Difference between revisions of "Reference:Union"
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It is still supported for backwards compatibility.</p> | It is still supported for backwards compatibility.</p> | ||
+ | ==Split_Union== | ||
{{#indexentry:split_union, union}} | {{#indexentry:split_union, union}} | ||
{{#indexentry:keyword, split_union}} | {{#indexentry:keyword, split_union}} | ||
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<p><code>split_union</code> is a boolean keyword that can be added to a union. | <p><code>split_union</code> is a boolean keyword that can be added to a union. | ||
It has two states <code>on</code>/<code>off</code>, its default is <code>on</code>.</p> | It has two states <code>on</code>/<code>off</code>, its default is <code>on</code>.</p> |
Latest revision as of 18:58, 16 December 2016
The simplest kind of CSG is the union
. The syntax is:
UNION: union { OBJECTS... [OBJECT_MODIFIERS...] }
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 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 will 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.
It is still supported for backwards compatibility.
Split_Union
split_union
is a boolean keyword that can be added to a union.
It has two states on
/off
, its default is on
.
split_union
is used when photons are shot
at the CSG-object. The object is split up in its compound parts, photons are shot at
each part separately. This is to prevent photons from being shot at 'empty spaces' in the object,
for example the holes in a grid. With compact objects, without 'empty spaces'
split_union off
can improve photon
gathering.
union { object {...} object {...} split_union off }