |    | |
  | |     | |    | |
  | |     | |    |
  | |     | |    |
    |     |
    |     |
The hexagon pattern.

The three colors will repeat  the  hexagonal  pattern  with  hexagon  COLOR_1
centered at the origin, COLOR_2 in the +z-direction  and  COLOR_3  to  either
side. Each side of the hexagon is one unit long. The hexagonal rods of  color
extend infinitely in the +y- and -y-directions. If no  colors  are  specified
then default blue, green and red colors are used.

You may also use pigment statements in place of the colors. For example:

  pigment {
    hexagon pigment { Jade },
            pigment { White_Marble },
            pigment { Black_Marble }
  }


When used with normals, the syntax is

  normal { hexagon BUMP_FLOAT }


Where BUMP_FLOAT is an optional bump size float value. You may also use  full
normal statements. For example:

  normal {
    hexagon
      normal { gradient x scale .2 },
      normal { gradient y scale .2 },
      normal { bumps scale .2 }
  }


When used with textures, the syntax is...

  texture {
    hexagon
      texture { T_Gold_3A },
      texture { T_Wood_3A },
      texture { Stone12 }
  }


This is a block pattern which cannot use wave types, color map, or slope  map
modifiers.

7.6.7.12         Leopard

Leopard creates regular geometric pattern of circular spots.

The pattern uses the ramp_wave wave type by default  but  may  use  any  wave
type. The pattern may be used with color_map ,  pigment_map  ,  normal_map  ,
slope_map and texture_map .

7.6.7.13         Mandel

The mandel pattern computes  the  standard  Mandelbrot  fractal  pattern  and
projects it onto the x-y-plane. It uses the x and y  coordinates  to  compute
the Mandelbrot set. The pattern is specified with the keyword mandel followed
by an integer number. This number is the maximum number of iterations  to  be
used to compute the set. Typical values range from  10  up  to  256  but  any
positive integer may be used. For example:

  pigment {
    mandel 25
    color_map {
      [0.0  color Cyan]
      [0.3  color Yellow]
      [0.6  color Magenta]
      [1.0  color Cyan]
    }
    scale .5
  }


The value passed to the color map is computed by the formula:

  value = number_of_iterations / max_iterations


When used as a normal pattern, the syntax is...

  normal {
    mandel ITER, BUMP_AMOUNT
  }


where the required integer ITER value is optionally followed by a float  bump
size.

The pattern extends infinitely in the z-direction similar to a  planar  image
map. The pattern uses the ramp_wave wave type by default but may use any wave
type. The pattern may be used with color_map ,  pigment_map  ,  normal_map  ,
slope_map and texture_map .

7.6.7.14         Marble

The marble pattern is very similar to the gradient x  pattern.  The  gradient
pattern uses a default ramp_wave wave type which means it  uses  colors  from
the color map from 0.0 up to 1.0 at location x=1 but then jumps back  to  the
first color for x > 1 and repeats the pattern again and  again.  However  the
marble pattern uses the triangle_wave wave type in which it  uses  the  color
map from 0 to 1 but then it reverses the map and blends from 1 back to  zero.
For example:

  pigment {
    gradient x
    color_map {
      [0.0  color Yellow]
      [1.0  color Cyan]
    }
  }


This blends from yellow to cyan and then it abruptly changes back  to  yellow
and repeats. However replacing gradient x with marble  smoothly  blends  from
yellow to cyan as the x coordinate goes from 0.0 to  0.5  and  then  smoothly
blends back from cyan to yellow by x=1.0.

Earlier versions of POV-Ray did not allow you to change wave types. Now  that
wave types can be changed for  most  any  pattern,  the  distinction  between
marble and gradient x is only a matter of default wave types.

When used with turbulence and an appropriate color map,  this  pattern  looks
like veins of color of real marble, jade or other types of stone. By default,
marble has no turbulence.

The pattern may be used with color_map , pigment_map , normal_map , slope_map
and texture_map .

7.6.7.15         Onion

Onion is a pattern of concentric spheres like the layers of  an  onion.  Each
layer is one unit thick.

The pattern uses the ramp_wave wave type by default  but  may  use  any  wave
type. The pattern may be used with color_map ,  pigment_map  ,  normal_map  ,
slope_map and texture_map .

7.6.7.16         Quilted

The quilted pattern was originally designed only  to  be  used  as  a  normal
pattern. The quilted pattern is so named because  it  can  create  a  pattern
somewhat like a quilt or a tiled surface. The squares are actually 3-D  cubes
that are 1 unit in size.

When used as a normal pattern  it  uses  a  specialized  normal  perturbation
function. This means that the quilted pattern cannot be used with normal map,
slope map or wave type modifiers in a normal statement.

When used as a pigment pattern or texture pattern,  the  quilted  pattern  is
similar to normal quilted but is not  identical  as  are  most  normals  when
compared to pigments. When used in pigment or texture statements the  quilted
pattern uses the ramp_wave wave type by default but may use  any  wave  type.
The pattern may be used with color_map , pigment_map and texture_map .

The two parameters control0 and control1 are used to adjust the curvature  of
the seam or gouge area between the quilts . The syntax is:

  normal {
    quilted AMOUNT
    control0 C0
    control1 C1
  }


The values should generally be kept to around  the  0.0  to  1.0  range.  The
default value is 1.0 if none is specified. Think of this  gouge  between  the
tiles in cross-section as a sloped line.

Quilted pattern with c0=0 and different values for c1.

Quilted pattern with c0=0.33 and different values for c1.

Quilted pattern with c0=0.67 and different values for c1.

Quilted pattern with c0=1 and different values for c1.

This straight slope can be made to curve by adjusting the two control values.
The control values adjust the slope at the top and bottom  of  the  curve.  A
control values of 0 at both ends will give a linear slope,  as  shown  above,
yielding a hard edge. A control value of 1 at both  ends  will  give  an  "s"
shaped curve, resulting in a softer, more rounded edge.

7.6.7.17         Radial

The radial pattern is a radial blend that wraps around the +y-axis. The color
for value 0.0 starts at the +x-direction and wraps the color map around  from
east to west with 0.25 in the -z-direction, 0.5 in -x, 0.75 at +z and back to
1.0 at +x. Typically the pattern is used with a frequency modifier to  create
multiple bands that radiate from the y-axis.

The pattern uses the ramp_wave wave type by default  but  may  use  any  wave
type. The pattern may be used with color_map ,  pigment_map  ,  normal_map  ,
slope_map and texture_map .

7.6.7.18         Ripples

The ripples pattern was originally designed only  to  be  used  as  a  normal
pattern. It makes the surface look like ripples of water. The ripples radiate
from 10 random locations inside the unit cube area <0,0,0> to <1,1,1>.  Scale
the pattern to make the centers closer or farther apart.

Usually the ripples from any  given  center  are  about  1  unit  apart.  The
frequency keyword changes the spacing between ripples. The phase keyword  can
be used to move the ripples outwards for realistic animation.

The number of ripple  centers  can  be  changed  with  the  global  parameter
global_settings {number_of_waves FLOAT } somewhere in the scene. This affects
the entire scene. You cannot change the number of wave centers on  individual
patterns. See "Number_Of_Waves" for details.

When used as a normal pattern, ripples uses a specialized normal perturbation
function. This means that the ripples pattern cannot be used with normal map,
slope map or wave type modifiers in a normal statement.

When used in pigment or texture  statements  the  ripples  pattern  uses  the
ramp_wave wave type by default but may use any wave type. The pattern may  be
used with color_map , pigment_map and texture_map .

7.6.7.19         Spiral1

The spiral1 pattern creates a spiral that winds around the y-axis similar  to
a screw. Its syntax is:

  pigment {
    spiral1 NUMBER_OF_ARMS
  }


The NUMBER_OF_ARMS value determins  how  may  arms  are  winding  around  the
y-axis.

The pattern uses the triangle_wave wave type by default but may use any  wave
type. The pattern may be used with color_map ,  pigment_map  ,  normal_map  ,
slope_map and texture_map .

7.6.7.20         Spiral2

The spiral2 pattern  is  a  modification  of  the  spiral1  pattern  with  an
extraordinary look.

The pattern uses the triangle_wave wave type by default but may use any  wave
type. The pattern may be used with color_map ,  pigment_map  ,  normal_map  ,
slope_map and texture_map .

7.6.7.21         Spotted

The spotted pattern is identical to  the  bozo  pattern.  Early  versions  of
POV-Ray did not allow turbulence to  be  used  with  spotted.  Now  that  any
pattern can use turbulence there is no difference between bozo  and  spotted.
See "Bozo" for details.

7.6.7.22         Waves

The waves pattern was originally  designed  only  to  be  used  as  a  normal
pattern. The waves pattern looks similar to the ripples  pattern  except  the
features are rounder and broader. The effect is to make waves that look  more
like deep ocean waves. The waves radiate from ten random locations inside the
unit cube area <0,0,0> to <1,1,1>. Scale the  pattern  to  make  the  centers
closer or farther apart.

Usually the waves from any given center are about 1 unit apart. The frequency
keyword changes the spacing between waves. The phase keyword can be  used  to
move the waves outwards for realistic animation.

The number of ripple  centers  can  be  changed  with  the  global  parameter
global_settings {number_of_waves FLOAT } somewhere in the scene. This affects
the entire scene. You cannot change the number of wave centers on  individual
patterns. See "Number_Of_Waves" for details.

When used as a normal pattern, waves uses a specialized  normal  perturbation
function. This means that the waves pattern cannot be used with  normal  map,
slope map or wave type modifiers in a normal statement.

When used in pigment  or  texture  statements  the  waves  pattern  uses  the
ramp_wave wave type by default but may use any wave type. The pattern may  be
used with color_map , pigment_map and texture_map .

7.6.7.23         Wood

The wood pattern consists of concentric cylinders  centered  on  the  z-axis.
When appropriately colored, the bands look like the growth rings and veins in
real wood. Small amounts of turbulence should be added to make it  look  more
realistic. By default, wood has no turbulence.

Unlike most patterns, the wood pattern uses the triangle_wave  wave  type  by
default. This means that like marble, wood uses color map values 0.0  to  1.0
then repeats the colors in reverse order from 1.0 to 0.0. However you may use
any wave type. The pattern  may  be  used  with  color_map  ,  pigment_map  ,
normal_map , slope_map and texture_map .

7.6.7.24         Wrinkles

The wrinkles pattern was originally designed only to  be  used  as  a  normal
pattern. It uses a 1/f noise pattern similar to granite but the  features  in
wrinkles are sharper. The pattern can be used to simulate wrinkled cellophane
or foil. It also makes an excellent stucco texture.

When used as a normal pattern  it  uses  a  specialized  normal  perturbation
function. This means that the wrinkles pattern cannot  be  used  with  normal
map, slope map or wave type modifiers in a normal statement.

When used as a pigment pattern or texture pattern, the  wrinkles  pattern  is
similar to normal wrinkles but is not identical  as  are  most  normals  when
compared to pigments. When used in pigment or texture statements the wrinkles
pattern uses the ramp_wave wave type by default but may use  any  wave  type.
The pattern may be used with color_map , pigment_map and texture_map .

7.6.8            Pattern Modifiers

Pattern modifiers are statements or parameters which modify how a pattern  is
evaluated or tells what to do with the pattern. The modifiers  color_map  and
pigment_map apply only to pigments. See section  "Pigment"  .  The  modifiers
bump_size , slope_map and normal_map  apply  only  to  normals.  See  section
"Normal" . The texture_map modifier can  only  be  used  with  textures.  See
section "Texture Maps" .

The pattern modifiers in the following section  can  be  used  with  pigment,
normal or texture patterns.

7.6.8.1          Transforming Patterns

The most common pattern modifiers are the transformation modifiers  translate
,  rotate  ,  scale  and  matrix  .  For  details  on  these  commands   see
"Transformations" .

These modifiers may be placed inside pigment, normal and  texture  statements
to change the position, size and orientation of the patterns.

In general the order of transformations relative to other  pattern  modifiers
such as turbulence , color_map and other maps is not important.  For  example
scaling before or after turbulence makes no  difference.  The  turbulence  is
done first, then the scaling regardless of which is specified first.  However
the order in which transformations are performed relative to warp  statements
is important. See "Warps" for details.

7.6.8.2          Frequency and Phase

The frequency and phase modifiers act  as  a  type  of  scale  and  translate
modifiers  for  color_map  ,  pigment_map  ,  normal_map  ,  slope_map   and
texture_map . This discussion uses a color map as an  example  but  the  same
principles apply to pigment maps, normal maps, slope maps and texture maps.

The frequency keyword adjusts the number of times that a  color  map  repeats
over one cycle of a pattern. For example gradient covers color map  values  0
to 1 over the range from x=0 to x=1. By adding frequency 2.0  the  color  map
repeats twice over that same range. The same effect  can  be  achieved  using
scale 0.5*x so the frequency keyword isn't  that  useful  for  patterns  like
gradient.

However the radial pattern wraps the color map around the  +y-axis  once.  If
you wanted two copies of the map (or 3 or 10 or 100) you'd have  to  build  a
bigger map. Adding frequency 2.0 causes the color map to be  used  twice  per
revolution. Try this:

  pigment {
    radial
    color_map{[0.5 color Red][0.5 color White]}
    frequency 6
  }


The result is six sets of red and white radial stripes evenly  spaced  around
the object.

The float after frequency can be any value. Values greater  than  1.0  causes
more than one copy of the map to be used. Values from  0.0  to  1.0  cause  a
fraction of the map to be used. Negative values reverses the map.

The phase value causes the map entries to be shifted so that the  map  starts
and ends at a different place. In the example above if you render  successive
frames at phase 0 then phase 0.1, phase 0.2 etc you could create an animation
that rotates the stripes. The same effect can be easily achieved by  rotating
the radial pigment using rotate y*Angle but there are other uses where  phase
can be handy.

Sometimes you create a great looking gradient or wood color map but you  want
the grain slightly adjusted in or out.  You  could  re-order  the  color  map
entries but that's a pain. A phase adjustment will shift everything but  keep
the same scale. Try animating a mandel pigment for a color  palette  rotation
effect.

Frequency and phase have no effect  on  block  patterns  checker,  brick  and
hexagon nor do they effect image maps, bump maps or material maps. They  also
have no effect in normal statements when used with bumps, dents,  quilted  or
wrinkles because these normal patterns cannot use normal_map or slope_map .

They can be used with normal patterns ripples and waves even though these two
patterns cannot use normal_map or slope_map either. When used with ripples or
waves, frequency adjusts the space between features and phase can be adjusted
from 0.0 to 1.0 to cause the ripple or waves to move relative to their center
for animating the features.

These values work by applying the following formula

  NEW_VALUE = fmod ( OLD_VALUE * FREQUENCY + PHASE, 1.0 ).


7.6.8.3          Waveform

Most patterns that take color_map , pigment_map , slope_map ,  normal_map  or
texture_map use the entries in the map in order from 0.0 to 1.0. The wood and
marble patterns use the map from 0.0 to 1.0 and then reverses it and runs  it
from 1.0 to 0.0. The difference can easily be seen when  these  patterns  are
used as normal patterns with no maps.

Patterns such as gradient or onion generate a grove or slot that looks like a
ramp that drops off sharply. This is called a ramp_wave  wave  type.  However
wood and marble slope  upwards  to  a  peak,  then  slope  down  again  in  a
triangle_wave . In previous versions of POV-Ray there was no  way  to  change
the wave types. You could simulate a triangle wave on a ramp wave pattern  by
duplicating the map entries in reverse, however there was no  way  to  use  a
ramp wave on wood or marble.

Now any pattern that takes a map can have the default wave  type  overridden.
For example:

  pigment { wood color_map { MyMap } ramp_wave }


Also available are sine_wave and scallop_wave types. These types are of  most
use in normal patterns as a type of built-in slope map. The  sine_wave  takes
the zig-zag of a ramp wave and turns it  into  a  gentle  rolling  wave  with
smooth transitions. The scallop_wave uses the absolute value of the sine wave
which looks like corduroy when scaled small or like a stack of cylinders when
scaled larger.

Although any of these wave  types  can  be  used  for  pigments,  normals  or
textures, the sine_wave and scallop_wave  types  are  not  as  noticeable  on
pigments or textures as they are for normals.

Wave types have no effect on block patterns checker, brick and hexagon nor do
they effect image maps, bump maps or material maps. They also have no  effect
in normal statements when used with bumps, dents, quilted or wrinkles because
these normal patterns cannot use normal_map or slope_map .

7.6.8.4          Turbulence

followed by a float or vector may be used to stir  up  any  pigment,  normal,
texture, irid or halo. A number of  optional  parameters  may  be  used  with
turbulence to control how it is computed. For example:

  pigment  {
    wood color_map { MyMap }
    turbulence TURB_VECTOR
    octaves FLOAT
    omega FLOAT
    lambda FLOAT
  }


Typical turbulence values range from the default 0.0, which is no turbulence,
to 1.0 or more, which is very turbulent. If a vector is  specified  different
amounts of turbulence are applied in the x-, y- and z-direction. For  example


  turbulence <1.0, 0.6, 0.1>


has much turbulence in the x-direction, a moderate amount in the  y-direction
and a small amount in the z-direction.

Turbulence uses a random noise function called DNoise . This  is  similar  to
the noise used in the bozo pattern except that instead  of  giving  a  single
value it gives a direction. You can think of it as  the  direction  that  the
wind is blowing at that spot. Points close together generate almost the  same
value but points far apart are randomly different.

In general the order of  turbulence  parameters  relative  to  other  pattern
modifiers  such  as  transformations,  color  maps  and  other  maps  is  not
important.  For  example  scaling  before  or  after  turbulence  makes   no
difference. The turbulence is done first,  then  the  scaling  regardless  of
which is specified first. See "Warps" for a way to work around this behavior.


Turbulence uses DNoise to push a point around in several steps called octaves
. We locate the point we want to evaluate, then push it around  a  bit  using
turbulence to get to a different point then look up the color or  pattern  of
the new point.

It says in effect Don't give me the color at this spot... take a  few  random
steps in different directions and give me that color . Each step is typically
half as long as the one before. For example:

  P ----->
           First Move        /
                            /
                           /
                          /Second
                         /  Move
                        /
                 ______/
                 \
                  \
                   Q - Final point.
Turbulence random walk.

The magnitude of these steps is controlled by the turbulence value. There are
three additional parameters which control how turbulence  is  computed.  They
are octaves , lambda and omega . Each is optional.  Each  is  followed  by  a
single float value. Each has no effect when there is no turbulence.

7.6.8.5          Octaves

value controls the number of steps of turbulence  that  are  computed.  Legal
values range from 1 to 10. The default value of 6 is a fairly high value; you
won't see much change by setting it to a higher value because the extra steps
are too small. Float values are truncated  to  integer.  Smaller  numbers  of
octaves give a gentler, wavy turbulence and computes faster.  Higher  octaves
create more jagged or fuzzy turbulence and takes longer to compute.

7.6.8.6          Lambda

parameter controls how statistically different the random move of  an  octave
is compared to its previous octave. The default value is 2.0 which  is  quite
random. Values close to lambda 1.0 will straighten out the randomness of  the
path in the diagram above. The zig-zag steps in the calculation are in nearly
the  same  direction.  Higher  values  can  look  more  swirly  under   some
circumstances.

7.6.8.7          Omega

value controls how large each successive  octave  step  is  compared  to  the
previous value. Each successive octave of turbulence  is  multiplied  by  the
omega value. The default omega 0.5 means that each octave is 1/2 the size  of
the previous one. Higher omega values mean that 2nd, 3rd, 4th and up  octaves
contribute more turbulence giving  a  sharper,  crinkly  look  while  smaller
omegas give a fuzzy kind of turbulence that gets blurry in places.

7.6.8.8          Warps

The warp statement is a pattern  modifier  that  is  similar  to  turbulence.
Turbulence works by taking the pattern evaluation point and pushing it  about
in  a  series  of  random  steps.  However  warps  push  the  point  in  very
well-defined, non-random, geometric ways. The warp statement  also  overcomes
some limitations of traditional turbulence and transformations by giving  the
user more control over the order in which turbulence, transformation and warp
modifiers are applied to the pattern.

Currently there are three types of warps but the syntax was designed to allow
future expansion. The first two, the repeat warp and the black_hole warp  are
new features for POV-Ray that modify the pattern in geometric ways. The other
warp provides an alternative way to specify turbulence.

The syntax for using a warp statement in a pigment is

  pigment {
    PATTERN_TYPE
    PIGMENT_MODIFIERS...
    warp { WARP_ITEMS..}.
    OTHER_PIGMENT_MODIFIERS...
  }


Similarly warps may be used in normals and textures. You  may  have  as  many
separate warp statements as you like in each pattern. The placement  of  warp
statements relative to other modifiers such as color_map or turbulence is not
important. However placement of warp statements relative to each other and to
transformations  is  significant.  Multiple  warps  and  transformations  are
evaluated in the order  in  which  you  specify  them.  For  example  if  you
translate, then warp or warp, then translate, the results can be different.

7.6.8.8.1        Black Hole Warp

A black hole is so named because of its similarity to real black holes.  Just
like the real thing, you cannot actually see a black hole. The  only  way  to
detect its presence is by the effect it  has  on  things  that  surround  it.
Unlike the real thing, however, it won't swallow you  up  and  compress  your
entire body to a volume of, say, 2.0 10-10 microns in diameter if you get too
close (We're working on that part).

Take, for example, a woodgrain. Using POV-Ray's normal turbulence  and  other
texture modifier functions, you can get a  nice,  random  appearance  to  the
grain. But in its randomness it is regular - it is regularly random! Adding a
black hole allows you to create a localised disturbance  in  a  woodgrain  in
either one or multiple locations. The black  hole  can  have  the  effect  of
either sucking the surrounding texture into itself (like the real  thing)  or
pushing it away. In the latter case, applied to a woodgrain, it would look to
the viewer as if there were a knothole in the wood. In this  text  we  use  a
woodgrain regularly  as  an  example,  because  it  is  ideally  suitable  to
explaining black holes. However, black holes may in fact  be  used  with  any
texture.

The effect that the black hole has  on  the  texture  can  be  specified.  By
default,   it   sucks   with   the   strength   calculated    expotentially
(inverse-square). You can change this if you like.

Black holes may be used anywhere a Warp is permitted. The syntax is:

  warp
  {
    black_hole <CENTER>, RADIUS
    [falloff VALUE]
    [strength VALUE]
    [repeat <VECTOR>]
    [turbulence <VECTOR>]
    [inverse]
  }


Some examples are given by

  warp
  {
    black_hole <0, 0, 0>, 0.5
  }

  warp
  {
    black_hole <0.15, 0.125, 0>, 0.5
    falloff 7
    strength 1.0
    repeat <1.25, 1.25, 0>
    turbulence <0.25, 0.25, 0>
    inverse
  }

  warp
  {
    black_hole <0, 0, 0>, 1.0
    falloff 2
    strength 2
    inverse
  }


In order to fully understand how a black hole works, it is important to  know
the theory behind it. A black hole (or any warp) works by taking a point  and
perturbing it to another location. The amount of perturbation depends on  the
strength of the black hole at the original point passed in to it. The  amount
of perturbation directly relates to the amount of visual  movement  that  you
can see occur in a  texture.  The  stronger  the  black  hole  at  the  input
co-ordinate the more that original co-ordinate is moved to  another  location
(either closer to or further away from the center of the black hole.)

Movement always occurs on the vector that exists between the input point  and
the center of the black hole.

Black holes are considered to be spheres. For a point to  be  affected  by  a
black hole, it must be within the sphere's volume.

Suppose you have a black hole at <1,1,1> and a  point  at  <1,2,1>.  If  this
point is perturbed by a total amount of +1 units its new location is <1,3,1>,
which is on a direct line extrapolated from the vector  between  <1,1,1>  and
<1,2,1>. In this case the point is pushed away from the black hole, which  is
not normal behaviour but is good for demonstration purposes.

The internal properties of a black hole are as follows.

  Center            The center of the black hole.
  Radius            Its radius.
  Falloff           The power of two by which the effect falls  off  (default
                    2.)
  Strength          The magnitude of the transformation effect (see below.)
  Inverted          If set, 'push' points away instead of 'pulling' them  in.

  Repeat            If set, we have many black holes instead of one.
  Turbulence        If set,  each  new  repeated  black  hole's  position  is
                    uncertain.
  Repeat_Vector     The <x,y,z> factor to repeat by.
  Turbulence_Vector The maximum <x,y,z> factor for turbulence randomness.


Each of these are discussed below.

Center : A vector defining the center of the sphere that represents the black
hole. If the black hole has Repeat set it is the offset within each block.

Radius : A number giving the length, in units, of the radius  of  the  sphere
that represents the black hole.

If a point is not within radius units of <center> it cannot  be  affected  by
the black hole and will not be perturbed.

Falloff : The power by which the effect of the  black  hole  falls  off.  The
default is two. The force of the  black  hole  at  any  given  point,  before
applying the Strength modifier, is as follows.

First, convert the distance from the point to the center to a  proportion  (0
to 1) that the point is from the edge of the  black  hole.  A  point  on  the
perimeter of the black hole will be 0.0; a point at the centre will be 1.0; a
point exactly halfway will be 0.5, and so forth.

Mentally you can consider this to be a closeness factor. A closeness  of  1.0
is as close as you can get to the center (i. e. at the center),  a  closeness
of 0.0 is as far away as you can get from the center and still be inside  the
black hole and a closeness of 0.5 means the point is exactly halfway  between
the two.

Call
this value c. Raise c to the power specified in Falloff . By default  Falloff
is 2, so this is c^2 or c squared. The resulting value is the  force  of  the
black hole at that exact location and is used, after  applying  the  Strength
scaling factor as described  below,  to  determine  how  much  the  point  is
perturbed in space.

For example, if c is 0.5 the force is 0.5^2 or 0.25. If c is 0.25  the  force
is 0.125. But if c is exactly 1.0 the force is 1.0.

Recall that as c gets smaller the point is farther from  the  center  of  the
black hole. Using the default power of 2, you can see that as c reduces,  the
force reduces expotentially in an inverse-square relationship. Put  in  plain
english, it means that the force is much stronger (by a power of two) towards
the center than it is at the outside.

By increasing Falloff , you can increase the  magnitude  of  the  falloff.  A
large value will mean points towards the perimeter will hardly be affected at
all and points towards the center will be affected strongly.

A value of 1.0 for Falloff will mean that the effect is linear. A point  that
is exactly halfway to the center of the black hole  will  be  affected  by  a
force of exactly 0.5.

A value of Falloff of less than one but greater than zero means that  as  you
get closer to the outside, the force increases rather  than  decreases.  This
can have some uses but there is a side effect. Recall that the  effect  of  a
black hole ceases outside its perimiter. This means that points  just  within
the permiter will be affected strongly and those just  outside  not  at  all.
This would lead to a visible border, shaped as a sphere.

A value for Falloff of 0 would mean that the  force  would  be  1.0  for  all
points within the black hole, since any number larger 0 raised to  the  power
of 0 is 1.0.

The magnitude of the movement of the point is  determined  basically  by  the
value of force after scaling. We'll consider  scaling  later.  Lets  take  an
example.

Suppose we have a black hole of radius 2.0 and a point that  is  exactly  1.0
units from the center. That means it is exactly half-way to  the  center  and
that c would be 0.5. If we use the default falloff of 2  the  force  at  that
point is 0.5^2 or 0.25. What this means is that we must  move  the  point  by
0.25 of its distance from the center. In this case it is 1.0 units  from  the
center, so we move it by 1.0*0.25 or 0.25 units. This gives a final  distance
of 1.0-(1.0*0.25) or 0.75 units from the center, on a direct line in 3D space
between the original position and the center.

If the point were part of, say, a wood grain, the wood grain would appear  to
bend towards the (invisible) center of the black hole. If  the  Inverse  flag
were set, however, it would be pushed away, meaning its final position  would
be 1.0+(1.0*0.25) or 1.25 units from the center.

Strength : The Strength gives you a bit more control over how much a point is
perturbed by the black hole. Basically, the  force  of  the  black  hole  (as
determined above) is multipled by the value of Strength , which  defaults  to
1.0. If you set Strength to 0.5, for example, all  points  within  the  black
hole will be moved by only half as much as they would have been. If  you  set
it to 2.0 they will be moved twice as much.

There is a rider to the latter example, though - the movement is clipped to a
maximum of the original distance from the center. That is  to  say,  a  point
that is 0.75 units from the center may only be moved by  a  maximum  of  0.75
units either towards the center or away from it, regardless of the  value  of
Strength . The result of this clipping is that you  will  have  an  exclusion
area near the centre of the black hole where all  points  whose  final  force
value exceeded or equalled 1.0 were moved by a fixed amount.

Inverted : If Inverted is set points are pushed away from the center  instead
of being pulled in.

Repeat : Repeat allows you to simulate the effect of many black holes without
having to explicitly declare them. Repeat is a vector that tells  POV-Ray  to
use this black hole at multiple locations.

If you're not interested in  the  theory  behind  all  this,  just  skip  the
following text and use the values given in the summary below.

Using Repeat logically divides your scene up  into  cubes,  the  first  being
located at <0,0,0> and going to \langle repeat>. Suppose your  repeat  vector
was <1,5,2>. The first cube would be from <0,0,0>  to  \langle  1,5,2>.  This
cube repeats, so there would be one at \langle -1,-5,-2>,  <1,5,2>,  <2,10,4>
and so forth in all directions, ad infinitum.

When you use Repeat , the center of  the  black  hole  does  not  specify  an
absolute location in your scene but an offset into each  block.  It  is  only
possible to use positive offsets.  Negative  values  will  produce  undefined
results.

Suppose your center was <0.5,1,0.25> and the repeat vector is  <2,2,2>.  This
gives us a block at \langle 0,0,0> and <2,2,2>, etc. The centers of the black
hole's for these blocks would be  <0,0,0>  +  \langle  0.5,1.0,0.25>,  i.  e.
<0.5,1.0,0.25>,  and  \langle  2,2,2>  +  <0.5,1.0,0.25>,  i.   e.   \langle
2,5,3.0,2.25>.

Due to the way repeats are calculated internally, there is a  restriction  on
the values you specify for the repeat vector. Basically, each black hole must
be totally enclosed within each block (or cube), with no part crossing into a
neighbouring one. This means that, for each of the x, y and z dimensions, the
offset of the center may not be less than the radius, and  the  repeat  value
for that dimension must be >=the center  plus  the  radius  since  any  other
values would allow the black hole to cross a boundary. Put another  way,  for
each of x, y and z

radius <= offset or center <= repeat - radius.


If the repeat vector in any dimension is too small to fit this  criteria,  it
will be increased and a warning message issued. If the center  is  less  than
the radius it will also be moved but no message will be issued.

Note that none of the above should be read to mean  that  you  can't  overlap
black holes. You most certainly can and in fact this can  produce  some  most
useful effects. The restriction only applies to elements of  the  same  black
hole which is repeating. You can  declare  a  second  black  hole  that  also
repeats and its elements can quite happily overlap the first and causing  the
appropriate interactions.

It is legal for the repeat value for any dimension  to  be  0,  meaning  that
POV-Ray will not repeat the black hole in that direction.

Turbulence : Turbulence can only be used with Repeat . It allows  an  element
of randomness to be inserted into the way the black holes repeat, to cause  a
more natural look. A good example would be an array of knotholes in wood - it
would look rather artificial if each knothole were an exact distance from the
previous.

The turbulence vector is a measurement that is added to each individual  back
hole
in an array, after each axis of the vector is multipled by a different random
amount ranging from 0 to 1.

For example, suppose you have a repeating element of a  black  hole  that  is
supposed to be at <2,2,2>. You have specified a turbulence vector of <4,5,3>,
meaning you want the position to be able to vary by no more than 1.0 units in
the X direction, 3.0 units in the Y direction and 2.0 in Z. This  means  that
the valid ranges of the new position are as follows

X can be from 2 to 6.
Y can be from 2 to 7.
Z can be from 2 to 5.


The resulting actual position of the black hole's center for that  particular
repeat element is random (but consistent, so renders will be repeatable)  and
somewhere within the above co-ordinates.

There is a rider on the use of turbulence, which basically  is  the  same  as
that of the repeat vector. Yyou can't specify a value  which  would  cause  a
black hole to potentially cross outside of its particular block.

Since POV-Ray doesn't know in advance how much a position will be changed due
to the random nature of the changes, it enforces a rule that  is  similar  to
the one for Repeat , except it adds the maximum possible variation  for  each
axis to the center. For example, suppose you had a black hole with  a  center
of <1.0, 1.0, 1.0>, radius of 0.5 and  a  turbulence  of  <0.5,  0.25,  0>  -
normally, the mimimum repeat would be <1.5, 1.5, 1.5>. However, now  we  take
into account the turbulence, meaning the minimum repeat  vector  is  actually
<2.0, 1.75, 1.5>.

Repeat summarized : For each of x, y and z the offset of the center  must  be
>=radius and the  value  of  the  repeat  must  be  \ge  center  +  radius  +
turbulence. The exception being that repeat may be 0 for any dimension, which
means do not repeat in that direction.

7.6.8.8.2        Repeat Warp

The repeat warp causes a section of the pattern to be repeated over and over.
It takes a slice  out  of  the  pattern  and  makes  multiple  copies  of  it
side-by-side. The warp has many uses but was originally designed to  make  it
easy to model wood veneer textures. Veneer is made by taking very thin slices
from a log and placing them side-by-side on some other backing material.  You
see side-by-side nearly identical ring patterns but  each  will  be  a  slice
perhaps 1/32th of an inch deeper.

The syntax for a repeat warp is

  warp { repeat VECTOR  offset VECTOR  flip VECTOR }


The repeat vector specifies the direction in which the  pattern  repeats  and
the width of the repeated area. This vector must lie entirely along an  axis.
In other words, two of its three components must be 0. For example

  pigment {
    wood
    warp {repeat 2*x}
  }


which means that from x=0 to x=2 you get whatever the pattern usually is. But
from x=2 to x=4 you get the same thing exactly shifted two units over in  the
x-direction. To evaluate it  you  simply  take  the  x-coordinate  modulo  2.
Unfortunately you get  exact  duplicates  which  isn't  very  realistic.  The
optional offset vector tells how much to translate the pattern each  time  it
repeats. For example

  pigment {
    wood
    warp {repeat x*2  offset z*0.05}
  }


means that we slice the first copy from x=0 to x=2 at z=0 but at x=2  to  x=4
we offset to z=0.05. In the 4 to 6 interval we slice at z=0.10. At  the  n-th
copy we slice at 0.05 n z. Thus each copy is slightly different. There are no
restrictions on the offset vector.

Finally the flip vector causes the pattern to be flipped  or  mirrored  every
other copy of the pattern. The first copy of  the  pattern  in  the  positive
direction from the axis is not flipped. The next farther is, the next is not,
etc. The flip vector is a three component x, y, z vector but  each  component
is treated as a boolean value that tells if you should  or  should  not  flip
along a given axis. For example

  pigment {
    wood
    warp {repeat 2*x  flip <1,1,0>}
  }


means that every other copy of the pattern will be mirrored about the x-  and
y- axis but not the z-axis. A non-zero value means flip and zero means do not
flip about that axis. The magnitude of the values in the flip vector  doesn't
matter.

7.6.8.8.3        Turbulence Warp

The POV-Ray language contains an ambiguity and  limitation  on  the  way  you
specify turbulence and transformations such as translate, rotate,  scale  and
matrix transforms. Usually the turbulence is done first. Then all  translate,
rotate,  scale  and  matrix  operations  are  always  done  after  turbulence
regardless of the order in which you specify them. For example this

 pigment {
   wood
   scale .5
   turbulence .2
 }


works exactly the same as

 pigment {
   wood
   turbulence .2
   scale .5
 }


The turbulence is always first. A better example of this limitation  is  with
uneven turbulence and rotations.

  pigment {
    wood
    turbulence 0.5*y
    rotate z*60
  }

  // as compared to

  pigment {
   wood
   rotate z*60
   turbulence 0.5*y
  }


The results will be the same either way even though  you'd  think  it  should
look different.

We cannot change this basic behavior in POV-Ray now because  lots  of  scenes
would potentially render differently if suddenly the order transformation  vs
turbulence suddenly mattered when in the past, it didn't.

However, by specifying our turbulence inside warp statement you tell  POV-Ray
that the order in which  turbulence,  transformations  and  other  warps  are
applied is significant. Here's an example of a turbulence warp.

  warp { turbulence <0,1,1> octaves 3 lambda 1.5 omega 0.3 }


The significance is that this

 pigment {
   wood
   translate <1,2,3> rotate x*45 scale 2
   warp { turbulence <0,1,1> octaves 3 lambda 1.5 omega 0.3 }
 }


produces different results than this...

 pigment {
   wood
   warp { turbulence <0,1,1> octaves 3 lambda 1.5 omega 0.3 }
   translate <1,2,3> rotate x*45 scale 2
 }


You may specify turbulence without using a warp statement. However you cannot
control the order in which they are evaluated unless you put them in a  warp.


The evaluation rules are as follows:

  1) First any turbulence not inside a warp statement is  applied  regardless
     of the order in which it appears relative to warps or transformations.
  2) Next each warp statement, translate, rotate, scale or matrix one-by-one,
     is applied in the order the user specifies. If you want turbulence  done
     in a specific order, you simply specify it inside a warp in  the  proper
     place.

7.6.8.9          Bitmap Modifiers

A bitmap modifier is a modifier used inside an "image_map"  ,  "bump_map"  or
"material_map" to specify how the 2-D bitmap is to  be  applied  to  the  3-D
surface. Several bitmap modifiers apply to specific kinds of  maps  and  they
are covered in the appropriate sections. The bitmap  modifiers  discussed  in
the following sections are applicable to all three types of bitmaps.

7.6.8.9.1        The once Option

Normally there are an infinite number of repeating image maps, bump  maps  or
material maps created over every unit square of the x-y-plane like tiles.  By
adding the once keyword after a file name you can eliminate all other  copies
of the map except the one at (0,0) to (1,1). In  image  maps,  areas  outside
this unit square are treated  as  fully  transparent.  In  bump  maps,  areas
outside this unit square are  left  flat  with  no  normal  modification.  In
material maps, areas outside this unit square are  textured  with  the  first
texture of the texture list.

For example:

  image_map {
    gif "mypic.gif"
    once
  }


7.6.8.9.2        The "map_type" Option

The default projection of the bump onto the x-y-plane is called a planar  map
type . This option may be changed by adding the map_type keyword followed  by
a number specifying the way to wrap the bump around the object.

A map_type 0 gives the default planar mapping already described.

A map_type 1 gives a spherical mapping. It  assumes  that  the  object  is  a
sphere of any size sitting at the origin. The y-axis is the north/south  pole
of the spherical mapping. The top and bottom edges of the bitmap  just  touch
the pole regardless of any scaling. The left edge of the bitmap begins at the
positive x-axis and wraps the pattern around the sphere from west to east  in
a -y-rotation. The pattern covers the sphere exactly once. The  once  keyword
has no meaning for this type.

With map_type 2 you get a cylindrical mapping. It assumes that a cylinder  of
any diameter lies along  the  y-axis.  The  bump  pattern  wraps  around  the
cylinder just like the spherical map but remains one unit tall  from  y=0  to
y=1. This band of the pattern is repeated at  all  heights  unless  the  once
keyword is applied.

Finally map_type 5 is a torus or donut shaped  mapping.  It  assumes  that  a
torus of major radius 1 sits at the origin in the x-z-plane. The  pattern  is
wrapped around similar to spherical or cylindrical maps. However the top  and
bottom edges of the map wrap over and under the torus where  they  meet  each
other on the inner rim.

Types 3 and 4 are still under development.

For example:

  sphere{<0,0,0>,1
    pigment{
      image_map {
        gif "world.gif"
        map_type 1
      }
    }
  }


7.6.8.9.3        The interpolate Option

Adding the interpolate keyword can smooth the jagged look of a  bitmap.  When
POV-Ray asks an image map color or a bump amount for a  bump  map,  it  often
asks for a point that is not directly on top of one pixel but sort of between
several differently colored  pixels.  Interpolations  returns  an  in-between
value so that the steps between the pixels in the map will look smoother.

Although  interpolate  is  legal  in  material  maps  the  color  index   is
interpolated before the texture is chosen. It does not interpolate the  final
color as you might hope it would. In general, interpolation of material  maps
serves no useful purpose but this may be fixed in future versions.

There are currently two types of interpolation:

  Bilinear            - interpolate 2
  Normalized Distance - interpolate 4


For example:

  image_map {
    gif "mypic.gif"
    interpolate 2
  }


Default is no interpolation. Normalized distance is the  slightly  faster  of
the two, bilinear does a better job of picking the  between  color.  Normally
bilinear is used.

If your map looks jaggy, try using interpolation instead of going to a higher
resolution image. The results can be very good.

7.7              Atmospheric Effects

Atmospheric effects are a loosely-knit group  of  features  that  affect  the
background and/or the atmosphere enclosing the scene.  POV-Ray  includes  the
ability to render a number of atmospheric effects, such as fog,  haze,  mist,
rainbows and skies.

7.7.1            Atmosphere

Computer generated images normally assume a vacuum space that does not  allow
the rendering of natural phenomena like  smoke,  light  beams,  etc.  A  very
simple approach to add fog to a scene is explained in section  "Fog"  .  This
kind of fog does not interact with any light sources though. It will not show
light beams or other effects and is therefore not very realistic.

The atmosphere effect overcomes some of the fog's limitations by  calculating
the interaction between light and  the  particles  in  the  atmosphere  using
volume sampling. Thus shaft of light beams will become  visible  and  objects
will cast shadows onto smoke or fog.

The syntax of the atmosphere is:

  atmosphere {
    type TYPE
    distance DISTANCE
    [ scattering SCATTERING ]
    [ eccentricity ECCENTRICITY ]
    [ samples SAMPLES ]
    [ jitter JITTER ]
    [ aa_threshold AA_THRESHOLD ]
    [ aa_level AA_LEVEL ]
    [ colour <COLOUR> ]
  }


The type keyword determines the type of scattering model to  be  used.  There
are  five  different  phase  functions  representing  the  different  models:
isotropic, Rayleigh, Mie (haze and murky atmosphere) and Henyey-Greenstein.

Isotropic scattering is  the  simplest  form  of  scattering  because  it  is
independent of direction. The amount of light scattered by particles  in  the
atmosphere does not depend on the angle between the viewing direction and the
incoming light.

Rayleigh scattering models the scattering for extremely small particles  such
as molecules of the air.  The  amount  of  scattered  light  depends  on  the
incident light angle. It is largest when the incident light  is  parallel  or
anti-parallel to the viewing direction and smallest when the  incident  light
is perpendicular to the viewing direction. You should note that the  Rayleigh
model used in POV-Ray does not take  the  dependency  of  scattering  on  the
wavelength into account.

The Rayleigh scattering function.

Mie scattering is used for relatively small particles such as miniscule water
droplets of fog, cloud particles, and particles responsible for the  polluted
sky. In this model the scattering is extremely  directional  in  the  forward
direction i. e. the amount of scattered light is largest  when  the  incident
light is anti-parallel to the viewing direction (the light goes  directly  to
the viewer). It is smallest when  the  incident  light  is  parallel  to  the
viewing direction. The haze and  murky  atmosphere  models  differ  in  their
scattering characteristics. The murky model is much more directional than the
haze model.

The Mie "haze" scattering function.

The Mie "murky" scattering function.

The Henyey-Greenstein scattering is based on an analytical function  and  can
be used to model a large variety of different scattering types. The  function
models an ellipse with a given eccentricity e. This eccentricity is specified
by the optional keyword eccentricity which is only used for  scattering  type
five. An eccentricity  value  of  zero  defines  isotropic  scattering  while
positive values lead to scattering in the direction of the light and negative
values lead to scattering in the opposite  direction  of  the  light.  Larger
values of e (or smaller values in the negative case) increase the directional
property of the scattering.

The Heyney-Greenstein scattering function for different eccentricity  values.


The easiest way to use the different scattering types will be to declare some
constants and use those in your atmosphere definition:

  #declare ISOTROPIC_SCATTERING         = 1
  #declare MIE_HAZY_SCATTERING          = 2
  #declare MIE_MURKY_SCATTERING         = 3
  #declare RAYLEIGH_SCATTERING          = 4
  #declare HENYEY_GREENSTEIN_SCATTERING = 5


The distance keyword is used to determine the density of the particles in the
atmosphere. This density is constant for the whole atmosphere.  The  distance
parameter works in the same way as the fog distance.

With the scattering keyword you can  change  the  amount  of  light  that  is
scattered by the atmosphere, thus increasing or decreasing the brightness  of
the atmosphere. Smaller  scattering  values  decrease  the  brightness  while
larger values increase it.

The colour or color keyword can be used to create a colored atsosphere, i. e.
it can be used to get particles that filter the light  passing  through.  The
default color is black.

The light passing through the atmosphere (either coming from light sources or
the background) is filtered by the atmosphere's color if the specified  color
has a non-zero filter value. In other words, the amount by which the light is
filtered by the atmosphere's color is given by the filter value (pretty  much
in the same way  as  it  is  done  for  the  fog).  Using  a  color  of  rgbf
<1,0,0,0.25> will result in a slightly reddish atmosphere because 25% of  the
light passing through the atmosphere is filtered  by  (multiplied  with)  the
color of the atmosphere, i. e. rgb <1,0,0> (and that's red).

The transmittance channel of the atmosphere's color  is  used  to  specify  a
minimum translucency. If a value larger than zero is used you'll  always  see
that amount of the background through the atmosphere, regardless of how dense
the atmosphere is. This works in the same way as it does for fogs.

Since the atmosphere is calculated by sampling  along  the  viewing  ray  and
looking for contributions from light sources, it is prone to  aliasing  (just
like any sampling technique). There  are  four  parameters  to  minimize  the
artifacts that may be visible: samples , jitter , aa_level and aa_threshold .


The samples keyword  determines  how  many  samples  are  calculated  in  one
interval along the viewing ray. The length of  the  interval  is  either  the
distance as given by the distance keyword or the length of the  lit  part  of
the viewing ray, whichever is smaller. This lit part is a section of the  ray
that is most likely lit by a light source. In the case of a spotlight  it  is
the part of the ray that lies in the cone of light. In other cases it becomes
more difficult. The only thing you should keep in mind  is  that  the  actual
sampling interval length is variable but there will never be fewer  than  the
specified samples in the specified distance.

One
technique to reduce the visibility of sampling artifacts  is  to  jitter  the
sample points, i. e. to add random noise to their location. This can be  done
with the jitter keyword.

Another technique is super-sampling (an anti-aliasing method). This helps  to
avoid missing features by adding  additional  samples  in  places  were  high
intensity changes occur (e. g. the edge of a shadow).  The  anti-aliasing  is
turned on by the aa_level keyword. If this is larger than zero super-sampling
will be used. The additional samples will be recursively placed  between  two
samples with a high intensity change. The level to  which  subdivision  takes
places is specified by the aa_level keyword. Level one means one  subdivision
(one additional sample), level  two  means  two  subdivisions  (up  to  three
additional samples), etc.

The threshold for the intensity change is given by the aa_threshold  keyword.
If the intensity change is greater than this threshold anti-aliasing will  be
used for those two samples.

With spotlights you'll be able to create the best results because their  cone
of light will become visible. Pointlights can be used to create effects  like
street lights in fog. Lights can be made to not interact with the  atmosphere
by adding atmosphere off to the light source. They can be  used  to  increase
the overall light level off the scene to make it look more realistic.

You should note that the atmosphere feature will not work if  the  camera  is
inside a non-hollow object (see "Empty and  Solid  Objects"  for  a  detailed
explanation).

7.7.2            Background

A background color can be specified if desired. Any ray that doesn't  hit  an
object will be colored with this color. The default background is black.  The
syntax for background is:

  background { colour <COLOUR> }


7.7.3            Fog

Fog is defined by the following statement:

  fog {
    fog_type FOG_TYPE
    distance DISTANCE
    colour <COLOUR>
    [ turbulence <TURBULENCE> ]
    [ turb_depth TURB_DEPTH ]
    [ omega OMEGA ]
    [ lambda LAMBDA ]
    [ octaves OCTAVES ]
    [ fog_offset FOG_OFFSET ]
    [ fog_alt FOG_ALT ]
    [ up <FOG_UP> ]
    [ TRANSFORMATION ]
  }


The optional up vector specifies a direction pointing up, generally the  same
as the camera's up vector.  All  calculations  done  during  the  ground  fog
evaluation are done relative to this up vector, i. e. the actual heights  are
calculated along this vector.

The up vector can also be modified using any  of  the  known  transformations
described in "Transformations" . Though it may not be a good  idea  to  scale
the up vector - the results are hardly predictable - it is quite useful to be
able to rotate it. You should also note that translations do not  affect  the
up direction (and thus don't affect the fog).

Currently there are two fog types, constant fog and ground fog . The constant
fog has a constant density everywhere while the ground  fog  has  a  constant
density for all heights below a given point on the  up  axis  and  thins  out
along this axis. The height below which  the  fog  has  constant  density  is
specified by the fog_offset keyword. The fog_alt keyword is used  to  specify
the rate by which the fog fades away. At an  altitude  of  fog_offset+fog_alt
the fog has a density of 25%. The density of the fog at a given height  y  is
calculated by the formula:


           /
           |                  1
           | -------, y > fog_alt
           |  (1 + (y - fog_offset) / fog_alt) ^2
density = -|
           |
           |                  1,                   y <= fog_alt
           |
           \


The total density along a ray is calculated by integrating from the height of
the starting point to the height of the end point.

Two constants are defined for easy use of the fog types in the file const.inc
:

   // FOG TYPE CONSTANTS
   #declare Constant_Fog = 1
   #declare Ground_Fog   = 2


The color of a pixel with an intersection depth d is calculated by

  C_pixel = exp(-d/D) * C_object + (1-exp(-d/D)) * C_fog


where D is the fog distance. At depth 0  the  final  color  is  the  object's
color. If the intersection depth equals the  fog  distance  the  final  color
consists of 64% of the object's color and 36% of the fog's color.

The fog color that is given by the color keyword has three purposes. First it
defines the color to be used in blending the fog and the  background.  Second
it is used to specify a translucency  threshold.  By  using  a  transmittance
larger than zero one can make sure that at least that amount of light will be
seen through the fog. With a transmittance of 0.3 you'll see at least 30%  of
the background. Third it can be used to make a filtering fog. With  a  filter
value larger than zero the amount of background  light  given  by  the  filer
value will be multiplied with the fog color. A filter value of 0.7 will  lead
to a fog that filters 70% of the background light and leaves 30%  unfiltered.


Fogs may be layered . That is, you can apply as many layers  of  fog  as  you
like. Generally this is most effective if each  layer  is  a  ground  fog  of
different color, altitude  and  with  different  turbulence  values.  To  use
multiple layers of fogs, just add all of them to the scene.

You may optionally stir up the  fog  by  adding  turbulence.  The  turbulence
keyword may be followed by  a  float  or  vector  to  specify  an  amount  of
turbulence to be used. The omega , lambda and octaves  turbulence  parameters
may also be specified. See section "Pattern Modifiers" for details on all  of
these turbulence parameters.

Additionally the fog turbulence may be scaled  along  the  direction  of  the
viewing ray using the turb_depth amount. Typical values are from 0.0  to  1.0
or more. The default value is 0.5 but any float value may be used.

You should note that the fog feature will not work if the camera is inside  a
non-hollow object (see "Empty and Solid Objects" for a detailed explanation).


7.7.4            Sky Sphere

The sky sphere is used create a realistic sky background without the need  of
an additional sphere to simulate the sky. Its syntax is:

  sky_sphere {
    pigment { PIGMENT1 }
    pigment { PIGMENT2 }
    pigment { PIGMENT3 }
    ...
    [ TRANSFORMATION ]
  }


The sky sphere can contain several pigment layers with the last pigment being
at the top, i. e. it is evaluated last, and the first pigment  being  at  the
bottom, i. e. it is evaluated first. If the upper  layers  contain  filtering
and/or transmitting components lower layers will shine through. If not  lower
layers will be invisible.

The sky sphere is calculated by using the direction vector as  the  parameter
for evaluating the pigment patterns. This leads to results  independent  from
the view point which pretty good models a real sky where the distance to  the
sky is much larger than the distances between visible objects.

If you want to add a nice color blend to your background you  can  easily  do
this by using the following example.

  sky_sphere {
    pigment {
      gradient y
      color_map {
        [ 0.5  color CornflowerBlue ]
        [ 1.0  color MidnightBlue ]
      }
      scale 2
      translate -1
    }
  }


This gives a soft blend from CornflowerBlue at the horizon to MidnightBlue at
the zenith. The scale and translate operations are used to map the  direction
vector values, which lie in the range from <-1, -1, -1> to <1,  1,  1>,  onto
the range from <0, 0, 0> to <1, 1, 1>. Thus a repetition of the  color  blend
is avoided for parts of the sky below the horizon.

In order to easily animate a sky sphere you can transform it using the  known
transformations described in "Transformations" . Though it may not be a  good
idea to translate or scale a sky sphere - the results are hardly  predictable
- it is quite useful to be able to rotate  it.  In  an  animation  the  color
blendings of the sky can be made to follow the rising sun for example.

You should note that only one sky sphere can be used in any  scene.  It  also
will not work  as  you  might  expect  if  you  use  camera  types  like  the
orthographic or cylindrical camera. The  orthographic  camera  uses  parallel
rays and thus you'll only see a very small part of the sky sphere (you'll get
one color skies in most cases).  Reflections  in  curved  surface  will  work
though, e. g. you will clearly see the sky in a mirrored ball.

7.7.5            Rainbow

The rainbow is a fog-like, circular arc that can be used to create  rainbows.
The syntax is:

  rainbow {
    direction <DIR>
    angle ANGLE
    width WIDTH
    distance DISTANCE
    color_map { COLOUR_MAP }
    [ jitter JITTER ]
    [ up <UP> ]
    [ arc_angle ARC_ANGLE ]
    [ falloff_angle FALLOFF_ANGLE ]
  }


The direction vector determines the direction of the (virtual) light that  is
responsible for the rainbow. Ideally this is an  infinitely  far  away  light
source like the sun that emits parallel light rays. The position and size  of
the rainbow are specified by the angle and width keywords. To understand  how
they work you should first know how the rainbow is calculated.

For each ray the angle between the rainbow's direction vector and  the  ray's
direction vector is calculated. If this  angle  lies  in  the  interval  from
ANGLE-WIDTH/2 to ANGLE+WIDTH/2 the rainbow is hit by the ray.  The  color  is
then determined by using the angle as an index into the  rainbow's  colormap.
After the color has been determined it will  be  mixed  with  the  background
color in the same way like it is done for fogs.

Thus the angle and width parameters determine  the  angles  under  which  the
rainbow will be seen. The optional jitter keyword can be used to  add  random
noise to the index. This adds some irregularity to the rainbow that makes  it
look more realistic.

The distance keyword is the same like the  one  used  with  fogs.  Since  the
rainbow is a fog-like effect it's possible that the rainbow is noticeable  on
objects. If this effect is not wanted it can be  avoided  by  using  a  large
distance value. By default a sufficiently large value is used  to  make  sure
that this effect does not occure.

The color_map keyword is used to assign a color map that will be mapped  onto
the rainbow. To be able to create realistic rainbows it is important to  know
that the index into the color map increases with the angle between the  ray's
and rainbow's direction vector. The index is zero at the innermost  ring  and
one at the outermost ring . The filter and transmittance values of the colors
in the color map have the same meaning  as  the  ones  used  with  fogs  (see
section "Fog" ).

The default rainbow is a 360 degree arc that looks like a circle. This is  no
problem as long as you have a ground plane that hides the lower,  non-visible
part of the rainbow. If this isn't the case or if you don't want the full arc
to be  visible  you  can  use  the  optional  keywords  up  ,  arc_angle  and
falloff_angle to specify a smaller arc.

The arc_angle keyword determines the size of the arc in degrees  (from  0  to
360 degrees). A value smaller  than  360  degrees  results  in  an  arc  that
abruptly vanishes. Since this doesn't look nice you can use the falloff_angle
keyword to specify a region in which the rainbow will smoothly blend into the
background making it vanish softly. The falloff angle has to  be  smaller  or
equal to the arc angle.

The up keyword determines were the zero angle position is. By  changing  this
vector you can rotate the rainbow about its direction. You should  note  that
the arc goes from -ARC_ANGLE/2 to +ARC_ANGLE/2.  The  soft  regions  go  from
-ARC_ANGLE/2 to -FALLOFF_ANGLE/2 and from +FALLOFF_ANGLE/2 to +ARC_ANGLE/2.

The following example generates a 120 degrees rainbow arc that has a  falloff
region of 30 degrees at both ends:

  rainbow {
    direction <0, 0, 1>
    angle 42.5
    width 5
    distance 1000
    jitter 0.01
    color_map { Rainbow_Color_Map }
    up <0, 1, 0>
    arc_angle 240
    falloff_angle 60
  }


It is possible to use any number of rainbows and to combine them  with  other
atmospheric effects.

7.8              Global Settings

The global_settings statement is a catch-all statement that gathers  together
a number of global parameters. The statement may appear anywhere in  a  scene
as long as its  not  inside  any  other  statement.  You  may  have  multiple
global_settings statements in a scene. Whatever values were specified in  the
last global_settings statement override any previous settings. Regardless  of
where you specify the statement, the feature applies to the entire scene.

Note that some items which were language directives in previous  versions  of
POV-Ray have been moved inside the global_settings statement so  that  it  is
more obvious to the user that their effect  is  global.  The  old  syntax  is
permitted but generates a warning.


  global_settings {
    adc_bailout FLOAT
    ambient_light COLOR
    assumed_gamma FLOAT
    hf_gray_16 BOOLEAN
    irid_wavelength COLOR
    max_intersections INTEGER
    max_trace_level INTEGER
    number_of_waves INTEGER
    radiosity { RADIOSITY_ITEMS... }
  }


Each item is optional and may appear in and order. If an  item  is  specified
more than once, the last setting overrides previous values. Details  on  each
item are given in the following sections.

7.8.1            ADC_Bailout

In scenes with many reflective and  transparent  surfaces,  POV-Ray  can  get
bogged down tracing multiple reflections and refractions that contribute very
little to the color of a particular pixel. The program uses a  system  called
Adaptive Depth Control  (ADC)  to  stop  computing  additional  reflected  or
refracted rays when their contribution is insignificant.

You may use the global setting adc_bailout keyword followed by float value to
specify the point at which a ray's contribution is considered  insignificant.


  global_settings { adc_bailout FLOAT }


The default value is 1/255, or approximately 0.0039, since a  change  smaller
than that could not be visible in a 24 bit image. Generally this  setting  is
perfectly adequate and should be left alone. Setting adc_bailout  to  0  will
disable ADC, relying completely on max_trace_level to set an upper  limit  on
the number of rays spawned.


7.8.2            Ambient Light

Ambient light is used to simulate the effect of interdiffuse reflection  that
is responsible for lighting areas that partially or completely lie in shadow.
POV-Ray provides an ambient  light  source  to  let  you  easily  change  the
brightness of the ambient lighting without changing every  ambient  value  in
all finish statements.  It  also  lets  you  create  interesting  effects  by
changing the color of the ambient light source. The syntax is:

  global_settings { ambient_light COLOR }


The default is a white ambient light source set at rgb\langle  1,1,1>  .  The
actual ambient used is:    AMBIENT = FINISH_AMBIENT * GLOBAL_AMBIENT


7.8.3            Assumed_Gamma

Many people may have noticed at one time or another that some images are  too
bright or dim when displayed on their system. As a rule, Macintosh users find
that images created on a PC are too bright, while PC users find  that  images
created on a Macintosh are too dim.

The assumed_gamma global setting works in conjunction with the  Display_Gamma
INI setting (see section "Display Hardware Settings" ) to ensure  that  scene
files render the same way across the wide variety of hardware platforms  that
POV-Ray is used on. The assumed gamma setting is used  in  a  scene  file  by
adding

  global_settings { assumed_gamma FLOAT }


where the assumed gamma value is the correction factor to be  applied  before
the pixels are displayed and/or saved to disk. For scenes  created  in  older
versions of POV-Ray, the assumed gamma value will be the same as the  display
gamma value of the system the scene was created on. For PC systems, the  most
common display gamma is 2.2, while for scenes created  on  Macintosh  systems
should use a scene gamma of 1.8. Another gamma value that sometimes occurs in
scenes is 1.0.

Scenes that do not have an assumed_gamma global setting  will  not  have  any
gamma correction performed on them, for compatibility  reasons.  If  you  are
creating new scenes or rendering old scenes, it is strongly recommended  that
you put in an appropriate assumed_gamma global setting. For new  scenes,  you
should use an assumed gamma value of 1.0 as this models how light appears  in
the real world more realistically.

The following sections explain more thoroughly what gamma is and  why  it  is
important.

7.8.3.1          Monitor Gamma

The differences in how images are displayed is a result  of  how  a  computer
actually takes an image and displays it on the monitor.  In  the  process  of
rendering an image and displaying it on the screen, several gamma values  are
important, including the POV scene file or image file gamma and  the  monitor
gamma.

Most image files generated by POV-Ray store numbers in the range  from  0  to
255 for each of the red, green and blue components of a pixel. These  numbers
represent the intensity of each color component, with 0 being black  and  255
being the brightest color (either 100% red, 100% green or 100% blue). When an
image is displayed, the graphics card converts each color  component  into  a
voltage which is sent to the monitor to light up  the  red,  green  and  blue
phosphors on the screen. The voltage is usually proportional to the value  of
each color component.

Gamma becomes important when displaying intensities that aren't  the  maximum
or minimum possible values. For example, 127  should  represent  50%  of  the
maximum intensity for pixels stored as numbers between 0 and 255. On  systems
that don't do gamma correction, 127 will be converted to 50% of  the  maximum
voltage, but because of the way the phosphors and  the  electron  guns  in  a
monitor work, this may be only 22%  of  the  maximum  color  intensity  on  a
monitor with a gamma of 2.2. To display a pixel which is 50% of  the  maximum
intensity on this monitor, we would need a voltage  of  73%  of  the  maximum
voltage, which translates to storing a pixel value of 186.

The relationship between the input pixel value and  the  displayed  intensity
can be approximated by an exponential function

  obright = ibright ^ display_gamma


where obright is  the  output  intensity  and  ibright  is  the  input  pixel
intensity. Both values are in the range from  0  to  1  (0%  to  100%).  Most
monitors have a fixed gamma value in the range from 1.8  to  2.6.  Using  the
above formula with display_gamma values greater than 1 means that the  output
brightness will be less than the input  brightness.  In  order  to  have  the
output and input brightness be equal an overall system gamma of 1 is  needed.
To do this, we need to gamma correct the input brightness in the same  manner
as above but with a gamma value of 1/display_gamma before it is sent  to  the
monitor. To correct for a  display  gamma  of  2.2,  this  pre-monitor  gamma
correction uses a gamma value of 1.0/2.2 or approximately 0.45.

How the pre-monitor gamma correction is done depends  on  what  hardware  and
software is being used. On Macintosh systems, the operating system has  taken
it upon itself to insulate  applications  from  the  differences  in  display
hardware. Through a gamma control panel the user  may  be  able  to  set  the
actual monitor gamma and MacOS will then convert  all  pixel  intensities  so
that the monitor will appear to have the specified gamma  value.  On  Silicon
Graphics  machines,  the  display  adapter  has  built-in  gamma  correction
calibrated to the monitor which gives the desired overall gamma (the  default
is 1.7). Unfortunately, on PCs and  most  UNIX  systems,  it  is  up  to  the
application to do any gamma correction needed.

7.8.3.2          Image File Gamma

Since most PC and UNIX applications and image file formats  don't  understand
display gamma, they don't do anything to correct for it. As a  result,  users
creating images on these systems adjust the image in such a way that  it  has
the correct brightness when displayed. This means that the data values stored
in the files are made brighter to compensate for the darkening effect of  the
monitor. In essence, the 0.45 gamma correction is built in to the image files
created and stored on these systems. When these  files  are  displayed  on  a
Macintosh system, the gamma correction built in to the file, in  addition  to
gamma correction built into MacOS, means that the image will be  too  bright.
Similarly, files that look correct on Macintosh or SGI systems because of the
built-in gamma correction will be too dark when displayed on a PC.

The new PNG format files generated by POV-Ray 3.0 overcome the problem of too
much or not enough gamma correction by storing the image file gamma (which is
1.0/display_gamma) inside the PNG file when it is generated by POV-Ray.  When
the PNG file is later displayed by a program that has been set up  correctly,
it uses this gamma value as well as the current display gamma to correct  for
the potentially different display gamma used  when  originally  creating  the
image.

Unfortunately, of all the image file formats POV-Ray  supports,  PNG  is  the
only one that has any gamma correction features and  is  therefore  preferred
for images that will be displayed on a wide variety of platforms.

7.8.3.3          Scene File Gamma

The image file gamma problem itself is just a result of how scenes themselves
are generated in POV-Ray. When you start out with a new scene and are placing
light sources and adjusting surface textures and colors, you  generally  make
several attempts before the lighting is how you like it. How you choose these
settings depends upon the preview image or the image  file  stored  to  disk,
which in turn is dependent upon the overall gamma  of  the  display  hardware
being used.

This means that as the artist you are doing gamma correction in  the  POV-Ray
scene file for your particular hardware. This scene  file  will  generate  an
image file that is also gamma corrected for your hardware  and  will  display
correctly on systems similar  to  your  own.  However,  when  this  scene  is
rendered on another platform, it may be too bright or too dim, regardless  of
the output file format used. Rather than have you change all the scene  files
to have a single fixed gamma value (heaven forbid!), POV-Ray 3.0  allows  you
to specify in the scene file the display gamma of the system that  the  scene
was created on.

The assumed_gamma global setting, in conjunction with the  Display_Gamma  INI
setting lets POV-Ray know how to do gamma correction on a given scene so that
the preview and output image files will appear the correct brightness on  any
system. Since the gamma correction is done internally  to  POV-Ray,  it  will
produce output image files that are the correct brightness  for  the  current
display, regardless of what output format is used. As well, since  the  gamma
correction is performed in the high-precision data format that  POV-Ray  uses
internally, it produces better results than gamma correction done  after  the
file is written to disk.

Although you may not notice any difference in the output on your system  with
and without an assumed_gamma setting, the assumed gamma is important  if  the
scene is ever rendered on another platform.

7.8.4            HF_Gray_16

The hf_gray_16 setting is useful when using POV-Ray to generate  heightfields
for use in other POV-Ray scenes. The syntax is...

  global_settings { hf_gray_16 BOOLEAN }


The boolean value turns the option on or off. If  the  keyword  is  specified
without the boolean value then the option is turned on. If hf_gray_16 is  not
specified in any global_settings statement  in  the  entire  scene  then  the
default is off.

When hf_gray_16 is on, the output file will be in the form of a  heightfield,
with the height at any point being dependent on the brightness of the  pixel.
The brightness of a pixel is calculated in the same way that color images are
converted to grayscale images:

  height = 0.3 * red + 0.59 * green + 0.11 * blue


Setting the hf_gray_16 option will cause the preview display, if used, to  be
grayscale rather than color. This is to allow you to see how the  heightfield
will look because some file formats store  heightfields  in  a  way  that  is
difficult  to  understand  afterwards.  See  section  "Height  Field"  for  a
description of how POV-Ray heightfields are stored for each file type.

7.8.5            Irid_Wavelength

Iridescence calculations depend upon the dominant wavelengths of the  primary
colors of red, green and blue light. You may  adjust  the  values  using  the
global setting irid_wavelength as follows...   global_settings { irid_wavelen


The default value is rgb<0.25,0.18,0.14> and any filter  or  transmit  values
are ignored. These values are proportional to the  wavelength  of  light  but
they represent no real world units.

In general, the default values should prove  adequate  but  we  provide  this
option as a means to experiment with other values.

7.8.6            Max_Trace_Level

In scenes with many reflective  and  transparent  surfaces  POV-Ray  can  get
bogged down tracing multiple reflections and refractions that contribute very
little to the color of a particular pixel. The global setting max_trace_level
defines the maximum number of recursive levels that POV-Ray will trace a ray.


  global_settings { max_trace_level INTEGER }


This is used when a ray is reflected or  is  passing  through  a  transparent
object and when shadow rays are cast. When a ray hits a  reflective  surface,
it spawns another ray to see what that point reflects. That  is  trace  level
one. If it hits another reflective surface another ray is spawned and it goes
to trace level two. The maximum level by default is five.

One speed enhancement added to POV-Ray  in  version  3.0  is  Adaptive  Depth
Control (ADC). Each time a new ray is spawned as a result  of  reflection  or
refraction its contribution to the overall color of the pixel is  reduced  by
the amount of reflection or the filter value of the  refractive  surface.  At
some point this contribution can be considered to be insignificant and  there
is no point in tracing any more rays. Adaptive depth control is  what  tracks
this contribution and makes the decision of when to bail out. On scenes  that
use a lot of partially reflective or refractive surfaces this can result in a
considerable reduction in the number of rays fired and makes it safer to  use
much higher max_trace_level values.

This reduction in color contribution is a result of scaling by the reflection
amount and/or the filter values of each  surface,  so  a  perfect  mirror  or
perfectly clear surface will not be optimizable  by  ADC.  You  can  see  the
results of ADC by watching the Rays Saved and Highest Trace Level displays on
the statistics screen.

The point at which  a  ray's  contribution  is  considered  insignificant  is
controlled by the adc_bailout value. The default is  1/255  or  approximately
0.0039 since a change smaller than that could not be  visible  in  a  24  bit
image. Generally this setting is perfectly adequate and should be left alone.
Setting  adc_bailout  to  0  will  disable  ADC,   relying   completely   on
max_trace_level to set an upper limit on the number of rays spawned.

If max_trace_level is reached before a non-reflecting surface is found and if
ADC hasn't allowed an early exit from the ray tree the color is  returned  as
black. Raise max_trace_level if you see black areas in a  reflective  surface
where there should be a color.

The other symptom you could see is with transparent  objects.  For  instance,
try making a union of concentric spheres with a clear texture on  them.  Make
ten of them in the union with radius's from 1 to 10 and render the scene. The
image will show the first few spheres correctly, then black. This is  because
a new level is used every time you pass through a transparent surface.  Raise
max_trace_level to fix this problem.

Note that raising max_trace_level will use more memory and time and it  could
cause the program to crash with a stack overflow  error,  although  ADC  will
alleviate this  to  a  large  extent.  Values  for  max_trace_level  are  not
restricted, so it can be set to any number as long as you have the  time  and
memory. However, increasing  its  setting  does  not  necessarily  equate  to
increased image quality unless such depths are really needed by the scene.

7.8.7            Max_Intersections

POV-Ray uses a set of internal  stacks  to  collect  ray/object  intersection
points. The usual maximum number of entries in these I-Stacks is 64.  Complex
scenes may cause these stacks to overflow. POV-Ray doesn't stop  but  it  may
incorrectly render your scene. When POV-Ray finishes rendering, a  number  of
statistics are displayed. If  you  see  I-Stack  Overflows  reported  in  the
statistics you should increase the stack size. Add a global setting  to  your
scene as follows:

  global_settings { max_intersections INTEGER }


7.8.8            Number_Of_Waves

The wave and ripples pattern are generated by summing a series of waves, each
with a slightly different center and size. By default, ten waves  are  summed
but this amount can be globally controlled by  changing  the  number_of_waves
setting.

  global_settings { number_of_waves INTEGER }


Changing this value affects both waves and ripples alike on all  patterns  in
the scene.

7.8.9            Radiosity

Radiosity is an  extra  calculation  that  more  realistically  computes  the
diffuse interreflection of light. This diffuse interreflection can be seen if
you place a white chair in a room full of blue carpet, blue  walls  and  blue
curtains. The chair will pick up a blue tint from  light  reflecting  off  of
other parts of the  room.  Also  notice  that  the  shadowed  areas  of  your
surroundings are not totally dark even if no light source shines directly  on
the surface. Diffuse light reflecting off  of  other  objects  fills  in  the
shadows. Typically ray-tracing uses a trick called ambient light to  simulate
such effects but it is not very accurate.

Radiosity is more accurate than simplistic ambient light but  it  takes  much
longer to compute. For  this  reason,  POV-Ray  does  not  use  radiosity  by
default. Radiosity is turned on using the Radiosity INI file  option  or  the
+QR command line switch.

The following sections describes how radiosity works, how to control it  with
various global settings and tips on trading quality vs. speed.

7.8.9.1          How Radiosity Works

The problem of ray-tracing is to figure out what the light level is  at  each
point that you can see in a scene. Traditionally, in  ray  tracing,  this  is
broken into the sum of these components:

  - Diffuse, the effect that makes  the  side  of  things  facing  the  light
    brighter;
  - Specular, the effect that makes shiny things have dings  or  sparkles  on
    them;
  - Reflection, the effect that mirrors give; and
  - Ambient, the general all-over light level that any scene has, which keeps
    things in shadow from being pure black.


POV's radiosity system, based on a method by Greg Ward,  provides  a  way  to
replace the last term - the constant ambient light value - with a light level
which is based on what surfaces are nearby and how bright in turn they are.

The first thing you  might  notice  about  this  definition  is  that  it  is
circular: the light of everything is dependent on everything  else  and  vice
versa. This is true in real life but in the world of ray-tracing, we can make
an approximation. The approximation that is used  is:  the  objects  you  are
looking at have their ambient values calculated for you by checking the other
objects nearby. When those objects are checked during this process,  however,
a traditional constant ambient term is used.

How does POV-Ray calculate the ambient term for each point?  By  sending  out
more rays, in many different directions, and averaging the results. A typical
point might use 200 or  more  rays  to  calculate  its  ambient  light  level
correctly.

Now this sounds like it would make the ray-tracer 200 times slower.  This  is
true, except that the software takes advantage of the fact that ambient light
levels change quite slowly (remember, shadows are calculated  separately,  so
sharp shadow edges are not a problem). Therefore, these extra rays  are  sent
out only once in a while (about 1 time in 50), then these  calculated  values
are saved and reused for nearby pixels in the image when possible.

This process of saving and reusing values is  what  causes  the  need  for  a
variety of tuning parameters, so you can get the scene to look just  the  way
you want.

7.8.9.2          Adjusting Radiosity

As described earlier, radiosity is turned on by using the Radiosity INI  file
option or the +QR command line switch. However radiosity has many  parameters
that are specified in a radiosity {... } statement inside  a  global_settings
{... } statement as follows:

   global_settings {
     radiosity {
       brightness FLOAT
       count INTEGER
       distance_maximum FLOAT
       error_bound FLOAT
       gray_threshold FLOAT
       low_error_factor FLOAT
       minimum_reuse FLOAT
       nearest_count INTEGER
       recursion_limit INTEGER
     }
   }


Each item is optional and may appear in and order. If an  item  is  specified
more than once the last setting overrides previous values.  Details  on  each
item is given in the following sections.

7.8.9.2.1        brightness

This is the degree to  which  ambient  values  are  brightened  before  being
returned upwards to the rest of the system. If an object is red \langle 1, 0,
0>, with an ambient value of 0.3, in normal situations a red component of 0.3
will be added in. With radiosity on, assume it was surrounded by an object of
gra color <0.6, 0.6, 0.6>.  The  average  color  returned  by  the  gathering
process will be the same. This will be multiplied by  the  texture's  ambient
weight value of 0.3, returning <0.18, 0.18, 0.18>. This is much  darker  than
the 0.3 which would be added in normally. Therefore, all returned values  are
brightened by the inverse of the average of the  calculated  values,  so  the
average ambient added in does not change. Some will be higher than  specified
(higher than 0.3 in this example) and some will  be  lower  but  the  overall
scene brightness will be unchanged.


7.8.9.2.2        count

The number of rays that are sent out whenever a new radiosity value has to be
calculated is given by count . Values of 100 to 150  make  most  scenes  look
good. Higher values might be needed for scenes  with  high  contrast  between
light levels or small patches of light causing the illumination.  This  would
be used only for a final rendering on an image because  it  is  very  compute
intensive. Since most scenes calculate the ambient  value  at  1%  to  2%  of
pixels, as a rough estimate, your rendering will take 1% to 2% of this number
times as long. If you set it to 300 your rendering might take 3 to 6 times as
long to complete (1% to 2% times 300).

When this value is too low, the light level will tend to look  a  little  bit
blotchy, as if the surfaces you're looking at were slightly warped.  If  this
is not important to your scene (as in the case that you have a bump map or if
you have a strong texture) then by all means use a lower number.


7.8.9.2.3        distance_maximum

The distance_maximum is the only tuning value that depends upon the  size  of
the objects in the  scene.  This  one  must  be  set  for  scenes  to  render
properly... the rest can be ignored for a  first  try.  It  is  difficult  to
describe the meaning simply but it sets the distance in model  units  from  a
sample at which the error is guaranteed to hit 100%  (  radiosity_error_bound
>=1): no samples are reused  at  a  distance  larger  than  this  from  their
original calculation point.

Imagine an apple at the left edge of a table. The goal is to make  sure  that
samples on the surface of the table at the right are not used  too  close  to
the apple and definitely not underneath the apple. If  you  had  enough  rays
there wouldn't be a problem since one of them would be guaranteed to hit  the
apple and set the reuse radius properly for you. In practice, you must  limit
this.

We use this technique: find the object in your scene  which  might  have  the
following problem: a small object on a larger flatter surface that  you  want
good ambient light near. Now, how far from this would you have to get  to  be
sure that one of  your  rays  had  a  good  chance  of  hitting  it?  In  the
apple-on-the-table example, assuming I used one POV-Ray unit as one  inch,  I
might use 30 inches. A theoretically sound way (when you are running lots  of
rays) is the distance at which this object's  top  is  5  degrees  above  the
horizon of the sample point you are considering. This corresponds to about 11
times the height of the object. So, for a 3-inch apple, 33 inches makes  some
sense. For good behavior under and around a 1/3 inch pea, use 3  inches  etc.
Another VERY rough estimate is one third the distance from your eye  position
to the point you are looking at. The reasoning is that you  are  probably  no
more than 90 inches from the apple on  the  table,  if  you  care  about  the
shading underneath it.


7.8.9.2.4        error_bound

The error_bound is one of the two main speed/quality tuning values (the other
is of course the number of rays shot). In an ideal world, this would  be  the
only value needed. It is intended to mean the fraction  of  error  tolerated.
For example, if it were set to 1 the algorithm  would  not  calculate  a  new
value until the error on the last one was  estimated  at  as  high  as  100%.
Ignoring the error introduced by rotation for the moment,  on  flat  surfaces
this is equal to the fraction of the reuse distance, which  in  turn  is  the
distance to the closest item hit. If you have an old sample on the  floor  10
inches from a wall, an error bound of 0.5 will get you  a  new  sample  at  a
distance of about 5 inches from the wall. 0.5 is a little  rough  and  ready,
0.33 is good for final renderings. Values much lower than 0.3 take forever  .


7.8.9.2.5        gray_threshold

Diffusely interreflected light is a function of the objects around the  point
in question. Since this is recursively  defined  to  millions  of  levels  of
recursion, in any real life scene, every point is  illuminated  at  least  in
part by every other part of the scene. Since we can't afford to compute this,
we only do one bounce and the  calculated  ambient  light  is  very  strongly
affected by the colors of the objects near it. This is known as  color  bleed
and it really happens but not as much as this calculation method  would  have
you believe. The gray_threshold variable grays it down a little, to make your
scene more believable. A value of .6 means to calculate the ambient value  as
60% of the equivalent grey value calculated, plus 40%  of  the  actual  value
calculated. At 0%, this  feature  does  nothing.  At  100%,  you  always  get
white/grey ambient light, with no hue. Note that this  does  not  change  the
lightness/darkness, only the strength  of  hue/grayness  (in  HLS  terms,  it
changes H only).


7.8.9.2.6        low_error_factor

If you calculate just enough samples, but no more,  you  will  get  an  image
which has slightly blotchy lighting. What  you  want  is  just  a  few  extra
interspersed, so that the blending will be nice and smooth. The  solution  to
this is the mosaic preview:  it  goes  over  the  image  one  or  more  times
beforehand, calculating radiosity values. To ensure that you get a few extra,
the radiosity algorithm lowers the error bound during the  pre-final  passes,
then sets it back just before the final pass.  This  tuning  value  sets  the
amount that the error bound is dropped during the preliminary  image  passes.
If your low error factor is 0.8 and your error bound is set to  0.4  it  will
really use an error bound of 0.32 during the first  passes  and  0.4  on  the
final pass.


7.8.9.2.7        minimum_reuse

The minimum effective radius ratio is set by  minimum_reuse  .  This  is  the
fraction of the screen width which sets the minimum radius of reuse for  each
sample point (actually, it is the fraction of the distance from the  eye  but
the two are roughly equal). For example, if the value is 0.02 the  radius  of
maximum reuse for every sample is set to whatever ground distance corresponds
to 2% of the width of the screen. Imagine you sent a ray off to  the  horizon
and it hits the ground at a distance of 100 miles  from  your  eyepoint.  The
reuse distance for that sample will be set to 2 miles.  At  a  resolution  of
300*400 this will correspond to (very roughly) 8 pixels. The theory  is  that
you don't want to  calculate  values  for  every  pixel  into  every  crevice
everywhere in the scene, it will take too long. This sets a minimum bound for
the reuse. If this value is too low, (which is should be in theory) rendering
gets slow, and inside corners can get a little grainy. If it is set too high,
you don't get the natural darkening of illumination near inside edges,  since
it reuses. At values higher than 2% you start getting more just plain errors,
like reusing the illumination of the open table underneath the apple.

Remember that this is a unitless ratio.


7.8.9.2.8        nearest_count

The nearest_count value is the maximum number of old ambient  values  blended
together to create a  new  interpolated  value.  It  will  always  be  the  n
geometrically closest reusable points that get used. If you go lower than  4,
things can get pretty patchy. This can be good for debugging, though. Must be
no more than 10, since that is the size of the array allocated.


7.8.9.2.9        radiosity_quality


7.8.9.2.10       recursion_limit

This value determines how many recursion levels are  used  to  calculate  the
diffuse inter-reflection. Valid values are one and two.


7.8.9.3          Tips on Radiosity

If you want to see where your values are being calculated set radiosity_count
down to about 20, set radiosity_nearest_count to 1 and set radiosity_grey  to
0. This will make everything maximally patchy, so you'll be able to  see  the
borders between patches. There will have been a radiosity calculation at  the
center of most patches. As a bonus, this is quick to run. You can then change
the radiosity_error_bound up and down to see how it changes things.  Likewise
modify radiosity_reuse_dist_min and max .

One way to get extra smooth results: crank up the sample count (we've gone as
high as 1300) and drop the low_error_factor to something small like 0.6. Bump
up the reuse_count to 7 or 8. This will get better values, and more of  them,
then interpolate among more of them on the last pass. This is not for  people
with a lack of patience  since  it  is  like  a  squared  function.  If  your
blotchiness is only in certain corners or near certain objects try tuning the
error bound instead. Never drop it by more than a little at a time, since the
run time will get very long.

If your scene looks good but right near some objects you  get  spots  of  the
right (usually darker) color showing on a flat surface  of  the  wrong  color
(same as far away from the object), then try  dropping  reuse_dist_max  .  If
that still doesn't work well increase your ray count  by  100  and  drop  the
error bound just a bit. If you still have problems, drop  reuse_nearest_count
to about 4.

APPENDIX A       Copyright

The following sections contain the legal  information  and  license  for  the
Persistence of Vision(tm) Ray-Tracer, also called POV-Ray(tm).


APPENDIX A.1     General License Agreement

THIS NOTICE MUST ACCOMPANY ALL  OFFICIAL  OR  CUSTOM  PERSISTENCE  OF  VISION
FILES. IT MAY NOT BE REMOVED OR MODIFIED. THIS INFORMATION  PERTAINS  TO  ALL
USE OF THE PACKAGE WORLDWIDE. THIS DOCUMENT SUPERSEDES ALL  PREVIOUS  GENERAL
LICENSES OR DISTRIBUTION POLICIES. ANY INDIVIDUALS, COMPANIES OR  GROUPS  WHO
HAVE BEEN GRANTED SPECIAL LICENSES MAY CONTINUE TO DISTRIBUTE VERSION 2.x BUT
MUST RE-APPLY FOR VERSION 3.00 OR LATER .

This document pertains to the use and  distribution  of  the  Persistence  of
Vision(tm) Ray-Tracer a. k. a POV-Ray(tm). It applies to all POV-Ray  program
source files, executable (binary) files, scene  files,  documentation  files,
help file, bitmaps and INI  files  contained  in  official  POV-Ray  Team(tm)
archives. All of these are referred to here as the software .

All of this software is Copyright 1991,1996 by the POV-Ray Team(tm). Although
it is distributed as freeware, it is NOT Public Domain.

The copyrighted package may ONLY be distributed and/or modified according  to
the license granted herein. The spirit of the license is to  promote  POV-Ray
as a standard ray-tracer, provide the full POV-Ray package freely to as  many
users as possible, prevent POV-Ray users  and  developers  from  being  taken
advantage of, enhance the life quality of those  who  come  in  contact  with
POV-Ray. This license was created so these goals could be realized.  You  are
legally bound to follow these rules, but we hope you will follow  them  as  a
matter of ethics, rather than fear of litigation.

APPENDIX A.2     Usage Provisions

Permission is granted to the user to use the software and associated files in
this package to create and render images. The use of this  software  for  the
purpose of creating images is completely free. The creator of  a  scene  file
and the image created from the scene file, retains all rights  to  the  image
and scene file they created and may use them for any  purpose  commercial  or
noncommercial.

The user is also granted the right to use the scenes files,  fonts,  bitmaps,
and include files distributed in the include ,  texsamps  and  pov3demo  sub-
directories in their own scenes. Such permission does not extend to files  in
the povscn sub-directory. povscn files are for your enjoyment  and  education
but may not be the basis of any derivative works.

APPENDIX A.3     General Rules for All Distributions

The permission  to  distribute  this  package  under  certain  very  specific
conditions is granted in advance, provided that the following conditions  are
met.

These archives must not be re-archived using a different method  without  the
explicit permission of the POV-Team. You may rename the archives only to meet
the file name conventions of your system or to avoid file  name  duplications
but we ask that you try to keep file names as similar  to  the  originals  as
possible (for example: povsrc.zip to povsrc30.zip )

Ready-to-run unarchived distribution on CD-ROM is also permitted if the files
are arranged in our standard directory or folder structure as though  it  had
been properly installed on a hard disk.

You must distribute a full package of files as described in the next section.
No portion of this package may be separated from the package and  distributed
separately other than under the conditions specified in the provisions  given
below.

Non-commercial distribution in which no  money  or  compensation  is  charged
(such as a user copying the software for a personal friend or  colleague)  is
permitted with no other restrictions.

Teachers and educational institutions may also  distribute  the  material  to
students and may charge minimal copying costs if the software is to  be  used
in a course.

APPENDIX A.4     Definition of "Full Package"

POV-Ray is contained in two sets of archives for each  hardware  platform.  A
full package consists of either:

1)  End  user  executable  archives  containing   an   executable   program,
documentation, and sample scenes but no source. - or - 2) Programmer archives
containing full source code but no  executable.  Also  you  must  include  an
archive containing documentation, and sample scenes. On some  platforms,  the
documentation and sample scenes are  archived  separately  from  the  source.
Source alone is not sufficient. You must have docs and scenes.

POV-Ray is officially distributed for MS-Dos; Windows 32-bit; Linux for Intel
x86 series; Apple Macintosh; Apple PowerPC; SunOS; and Amiga.  Other  systems
may be added in the future.

Distributors need not support all platforms but for each platform you support
you must distribute a full package. For example a Macintosh only BBS need not
distribute the Windows versions.

This software may only be bundled with other software packages  according  to
the conditions specified in the provisions below.





{/HEADER 1 Conditions for Shareware/Freeware Distribution Companies/}

Shareware and freeware distribution companies  may  distribute  the  software
included in software-only compilations using media such as, but  not  limited
to, floppy disk, CD-ROM, tape backup, optical disks, hard  disks,  or  memory
cards. This section only  applies  to  distributors  of  collected  programs.
Anyone wishing to bundle the package with a shareware product  must  use  the
commercial bundling rules. Any bundling with books, magazines or other  print
media should also use the commercial rules.

You must notify us that you are distributing POV-Ray and must provide us with
information on how to contact you should any support issues arise.

No more than five dollars U.S. ($5) can be charged per disk for  the  copying
of this software and the media it is provided on. Space on each disk must  be
used as fully as possible. You may not spread the files over more disks  than
are necessary.

Distribution on high volume media such as backup tape or CD-ROM is  permitted
if the total cost to the user is no more than $0.08 U.S. dollars per megabyte
of data. For example a CD-ROM with 600 meg could cost no more than $48.00.

APPENDIX A.5     Conditions for On-Line Services and BBS's Including Internet


On-line services,  BBS's  and  internet  sites  may  distribute  the  POV-Ray
software under the conditions in this section. Sites which allow users to run
POV-Ray from remote locations must use separate  provisions  in  the  section
below.

The archives must all be easily  available  on  the  service  and  should  be
grouped together in a similar on-line area.

It is strongly requested that sites remove prior versions of POV-Ray to avoid
user confusion and simplify or minimize our support efforts.

The site may only charge standard usage rates for  the  downloading  of  this
software. A premium may not be charged for this package. I. e. CompuServe  or
America On-Line may make these archives available to their  users,  but  they
may only charge regular usage rates for the time required to download.

APPENDIX A.6     Online or Remote Execution of POV-Ray

Some internet sites have been set up so that remote users  can  actually  run
POV-Ray software on the internet server. Other companies sell  CPU  time  for
running POV-Ray software on workstations or high-speed computers. Such use of
POV-Ray software is permitted under the following conditions.

Fees or charges, if any, for such services must be for connect time,  storage
or processor usage ONLY. No premium  charges  may  be  assessed  for  use  of
POV-Ray beyond that charged for use of other software. Users must be  clearly
notified that they are being charged for use of the computer and not for  use
of POV-Ray software.

Users must be prominently informed that they are using POV-Ray software, that
such software is free, and where they can find official POV-Ray software. Any
attempt to obscure the fact that the user is  running  POV-Ray  is  expressly
prohibited.

All files normally available in a full  package  distribution,  especially  a
copy of this license and full documentation must be available for download or
readable online so that users of an online executable have access to  all  of
the material of a full user package.

If the POV-Ray software has been modified in any way, it must also follow the
provisions for custom versions below.

APPENDIX A.7     Conditions for Distribution of Custom Versions

The user is granted the privilege to modify and compile the source  code  for
their own personal use in any fashion they see fit.  What  you  do  with  the
software in your own home is your business.

If the user  wishes  to  distribute  a  modified  version  of  the  software,
documentation or other parts of the package (here  after  referred  to  as  a
custom version ) they must follow the provisions given below.  This  includes
any translation of the documentation  into  other  languages  or  other  file
formats. These license provisions have been established to promote the growth
of POV-Ray and prevent difficulties for users and  developers  alike.  Please
follow them carefully for the benefit of all concerned when creating a custom
version.

No portion of the POV-Ray  source  code  may  be  incorporated  into  another
program unless it is clearly a custom version of POV-Ray that includes all of
the basic functions of POV-Ray.

All executables, documentation, modified files and descriptions of  the  same
must clearly identify themselves as a  modified  and  unofficial  version  of
POV-Ray. Any attempt to obscure the fact that the user is running POV-Ray  or
to obscure that this is an unofficial version expressly prohibited.

You must provide all POV-Ray support  for  all  users  who  use  your  custom
version. You must provide information  so  that  user  may  contact  you  for
support for your custom version. The POV-Ray Team is not obligated to provide
you or your users any technical support.

Include contact information in the DISTRIBUTION_MESSAGE macros in the  source
file  optout.h  and  insure  that  the  program  prominently  displays  this
information. Display  all  copyright  notices  and  credit  screens  for  the
official version.

Custom versions may only be distributed as freeware. You  must  make  all  of
your modifications to POV-Ray freely and publicly available with full  source
code to the modified portions of POV-Ray  and  must  freely  distribute  full
source to any new parts of the custom version. The goal is that users must be
able to re-compile the program themselves and to be able to  further  improve
the program with their own modifications.

You must provide documentation for any and all modifications  that  you  have
made to the program that you are  distributing.  Include  clear  and  obvious
information on how to obtain the official POV-Ray.

The user is encouraged to send enhancements and  bug  fixes  to  the  POV-Ray
Team, but the team is in no way required to  utilize  these  enhancements  or
fixes. By sending material to the team, the contributor asserts that he  owns
the materials or has the right to distribute these materials.  He  authorizes
the team to use the materials  any  way  they  like.  The  contributor  still
retains rights to the donated material, but by donating, grants unrestricted,
irrevocable usage and distribution rights  to  the  POV-Ray  Team.  The  team
doesn't have to use the material, but if we do, you do not acquire any rights
related to POV-Ray. The team will give you credit as the creator of new  code
if applicable.


APPENDIX A.8     Conditions for Commercial Bundling

Vendors  wishing  to  bundle  POV-Ray  with  commercial  software  (including
shareware) or with publications must first obtain  explicit  permission  from
the POV-Ray Team. This includes any commercial software or publications, such
as,  but  not  limited  to,  magazines,  cover-disk   distribution,   books,
newspapers, or newsletters in print or machine readable form.

The POV-Ray Team will decide if  such  distribution  will  be  allowed  on  a
case-by-case basis and may impose certain restrictions as it  sees  fit.  The
minimum terms are given below. Other conditions may be imposed.

  * Purchasers of your product must not be  led  to  believe  that  they  are
    paying for POV-Ray. Any mention of the POV-Ray  bundle  on  the  box,  in
    advertising or in instruction manuals  must  be  clearly  marked  with  a
    disclaimer that POV-Ray is free software and can be obtained for free  or
    nominal cost from various sources.
  * Include clear and obvious information  on  how  to  obtain  the  official
    POV-Ray.
  * You must provide all POV-Ray support for all users who  acquired  POV-Ray
    through your product. The POV-Ray Development Team is  not  obligated  to
    provide you or your customers any technical support.
  * Include a credit page or pages in your documentation for POV-Ray.
  * If you modify any portion POV-Ray for use with your hardware or software,
    you must follow the custom version rules in addition to these rules.
  * Include contact and support information for your product.
  * Include a full user package as described above.

APPENDIX A.9     Other Provisions

The  team  permits  and  encourages  the  creation  of  programs,  including
commercial packages, which import, export or translate files in  the  POV-Ray
Scene Description Language. There are no restrictions on use of the  language
itself. We reserve the right to add or remove  or  change  any  part  of  the
language.

"POV-Ray",  "Persistence  of  Vision",  "POV-Ray  Team"  and  "POV-Help"  are
trademarks of the POV-Ray Team.

While we do not claim any restrictions on the letters "POV" alone, we  humbly
request that you not use POV in the name of your product. Such use  tends  to
imply it is a product of the POV-Ray Team. Existing programs which used "POV"
prior to the publication of this document need not feel guilty for  doing  so
provided that you make it clear that the program is not the work of the  team
nor endorsed by us.

APPENDIX A.10    Revocation of License

VIOLATION OF THIS LICENSE IS A VIOLATION OF COPYRIGHT LAWS. IT WILL RESULT IN
REVOCATION OF ALL DISTRIBUTION PRIVILEGES AND MAY RESULT IN CIVIL OR CRIMINAL
PENALTY .

Such violators who are prohibited from distribution  will  be  identified  in
this document.

In this regard, "PC Format", a magazine published by Future Publishing,  Ltd.
in the United Kingdom, distributed incomplete  versions  of  POV-Ray  1.0  in
violation the license which was effect at the time. They later  attempted  to
distribute POV-Ray 2.2 without  prior  permission  of  the  POV-Ray  Team  in
violation the license which was in effect at the time. There is evidence that
other Future Publishing companies have also violated our terms. Therefore "PC
Format", and any other magazine, book or CD-ROM publication owned  by  Future
Publishing is expressly prohibited from any distribution of POV-Ray  software
until further notice.

APPENDIX A.11    Disclaimer

This software is provided as is without any guarantees or warranty.  Although
the authors have attempted to find and correct any bugs in the package,  they
are not responsible for any damage or losses of any kind caused by the use or
misuse of the package.  The  authors  are  under  no  obligation  to  provide
service, corrections, or upgrades to this package.

APPENDIX A.12    Technical Support

We sincerely hope you have fun with our program. If  you  have  any  problems
with the program, the team would like to hear about them. Also, if  you  have
any comments, questions or enhancements, please contact the POV-Ray  Team  on
the CompuServe Information Service in the GO GRAPHICS forums, GRAPHDEV forum.
Also check us out on the internet at http://www.povray.org or  ftp.povray.org
. The USENET group comp.graphics.rendering.raytracing is a  great  source  of
information on POV-Ray and related topics.

License enquiries should be made via email and limited technical  support  is
available via email to:

   Chris Young
   POV-Ray Team Coordinator
   CIS: 76702,1655
   Internet 76702.1655@compuserve.com


The following postal address is only for official license business  and  only
if email is impossible.

We do not provide technical support via regular mail, only  email.  We  don't
care if you don't have a modem or online access. We will not mail  you  disks
with updated versions. Do not send money.

   Chris Young
   3119 Cossell Drive
   Indianapolis, IN 46224 U.S.A.


The other authors' contact information may be found in section "Authors" (see
also "Postcards for POV-Ray Team Members" ).

APPENDIX B       Authors

Following is a list in alphabetic order of all people who have ever worked on
the POV-Ray Team or who have made a note-worthy contribution. If you want  to
contact or thank the authors read the sections "Contacting the  Authors"  and
"Postcards for POV-Ray Team Members" .

                                 Steve Anger
                         (POV-Ray 2.0/3.0 developer)
                               CIS: 70714,3113
                         Internet: sanger@hookup.net

                                Randy Antler
                     (IBM-PC display code enhancements)

                                 John Baily
                              (RLE targa code)

                                 Eric Barish
                              (Ground fog code)

                                Dieter Bayer
                (POV-Ray 3.0 developer and docs coordinator)
                              CIS: 100255,3074

                               Kendall Bennett
                           (PMODE library support)

                                Steve Bennett
                                (GIF support)

                              Jeff Bowermaster
                                 (Beta test)

                                 David Buck
                        (Original author of DKBTrace)
                           (POV-Ray 1.0 developer)

                                 Chris Cason
             (POV-Ray 2.0/3.0 developer, POV-Help, Windows port)
   Internet (preferred): Chris.Cason@oaks.com.au or Chris.Cason@povray.org
                              CIS: 100032,1644

                                Aaron Collins
                        (Co-author of DKBTrace 2.12)
                           (POV-Ray 1.0 developer)

                                Chris Dailey
                           (POV-Ray 3.0 developer)
                                    CIS:

                                Steve Demlow
                           (POV-Ray 3.0 developer)
                                    CIS:

                               Andreas Dilger
                           (POV-Ray 3.0 developer)
                     Internet: adilger@enel.ucalgary.ca
              Http://www-mddsp.enel.ucalgary.ca/People/adilger/

                           Joris van Drunen Littel
                              (Mac beta tester)

                              Alexander Enzmann
                       (POV-Ray 1.0/2.0/3.0 developer)
                               CIS: 70323,2461
                         Internet: xander@mitre.com

                                 Dan Farmer
                       (POV-Ray 1.0/2.0/3.0 developer)
                               CIS: 74431,1075

                                 David Harr
                     (Mac balloon help and palette code)

                                 Jimmy Hoeks
                   (Help file for Windows user interface)

                                Terry Kanakis
                                (Camera fix)

                            Kari Juharvi Kivisalo
                              (Ground fog code)

                                 Adam Knight
                (Mac beta tester, Mac Apple Guide developer)
                                    CIS:

                              Lutz Kretzschmar
   (IBM-PC display code [SS24 truecolor], part of the anti-aliasing code)
                              CIS: 100023,2006

                              Charles Marslett
                            (IBM-PC display code)

                              Pascal Massimino
                              (Fractal objects)

                                Jim McElhiney
                           (POV-Ray 3.0 developer)
                                    CIS:

                             Robert A. Mickelsen
                             (POV-Ray 3.0 docs)
                                    CIS:

                                 Mike Miller
                      (Artist, scene files, stones.inc)
                               CIS: 70353,100

                                Douglas Muir
                         (Bump maps, height fields)

                                Joel NewKirk
                               (Amiga Version)
                              CIS: 102627,1152

                                Jim Nitchals
                         (Mac version, scene files)

                                 Paul Novak
                           (Texture contributions)

                                  Dave Park
                       (Amiga support, AGA video code)

                                 David Payne

                              (RLE targa code)

                                 Bill Pulver
                         (Time code, IBM-PC compile)

                                 Anton Raves
             (Beta tester, helping out on several Mac thingies)
                              CIS: 100022,2603

                               Dan Richardson
                                   (Docs)
                                    CIS:

                                 Tim Rowley
             (PPM and Windows-specific BMP image format support)
                       Internet: trowley@geom.umn.edu

                              Robert Schadewald
                                (Beta tester)
                                    CIS:

                                Eduard Schwan
                     (Mac version, mosaic preview, docs)
                               CIS: 71513,2161

                               Robert Skinner
                              (Noise functions)

                              Erkki Sondergaard
                                (Scene files)
                                    CIS:

                               Zsolt Szalavari
                                 (Halo code)
                       Internet: zsolt@cg.tuwien.ac.at

                                Scott Taylor
                        (Leopard and onion textures)

                               Timothy Wegner
                       (Fractal objects, PNG support)
                               CIS: 71320,675
                        Internet: twegner@phoenix.net

                                 Drew Wells
            (POV-Ray 1.0 developer, POV-Ray 1.0 team coordinator)

                                 Chris Young
      (POV-Ray 1.0/2.0/3.0 developer, POV-Ray 2.0/3.0 team coordinator)
                               CIS: 76702,1655


APPENDIX C       Contacting the Authors

The POV-Team is a collection of volunteer programmers,  designers,  animators
and artists meeting via electronic mail on Compuserve's  GRAPHDEV  forum  (GO
GRAPHDEV). The POV-Team's  goal  is  to  create  freely  distributable,  high
quality rendering and animation software written in  C  that  can  be  easily
ported to many different computers. If you have any questions about  POV-Ray,
please contact   Chris Young
  POV-Team Coordinator
  CIS: 76702,1655
  Internet: 76702.1655@compuserve.com
We love to hear about how you're using and enjoying the program. We also will
do our best try to solve any problems you have with POV-Ray  and  incorporate
good  suggestions  into  the  program.  If  you  have  a  question  regarding
commercial use of, distribution of, or anything particularly  sticky,  please
contact Chris Young, the development team coordinator. Otherwise, spread  the
mail around. We all love to hear from you! The  best  method  of  contact  is
e-mail through CompuServe for most of us. America On-Line  and  Internet  can
now send mail to CompuServe, also, just use the Internet address and the mail
will be sent through to CompuServe where we read our mail  daily.  Please  do
not send large files to us through the e-mail without asking  first.  We  pay
for each minute on CompuServe and large files can get expensive. Send a query
before you send the file, thanks!

APPENDIX D       Postcards for POV-Ray Team Members

If you want to personally thank some of the POV-Ray Team members you can send
them a postcard from wherever  you  are.  To  avoid  invalid  addresses  from
floating around (in case some of us move)  the  addresses  listed  below  (in
alphabetical order) are only valid until the given date.   Dieter Bayer
  Taeublingstr. 26
  91058 Erlangen
  Germany                                    (until 31. July 1997)

  Chris Cason                                (Windows version)
  PO Box 407
  Williamstown
  Victoria 3016
  Australia                                  (until 31. December 1998)

  Joel NewKirk
  255-9 Echelon Rd
  Voorhees, NJ, USA, 08043                   (until -)

  Eduard Schwan                              (Macintosh version)
  1112 Oceanic Drive
  Encinitas, California, USA, 92024-4007     (until 30. June 1998)
You should also be aware that we do not answer any questions asked by regular
mail or phone, we only reply to e-mails. Send any questions you have  to  the
e-mail address mentioned in section "Contacting the Authors" .

APPENDIX E       POV-Ray Output Messages


APPENDIX E.1     Options in Use


APPENDIX E.2     Warning Messages


APPENDIX E.2.1   Warnings during the Parsing Stage


APPENDIX E.2.2   Other Warnings


APPENDIX E.3     Error Messages


APPENDIX E.3.1   Scene File Errors


APPENDIX E.3.2   Other Errors


APPENDIX E.4     Statistics


APPENDIX F       Tips and Hints


APPENDIX F.1     Scene Design Tips

There are a number of excellent shareware CAD style modelers available on the
DOS platform now that will create POV-Ray scene  files.  The  online  systems
mentioned elsewhere in this document are  the  best  places  to  find  these.
Hundreds of special-purpose utilities have been  written  for  POV-Ray:  data
conversion programs, object generators, shell-style launchers  and  more.  It
would not be possible to list them all here, but again,  the  online  systems
listed will carry most of them.  Most,  following  the  POV-Ray  spirit,  are
freeware or inexpensive shareware. Some extremely elaborate scenes have  been
designed by drafting on graph paper. Raytracer Mike Miller  recommends  graph
paper with a grid divided in tenths, allowing  natural  decimal  conversions.
Start out with a boilerplate scene file, such as a copy of basicvue.pov , and
edit that. In general, place your objects near and around the origin with the
camera in the negative z-direction, looking at  the  origin.  Naturally,  you
will break from this rule many times, but  when  starting  out,  keep  things
simple. For basic, boring, but dependable lighting, place a light  source  at
or near the position of the camera. Objects will look flat, but at least  you
will see them. From there, you can move it slowly into a better position.

APPENDIX F.2     Scene Debugging Tips

To see a quick version of your picture, render  it  very  small.  With  fewer
pixels to calculate the ray-tracer can finish more quickly. -W 160 -H 100  is
a good size. Use the +Q quality  switch  when  appropriate.  If  there  is  a
particular area of your picture that you need  to  see  in  high  resolution,
perhaps with anti-aliasing on (perhaps a fine-grained wood texture), use  the
+SC , +EC , +SR and +ER switches to isolate a window . If your image contains
a lot of inter-reflections, set max_trace_level to a low value such as  1  or
2. Don't forget to put  it  back  up  when  you're  finished!  Turn  off  any
unnecessary lights. Comment out extended light keywords when not  needed  for
debugging. Again, don't forget to put them back in before you retire for  the
night with a final render running! If  you've  run  into  an  error  that  is
eluding you by visual examination it's time to start  bracketing  your  file.
Use the block comment characters /* ... */ to disable most of your scene  and
try to render again. If you no longer get an error the problem naturally lies
somewhere within the disabled area. Slow and  methodical  testing  like  this
will eventually get you to a point where you will either be able to spot  the
bug, or go quietly insane. Maybe both. If you seem to have lost  yourself  or
an object (a common experience for beginners) there are a few tricks that can
sometimes help:

  1) Move your camera way back to provide a long range  view.  This  may  not
     help with very small  objects  which  tend  to  be  less  visible  at  a
     distance, but it's a nice trick to keep up your sleeve.
  2) Try setting the ambient value to 1.0 if you suspect that the object  may
     simply be hidden from the lights. This will make it self-illuminated and
     you'll be able to see it even with no lights in the scene.
  3) Replace the object with a larger, more obvious "stand-in" object like  a
     large sphere or box. Be sure  that  all  the  same  transformations  are
     applied to this new shape so that it ends up in the same spot.

APPENDIX F.3     Animation Tips

When animating objects with solid textures, the textures must move  with  the
object, i. e. apply the same rotate or translate functions to the texture  as
to the object itself. This is now done automatically if  the  transformations
are placed after the texture block like the following example

  shape { ...
    pigment { ... }
    scale < ... >
  }


will scale the shape and pigment texture by the same amount.

  shape { ...
    scale < ... >
    pigment { ... }
  }


will scale the shape but not the pigment. Constants can be declared for  most
of the data types in the program including floats  and  vectors.  By  writing
these to include  files  you  can  easily  separate  the  parameters  for  an
animation into a separate file. Some examples of declared constants would be:


   #declare Y_Rotation = 5.0 * clock
   #declare ObjectRotation = <0, Y_Rotation, 0>
   #declare MySphere = sphere { <0, 0, 0>, 1.1234 }
Other examples can be found scattered throughout the sample  scene  files.  A
tip for MS-Dos users: Get  ahold  of  dta.exe  (Dave's  Targa  Animator)  for
creating .FLI/.FLC animations. aaplay.exe and play.exe are common viewers for
this type of file. When moving the camera in an animation (or placing one  in
a still image, for that matter) avoid placing the camera  directly  over  the
origin. This will  cause  very  strange  errors.  Instead,  move  off  center
slightly and avoid hovering directly over the scene.

APPENDIX F.4     Texture Tips

Wood is designed like a log with  growth  rings  aligned  along  the  z-axis.
Generally these will look best when scaled  down  by  about  a  tenth  (to  a
unit-sized object). Start out with rather small value for the turbulence  too
(around 0.05 is good for starters). The marble texture is designed  around  a
pigment primitive that is much  like  an  x-gradient.  When  turbulated,  the
effect is different when viewed from the side or from the end . Try  rotating
it by 90 degrees on the y-axis to see the difference. You cannot get specular
highlights on a totally black object. Try using a very dark gray, say  Gray10
or Gray15 (from colors.in ), instead.

APPENDIX F.5     Height Field Tips

Try using POV-Ray itself to create images for height fields:   camera { locat
  plane { z, 0
     finish { ambient 1 }    // needs no light sources
     pigment { bozo }        // or whatever.  Experiment.
  }
That's all you'll need to create a .tga file that  can  then  be  used  as  a
height field in another image!

APPENDIX F.6     Converting "Handedness"

If you are importing images from other systems you may find that  the  shapes
are backwards (left-to-right inverted) and no rotation can make them correct.


Often, all you have to do is negate the terms in  the  right  vector  of  the
camera to flip  the  camera  left-to-right  (use  the  right-hand  coordinate
system). Some programs seem to interpret the coordinate systems  differently,
however, so you may need to experiment with other camera  transformations  if
you want the y- and z-vectors to work as POV-Ray does.

APPENDIX G       Frequently Asked Questions

This is a collection of frequently asked questions and  their  answers  taken
directly from messages posted in the Graphic Developer's Forum on  Compuserve
and the comp.graphics.raytracing  newsgroup.  This  version  of  the  FAQ  is
heavily biased towards the CompuServe user of the IBM PC version of  POV-Ray.
Hopefully later revisions will remove some of this bias, but at present time,
that is the largest audience.

APPENDIX G.1     General Questions

Q: When will POV-Ray 3.0 be released? A: It is  already  available.  Q:  When
will the source code be released? A: The soruce code available too.

APPENDIX G.2     POV-Ray Option Questions

Q: How can I set mosaic preview to go from 8*straight to final render without
going to 4*and then t*first? \\ A: Use the +SP n or Preview_Start_Size option
to set the starting resolution and the +EP n or  Preview_End_Size  option  to
set the ending resolution. With +SP 8 and +EP 8 it will go from 8*8  down  to
8*8 (just one pass) then immediately drop into the  final  pass  at  1*1.  Q:
Should the +MB switch be used in very small scenes, i. e. with a  low  number
of objects. \\ A: That depends on the  number  of  objects  and  their  type.
Normally it doesn't hurt to always use the bounding box hierarchy (  +MB  0).
If you have just one or two objects it may be better  to  not  use  automatic
bounding. Q: Does the +MB switch affect the quality of the image? A:  No.  It
only affects the speed of the intersection tests.

APPENDIX G.3     Atmosphere Questions

Q: Why is the atmosphere I added not visible? \ A: The most common error made
when adding an atmosphere to a scene is the missing  hollow  keyword  in  all
objects the camera currently is in. If you are inside a box that is  used  to
model a room you'll have to add the hollow keyword to the box statement. If a
plane is used to model the ground you'll have to make it hollow (only if  you
are inside the plane, but to be sure you can always do it). If  this  doesn't
help there may be other problems you'll have  to  verify.  The  distance  and
scattering values of the atmosphere  have  to  be  larger  than  zero.  Light
sources that shall interact with the atmosphere mustn't contain an atmosphere
off statement.

Q: Why can't I see any atmosphere through my translucent object? \\ A: If you
have a translucent object you (almost) always  have  to  make  it  hollow  by
adding the hollow keyword. Whenever an intersection is found and the  ray  is
inside a solid object no atmospheric effects will be calculated.

If you have a partially transparent plane for example the atmosphere  on  the
other side of the plane will only be visible through the plane if this  plane
is hollow.

Q: Why do the lit parts of the atmosphere amplify the background? \\

A: First, they don't.

Second, whenever parts of the background are visible through  the  atmosphere
and those areas of the atmosphere are lit by any light source, the  scattered
light is added to the light coming from the background. This  is  the  reason
why the background seems to be amplified by the atmosphere. Just imagine  the
followoing example: you have a blue background  that  is  attenuated  be  the
atmosphere in a way that the color reaching the viewer is <0,0,0.2>. Now some
light coming  from  a  light  source  is  attenuated  and  scattered  by  the
atmosphere and finally reaches the viewer  with  a  color  of  <0.5,0.5,0.5>.
Since we already have light coming from the background, both colors are added
to give <0.5,0.5,0.7>. Thus the light gets a blue hue. As a result you  think
that the background light is amplified but it isn't as  the  following  scene
clearly shows.

#version 3.0
  camera {
    location <0, 6, -20>
    look_at <0, 6, 0>
    angle 48
  }

  atmosphere {
    type 1
    samples 10
    distance 20
    scattering 0.3
    aa_level 3
    aa_threshold 0.1
    jitter 0.2
  }

  light_source { <0, 15, 0> color red .7 green .7 blue .7 shadowless }

  light_source {
    <-5, 15, 0> color rgb <1, 0, 0>
    spotlight
    point_at <-5, 0, 0>
    radius 10
    falloff 15
    tightness 1
    atmospheric_attenuation on
  }

  light_source {
    <0, 15, 0> color rgb <0, 1, 0>
    spotlight
    point_at <0, 0, 0>
    radius 10
    falloff 15
    tightness 1
    atmospheric_attenuation on
  }

  light_source {
    <5, 15, 0> color rgb <0, 0, 1>
    spotlight
    point_at <5, 0, 0>
    radius 10
    falloff 15
    tightness 1
    atmospheric_attenuation on
  }

  plane { z, 10
    pigment { checker color rgb<1, 0, 0> color rgb<0, 1, 0> }
    hollow
  }


The atmosphere seems to amplify what is seen in the background.

In the background you see a red/green checkered plane. The  background  color
visible through the atmosphere is added  to  the  light  scattered  from  the
spotlights. You'll notice that even though the red  squares  behind  the  red
spotlight's cone are brighter than those outside the cone the green ones  are
not. For the green spotlight  the  situation  is  turned  around:  the  green
squares seem to be amplified while  the  red  are  not.  The  blue  spotlight
doesn't show this effect at all.

APPENDIX H       Suggested Reading

Beside the POV-Ray specific books mentioned in  "POV-Ray  Related  Books  and
CD-ROMs" there are several good books or periodicals that you should be  able
to locate in your local computer book store or your local university library.


  "An Introduction to Ray tracing"
  Andrew S. Glassner (editor)
  ISBN 0-12-286160-4
  Academic Press
  1989

  "3D Artist" Newsletter
  "The Only Newsletter about Affordable
   PC 3D Tools and Techniques")
  Publisher: Bill Allen
  P.O. Box 4787
  Santa Fe, NM 87502-4787
  (505) 982-3532

  "Image Synthesis:  Theory and Practice"
  Nadia Magnenat-Thalman and Daniel Thalmann
  Springer-Verlag
  1987

  "The RenderMan Companion"
  Steve Upstill
  Addison Wesley
  1989

  "Graphics Gems"
  Andrew S. Glassner (editor)
  Academic Press
  1990

  "Fundamentals of Interactive Computer Graphics"
  J. D. Foley and A. Van Dam
  ISBN 0-201-14468-9
  Addison-Wesley
  1983

  "Computer Graphics:  Principles and Practice (2nd Ed.)"
  J. D. Foley, A. van Dam, J. F. Hughes
  ISBN 0-201-12110-7
  Addison-Wesley,
  1990

  "Computers, Pattern, Chaos, and Beauty"
  Clifford Pickover
  St. Martin's Press

  "SIGGRAPH Conference Proceedings"
  Association for Computing Machinery
  Special Interest Group on Computer Graphics

  "IEEE Computer Graphics and Applications"
  The Computer Society
  10662, Los Vaqueros Circle
  Los Alamitos, CA 90720

  "The CRC Handbook of Mathematical Curves and Surfaces"
  David von Seggern
  CRC Press
  1990

  "The CRC Handbook of Standard Mathematical Tables"
  CRC Press
  The Beginning of Time


APPENDIX I       Help on Help

Using the Help Reader (POVHELP.EXE)

KNOWN INCOMPATIBILITIES

See after the Quick Intro.

Quick Intro

Use the +E option to make the help reader a pop-up program.
Use Space to go to the next section.
Use Ctrl-PgUp and Ctrl-PgDn to move between sections also.
Use Tab to highlight hypertext links.
Use Alt-Tab to highlight code fragments.
Use Enter to jump to a highlighted hypertext link.
Use +/- to jump to relevant sections once link jumping has started.
Use BACKSPACE to return to the last place you were before a search/jump.
Use 'S' to search on a keyword.
Use 'J' to toggle text justification when reading a section.
Use 'P' to paste code into your application via the keyboard buffer.

POV-Help will handle non-standard page widths provided the BIOS column  count
is correctly updated by whatever program is being used to alter  it  from  80
columns.

If you use POV-Help as a pop-up program, it will attempt  to  search  on  the
word under your cursor when you pop it up. Note that if you exit pop-up  mode
by using the hot-key (the default is ALT-ESC), POV-Help takes  this  to  mean
that you want to return to the same place next time and will  not  perform  a
search. A search is only performed if you exited using  ESCAPE  (meaning  you
have finished with the current subject.)

The history stack activated by using Backspace holds 32 entries.

KNOWN INCOMPATIBILITIES

POV-Help does not work with MS-DOS's EDIT  program.  [In  fact,  EDIT.COM  is
really QBASIC.EXE with a few add ons ; EDIT needs QBASIC to run.]

If it won't work  with  your  editor,  try  this  (assuming  you  have  macro
facilities) -

  o write a macro to get the word under the cursor
  o have it call POVHELP.EXE with the word as a parameter
  o bind the macro to your key-sequence of choice.


Command Line (case insensitive)

  +Iname                 use alternate file name (default HELP.PHE)
  +N123                  go to the 123rd section (NOT section 123!)
  +S4.5.6                go to section '4.5.6'
  +Tsphere or "+Tsphere" go straight to the first section found with 'sphere'
                         in its title.
  +W50                   window width 40 characters (max 127)
  +H15                   window height 15 lines (max 21)
  +J[-]                  justify ON (default), -J- to turn off
  +PH[n]                 send 'n' HOME  keys  after  each  CR  when  pasting.
                         default is -ph1.
  +KALT-ESC              hot  key  sequence.  can  be  CTRL|ALT|CTRL-ALT+[Any
                          character]|[ESC].  e.g.   +KCTRL-ALT-P,   +KCTRL-1,
                         +KALT-CTL-'. CTL is also acceptable.
  +Eabc d e              run program 'abc' with parameters 'd' and  'e'.  all
                         parameters after the '+e' are passed to the program.

  text                   same as +T unless collecting +E parameters, where it
                         is a parameter


Viewer Commands

Top Menu

  Up, Down move highlight bar
  Enter    view selected item
  Escape   exit help viewer


Authors, Copyright

  Up, Down    scroll screen
  PgUp, PgDn  scroll screen
  Left, Right scroll screen
  Escape      return to top menu


Section

  Up, Down          scroll screen
  PgUp, PgDn        scroll screen
  Left, Right       scroll screen
  Escape            return to top menu
  Space or CtrlPgDn view next section
  CtrlPgUp          view previous section
  "+", Enter        jump to first/next hypertext link
  "-"               jump to previous link/original section
  "B"               jump back to original section (from before link  jumping)

  Tab               select next visible link, wraps from last to first
  ShiftTab          select previous visible hypertext link
  AltTab            select code fragment for pasting.
  "P"               paste highlighted code fragment via keyboard buffer.


General

The help reader wraps most text. Excluded are specified portions, lists,  and
a few others. Use the left and right arrow keys to scroll these if need be.

The help reader is intended to be a 'shell' around an  editor  program.  Some
people may prefer the term 'shim'.

Using EMS for most memory requirements, it loads itself and  then  runs  your
editor for you, providing pop-up help facilities. It will  also  be  able  to
paste code fragments into your source. If your editor was, for example, 'ME',
you would place a batch  file  called  'ME.BAT'  in  your  scene  development
directory. If you use 'VI', you'd create 'VI.BAT', and so on.

(YOUR-EDITOR-NAME.BAT)

desired key sequence -
                        |
        --- --- ---
povhelp |+W50 +H15„ |+KCTRL-ALT-H| |+Ed:\me\me.exe| %1 %2 %3 %4 %5
        --- --- ---
                |                      |

size of window -                      |
                                       |
place path to your editor here --


For example -

povhelp +W50 +H15 +KALT-H +Ed:\me\me.exe %1 %2 %3 %4 %5


This command line will yield a version  of  POV-Help  with  a  50x15  window,
popped-up with the ALT-H key sequence, over the editor 'd:\me\me.exe'. If you
don't specify a key sequence, POV-Help defaults to using ALT-ESC.

This would load the help reader. which would then  load  ME.EXE,  and  things
would proceed  as  normal.  When  you  exit  your  editor,  the  help  reader
automatically unloads. You can  use  the  ALT-ESC  key  sequence  to  pop  up
POVHELP. This is the default ; there is a way to set it. Note that  no  other
parameters may appear after the +E parameter as they will just be  passed  to
the program being run.

If you use the hotkey to pop-up, POVHELP  performs  a  simplistic  search  of
sections and titles based on the word under the cursor.  If  found,  you  are
taken to that. Otherwise,  you  are  taken  to  the  main  menu,  unless  you
hot-keyed out.

You can hot-key out of the actual section text, by using  the  same  hot  key
that got you in. If you press escape, you are taken back up to the top  menu.
But if you hotkey out, you go back to your program. Next time you  press  the
hot key, you will be taken back to the same place. No search is performed  in
this case.

POVHELP needs EMS if it is running as a shell program.

If you don't specify the +E parameter, POVHELP will come up as a  stand-alone
program, in which case it does not use EMS.

If you highlight a section of code using Alt-Tab, and you are using  POV-Help
in pop-up mode, then you may paste the code via  the  keyboard  buffer  using
'P'.

As many editors today use auto-indentation, this may cause some problems with
column alignment. For that reason, POV-Help by default  inserts  a  HOME  key
code into the keyboard buffer after each CR. Some editors require  more  than
one HOME key operation to get to the left column. For this reason, the number
of HOME's sent  may  be  adjusted  from  0  (none)  to  9  using  the  +PH[n]
command-line parameter. 'n' is any value from 0 to 9 and defaults to 1.

POV-Help was written by  Christopher J. Cason.
CIS      : 100032,1644.
Internet : cjcason@yarrow.wt.uwa.edu.au.

Converters will be available which  translate  POV-Help  databases  to  other
formats such as Postscript, LaTeX, RTF, Windows Help, HTML, etc.

The format of the POV-Help database is documented and freely available.

POV-Help is free. It may not be  sold.  See  POVLEGAL.DOC  for  details.  The
POV-Help suite of programs is copyright (c) 1994 C.J. Cason and the POV-Team.




POV-Help is free. It may not be sold. See POVLEGAL.DOC for details.


