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- This document is protected, so submissions, corrections and discussions should be held on this documents [[Documentation_Talk:Tutorial (from textures, pigment and normal maps through material maps). First, if we19 KB (3,034 words) - 14:24, 16 December 2016
- <p>The camera definition describes the position, projection type and direction <Direction> | sky <Sky>50 KB (8,005 words) - 20:51, 2 July 2021
- This document is protected, so submissions, corrections and discussions should be held on this documents [[Documentation_Talk:Tutorial <p>One solution for this is to use both types of medias inside the same object.59 KB (8,732 words) - 14:31, 9 June 2021
- This document is protected, so submissions, corrections and discussions should be held on this documents [[Documentation_Talk:Contents| ...[Documentation:Tutorial Section 1#Changes and New Features Summary|changes and new features]] summary for what's new with this release.</p>89 KB (9,046 words) - 08:15, 17 June 2021
- This document is protected, so submissions, corrections and discussions should be held on this documents [[Documentation_Talk:Tutorial <p>Where <em>Value_E</em> and <em>Value_N</em> are float values greater than67 KB (10,475 words) - 15:22, 9 June 2021
- * Geometry import and export with their modifiers, keyed and physics animation * Procedural textures (emulated from Blender Internal and POV-Ray native)42 KB (6,180 words) - 17:11, 5 August 2020
- This document is protected, so submissions, corrections and discussions should be held on this documents [[Documentation_Talk:Tutorial We should be aware that the shapes described in this and the following two chapters are not trivial to54 KB (8,887 words) - 10:13, 29 September 2020
- ...ic sky background without the need of an additional sphere to simulate the sky. Its syntax is:</p> ...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 la4 KB (599 words) - 18:09, 17 July 2012
- ...light source (such as the sun) is reflected from the surface of the object and picked up by our eyes. However, not all of this light goes into our eyes, ===When to use it===29 KB (4,726 words) - 11:00, 26 February 2010
- This document is protected, so submissions, corrections and discussions should be held on this documents [[Documentation_Talk:Tutorial are approximated during rendering and therefore they are sometimes more40 KB (6,285 words) - 14:20, 16 December 2016
- This document is protected, so submissions, corrections and discussions should be held on this documents [[Documentation_Talk:Tutorial hotspots</em> on the surface. This gave the sphere a hard, shiny appearance.36 KB (5,495 words) - 14:23, 16 December 2016
- This document is protected, so submissions, corrections and discussions should be held on this documents [[Documentation_Talk:Tutorial ...[Documentation:Tutorial Section 1#Changes and New Features Summary|Changes and New Features Summary]]22 KB (2,482 words) - 09:59, 26 June 2017
- ...ge renders. Instead, you need to use POV-Ray's own mechanisms to calculate and output finer measurements. ...both cases I used GeoGebra to create the 2D vector elements, but you could use InkScape for this purpose as well.11 KB (1,548 words) - 18:31, 28 May 2019
- ...else fails and none of the pigment pattern types meets your needs you can use an <code>image_map</code> to wrap a 2-D bit-mapped image around your 3-D ob <p>The second method will look for, and use "Eggs.png" if the output file type is set to be <code>png</code>11 KB (1,709 words) - 14:58, 9 June 2021