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  • <p class="Question">How do I make a visible light source? or: Although I put the camera just in front of my lig ...e light is coming, ie. there is nothing there, only empty space. It's just a kind of mathematical point POV-Ray uses to make shading calculations.</p>
    63 KB (10,871 words) - 12:16, 3 January 2012
  • <p>Sometimes we want to make an object that does not have perfectly sharp edges like a box does. Then, the superquadric ellipsoid shape made by the
    67 KB (10,475 words) - 15:22, 9 June 2021
  • hotspots</em> on the surface. This gave the sphere a hard, shiny appearance. <p>Rendering this we see a fairly broad, soft highlight that gives the sphere
    36 KB (5,495 words) - 14:23, 16 December 2016
  • a COLOR_VECTOR in the range of &lt;0,0,0&gt; ... &lt;1,1,0&gt; ...ylindrical camera also requires the <em>CAMERA_TYPE</em> to be followed by a float.</li>
    50 KB (8,005 words) - 20:51, 2 July 2021
  • textures. A plain texture has just one pigment, normal and finish statement. Even a pigment with a pigment map is still one pigment and thus considered a
    12 KB (1,846 words) - 11:07, 7 February 2018
  • containing hundreds or thousands of triangles. Compared to a simple union of mesh objects need only a little additional memory because the triangles are
    36 KB (5,508 words) - 14:09, 16 December 2016
  • * Material properties such as filtering, emission, translucency, subsurface scattering, glass fog (tinted * Image textures
    42 KB (6,180 words) - 17:11, 5 August 2020
  • <p><em>&quot;When I rotate an object, it dissapears from the image or moves very <p>It is a very good practice to define all objects centered at the origin
    27 KB (4,754 words) - 15:50, 17 October 2009
  • '''Radiosity''', also known as global illumination (GI), is one of the two methods POV-ray supports of sim ...us, likewise, not all of the light coming from an object is directly from a light source. The light we see may have been reflected many times by the s
    29 KB (4,726 words) - 11:00, 26 February 2010
  • understand. We need not be worried though if we do not know how to use ...kto>--->[[Documentation:Tutorial Section 2.1#Simple Texture Options|Simple Texture Options]]
    54 KB (8,887 words) - 10:13, 29 September 2020
  • If you have a question regarding commercial use or distribution of Please do not email us directly for technical support - use the below-mentioned forums. We generally do not answer emails requesting
    52 KB (8,130 words) - 15:31, 9 June 2021
  • <p>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
    31 KB (5,079 words) - 14:03, 16 December 2016
  • <!--REMOVE--->===Simple Texture Options===<!--THIS---> on the reflective properties of an object. Ray-tracing can exploit this by
    33 KB (5,190 words) - 17:41, 10 February 2020
  • <p>This document provides a tutorial for the Persistence of Vision Ray-Tracer&trade; is. It gives a brief overview of how to create ray-traced images.</li>
    38 KB (5,895 words) - 20:53, 2 July 2021
  • for light backgrounds. But what if we want a media which works with both type of <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
  • <!--REMOVE--->===SDL tutorial: A raytracer===<!--THIS---> <p>The idea is to raytrace a simple scene consisting of spheres and light
    34 KB (5,423 words) - 12:00, 1 July 2012
  • <p>There is more than one way to trace a ray. Sometimes there is a trade-off ...to specify the number of <em>work threads</em> to be used while rendering a scene. On Windows systems, the default is the number of detected cores. On
    35 KB (5,804 words) - 13:21, 27 July 2020
  • The Blender to POV-Ray add-on and vice versa (aka "Bpover") started out as a single Python file. ...nd ''mathutils'', to the embedded interpreter so they can be imported into a script and give access to Blender’s data, classes, and functions. Scripts
    47 KB (7,135 words) - 09:19, 30 December 2022
  • ====Do Not Use Jitter Or Crand==== is an element of anti-aliasing, we could just as easily have mentioned this
    29 KB (5,048 words) - 14:27, 16 December 2016
  • <!--REMOVE--->===SDL tutorial: A raytracer===<!--THIS---> <p>The very first thing to do for calculating the lighting for a light source
    20 KB (3,262 words) - 08:21, 3 June 2011
  • with objects, and for creating special objects, such as bevelled text, spherical height fields, and possibly faster rendering as isosurfaces, but are still useful for two reasons: backwards
    21 KB (3,511 words) - 19:08, 15 March 2012
  • <!--REMOVE--->===Advanced Texture Options===<!--THIS---> <p>There are a couple limitations to all of the special textures we have seen
    19 KB (3,034 words) - 14:24, 16 December 2016
  • <p>The <code>warp</code> statement is a pattern modifier that is similar to pushing it about in a series of random steps. However warps push the point in
    26 KB (4,270 words) - 01:18, 17 December 2016
  • <p>POV-Ray often requires you to specify a <em>vector</em>. A vector is a set assume that the word <em>vector</em> means a three component vector.
    19 KB (3,013 words) - 14:20, 9 June 2021
  • ...ting off of other objects fills in the shadows. Typically ray-tracing uses a trick called <em> ambient</em> light to simulate such effects but it is not <p>Radiosity calculations are only made when a <code>radiosity{}</code> block is used inside the <code>global_settings{}</
    24 KB (3,994 words) - 08:02, 17 June 2021
  • <p>Photon mapping is a technique which uses a forward ray-tracing a photon hits an object after passing through (or bouncing off of) the target
    27 KB (4,555 words) - 18:30, 16 December 2016
  • ...your needs you can use an <code>image_map</code> to wrap a 2-D bit-mapped image around your 3-D objects.</p> ==Specifying an Image Map==
    11 KB (1,709 words) - 14:58, 9 June 2021
  • First, you have to know a little bit about how a picture is stored Unlike most image formats it does not store RGB values, but YUV
    22 KB (3,786 words) - 15:57, 23 June 2009
  • ...o with raytracing. 3D-cards can't calculate typical features of raytracing as reflections etc. The algorithms used in 3D-cards have nothing to do with ra ...very FPU-consuming. You will get much more speed with a very fast FPU than a 3D-card.</p>
    23 KB (3,978 words) - 02:27, 11 April 2021
  • ...st of the currently-available and wished for 'How To' articles. If you add a new article, please list and link it here. ...ns as Ogg Theora Video | How to: Encode animations as Ogg Theora Video]] (A non-proprietary video file format)
    6 KB (903 words) - 18:58, 15 August 2023
  • ...ious things. The collection was originally compiled by [[User:Warp|Warp]] as the POV-VFAQ (''Very'' Frequently Asked Questions!).</p> :<li>[[KB:Language Questions and Tips#Topic 1|How do I make a visible light source? or: Although I put the camera just in front of my lig
    10 KB (1,714 words) - 02:33, 11 April 2021
  • <p>POV-Ray often requires you to specify a color. Colors consist of five primary colors red, green and blue using an additive color system like the
    19 KB (2,971 words) - 18:13, 10 February 2020
  • to answer all the questions I get asked on a daily basis from all My motivation for releasing the raytracer as Freely Distributable
    14 KB (2,327 words) - 15:59, 4 July 2017
  • <p class="Hint">A listing of various image and texture resource sites in alphabetical order.</p> ...ve.org/web/20080702135359/www.textureworld.com/Texture_Libraries/Store/ 3D Texture Libraries and Backgrounds from TextureWorld]
    7 KB (1,124 words) - 11:13, 4 May 2010
  • <p>The <code>global_settings</code> statement is a catch-all statement that gathers together a number of global parameters. The statement may appear
    14 KB (2,147 words) - 14:37, 9 June 2021
  • ...defined by a <code>pigment</code> statement. All plain textures must have a pigment. If you do not specify one the default pigment is used. The color y ...code> default setting. The default setting is now <code>rgb <1,1,1></code> as opposed to the <code>rgb <0,0,0></code> value used in previous versions. Re
    9 KB (1,353 words) - 17:56, 10 February 2020
  • {{#indexentry:function, as pattern}} <p>Allows you to use a function { } block as pattern.</p>
    5 KB (744 words) - 01:15, 17 December 2016
  • ...pattern</code> specifies an entire texture item (color, pigment, normal or texture) based on the gray value at that point.</p> ...ure at that particular point. For values between listed items, an averaged texture is calculated.</p>
    4 KB (580 words) - 11:46, 6 February 2018
  • <p class="Hint">A listing of texture editors and tools sites in alphabetical order.</p> ...veral 2D export formats are supported, and POV-Ray users will benefit from a powerful dedicated exporter.</p>
    3 KB (478 words) - 14:09, 11 December 2011
  • <p class="Hint">A listing of raytracing and rendering programs sites in alphabetical order.</ ...ld programmable shaders, antialiasing and ray tracing. It is available for a wide variety of platforms, including Windows, MacOS X, Linux and IRIX.</p>
    7 KB (1,067 words) - 16:56, 9 October 2011
  • ...pattern types meets your needs you can use a <code>bump_map</code> to wrap a 2-D bit-mapped bump pattern around your 3-D objects.</p> ...before calculating height. Black is a low spot, white is a high spot. The image's index values may be used instead. See the sections [[Reference:Bump Map#U
    6 KB (998 words) - 11:40, 6 February 2018
  • Omni­directional stereo (ODS) is a projection model for stereo 360 degree videos. It’s designed for VR viewing with a head­mounted display (HMD).
    10 KB (1,389 words) - 20:55, 17 May 2016
  • <p class="Hint">A listing of modelling program sites in alphabetical order.</p> ...am based on rigid body systems. With the built-in 3D editor you can create a virtual scene consisting of spheres, boxes (cuboids), cylinders and plains.
    7 KB (1,138 words) - 20:02, 6 April 2013
  • ...ons may vary depending on your operating system. However, if you have even a basic understanding of software compilation you should be able to follow al ...ith documentation, example scenes and the program sources, extract them to a destination of your choosing.
    9 KB (1,537 words) - 18:55, 15 August 2023
  • <p class="Hint">A listing of various large mixed collections model sites in alphabetical orde *[http://www.strafe.com/2001/ 2001: A Space Odyssey - 3D Modeling Archive]
    7 KB (1,201 words) - 11:41, 4 May 2010
  • ...hink of this like the way no_shadow gets passed on to objects contained in a CSG.</p> ...the top-level of the texture (or normal, if the normal is not wrapped in a texture).</p>
    1 KB (239 words) - 17:36, 17 December 2016
  • ...ery for many years - I come from the Dan Dare and Weetabix days - and made a study of it at Cambridge University in the sixties. There are a great many ways of seeing the world in stereo, but perhaps the simplest is
    4 KB (680 words) - 00:54, 28 April 2010
  • ...One use of this is to place your signature or a logo in the corner of the image.</p> ...Camera_...' macros in your scene. After calling these setup macros you can use the macros Screen_Object and Screen_Plane.</p>
    3 KB (621 words) - 19:08, 15 March 2012
  • ...pigment as a pattern. Instead of using the pattern directly on the object, a is checked against a list and the corresponding item is then used for the texture at
    2 KB (301 words) - 19:07, 15 March 2012
  • <p class="Hint">A listing of miscellaneous software graphics sites in alphabetical order.</p> ...Demo, PSP 3.0 fully functional demo, and a program called Mesh Paint also a fully functional demo.</p>
    3 KB (536 words) - 12:43, 11 December 2011
  • ...andedness as POV-Ray? or: How can I set POV-Ray to use the same handedness as Moray?</p> <p>But you can change the handedness in POV-Ray. By default POV-Ray uses a left-handed system. You can change it to right-handed by adding the followi
    4 KB (730 words) - 14:18, 12 September 2009
  • [[Image:RefImgUnionobj.gif|center|640px<!--center--->]] <p>Unions are simply glue used to bind two or more shapes into a single
    3 KB (419 words) - 18:58, 16 December 2016
  • <p>The <code>hexagon</code> pattern is a block pattern that generates a in bundles like shown in the example image. Three separate colors should be
    2 KB (313 words) - 19:06, 15 March 2012
  • polygons. A polygon can contain any number of sub-polygons, either overlapping or not. In places where an even number of polygons overlaps a
    3 KB (554 words) - 19:08, 15 March 2012
  • ...e sky sphere is used create a realistic sky background without the need of an additional sphere to simulate the sky. Its syntax is:</p> ...intentional, is automatically re-activated for backward compatibility when a <code>#version</code> of less than 3.7 is specified. </p>
    4 KB (599 words) - 18:09, 17 July 2012