Difference between revisions of "Documentation:Tutorial Section 1.1"
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<!--</wikitalk>---> | <!--</wikitalk>---> | ||
− | ===The Original Creation Message=== | + | <!--REMOVE--->===The Early History of POV-Ray===<!--THIS---> |
+ | ====The Original Creation Message==== | ||
<pre> | <pre> | ||
11906 S16/Raytraced Images | 11906 S16/Raytraced Images | ||
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</pre> | </pre> | ||
− | ===The Name=== | + | ====The Name==== |
<p>More on how POV-Ray came to its name.</p> | <p>More on how POV-Ray came to its name.</p> | ||
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************************************************************** | ************************************************************** | ||
− | After the recent thread on the starting time | + | After the recent thread on the starting time of POV-Ray I did |
a search and found this post to this very news group from | a search and found this post to this very news group from | ||
David Buck himself. The message places the birth of the POV-Ray | David Buck himself. The message places the birth of the POV-Ray | ||
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</pre> | </pre> | ||
− | ===A Historic 'Version History'=== | + | ====A Historic 'Version History'==== |
<p>The version history as it was included in PV-Ray 0.5 BETA. Notice the | <p>The version history as it was included in PV-Ray 0.5 BETA. Notice the | ||
name changes... | name changes... | ||
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===How Do I Begin?=== | ===How Do I Begin?=== | ||
<p>POV-Ray scenes are described in a special text language called a | <p>POV-Ray scenes are described in a special text language called a | ||
− | + | <!--<linkto "scene description language">scene description language</linkto>--->[[Reference:Scene Description Language|scene description language]]. | |
You will type commands into a plain text file and POV-Ray will read it | You will type commands into a plain text file and POV-Ray will read it | ||
to create the image. The process of running POV-Ray is a little different | to create the image. The process of running POV-Ray is a little different | ||
Line 223: | Line 224: | ||
===Notation and Basic Assumptions=== | ===Notation and Basic Assumptions=== | ||
− | <p>Throughout the tutorial and reference | + | <p>Throughout the tutorial and reference sections, a consistent notation is used to mark keywords of the scene description language, command line switches, INI file keywords and file names.</p> |
− | used to mark keywords of the scene description language, command line switches, | + | <p><strong>For example:</strong></p> |
− | INI file keywords and file names. | + | <p>Scene description language keywords and command-line switches:</p> |
− | + | <ul class="index"> | |
− | < | + | <li><code>sphere</code>, <code>4.0 * sin(45.0)</code></li> |
− | + | <li><code>+W640 +H480</code></li> | |
− | + | </ul> | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | < | ||
− | |||
− | <code> | ||
− | |||
− | |||
− | |||
− | <p class=" | + | <p>Syntax, optional syntax, multiple syntax, and zero or more syntax items allowed respectively:</p> |
− | + | <ul class="index"> | |
− | + | <li><code>SYNTAX_ITEM</code></li> | |
− | + | <li><code>[SYNTAX_ITEM]</code></li> | |
− | + | <li><code>SYNTAX_ITEM...</code></li> | |
− | + | <li><code>[SYNTAX_ITEM...]</code></li> | |
+ | </ul> | ||
− | <p> | + | <p>A float value or expression, and a vector value or expression:</p> |
− | + | <ul class="index"> | |
− | + | <li><code>Value_1</code></li> | |
+ | <li><code><Value_1></code></li> | ||
+ | </ul> | ||
− | < | + | <p>Choices are represented by a vertical bar between syntax items:</p> |
− | + | <ul class="index"> | |
− | + | <li><code>ITEM1 | ITEM2 | ITEM3</code></li> | |
− | + | </ul> | |
− | + | ||
− | + | <p>Certain lists and arrays also require square braces as part of the language rather than the language description:</p> | |
− | + | <ul class="index"> | |
− | + | <li><code>[ ITEM ]</code></li> | |
− | + | </ul> | |
− | |||
− | |||
− | |||
− | + | <p>{{New}} in version 3.8 these additional annotations appear throughout the documentation:</p> | |
− | + | <ul class="index"> | |
− | + | <li>{{Change}} followed by a version reference and designates a behavior change</li> | |
− | + | <li>{{New}} followed by a version reference to designate feature addition</li> | |
− | + | <li>The generic form <code>vX.y.z</code> of the version number and it's short form <code>vX.y</code> currently v3.8.0 and | |
− | + | v3.8 respectively</li> | |
− | + | </ul> | |
− | + | <p class="Note"><strong>Note:</strong> POV-Ray is available as a command-line program on some platforms and as a GUI on others. Some of these platforms use folders to store files while others use directories. Some separate the folders and sub-folders with a slash character (<code>/</code>), back-slash character (<code>\</code>), or others. We have tried to make this documentation as generic as possible but sometimes we have to refer to folders, files, options etc., and rather than try to represent all possible combinations | |
− | + | we sometimes simplify the documentation by referring to a hypothetical 'standard installation' of POV-Ray upon a Microsoft Windows computer. | |
− | + | </p> | |
− | + | <p> Here are some additional assumptions to be found in the documentation:</p> | |
− | + | <ol> | |
− | </ol> | + | <li>You installed POV-Ray in the default location for Windows, with the binaries in <code>c:\Program Files\POV-Ray\vX.y</code> and include/scene files in <code>My Documents\POV-Ray\vX.y</code>. |
+ | If we say 'include files are stored in the <code>include</code> directory', we mean the directory called 'include' located immediately within the folder which was used for documents, in the above case, it would be <code>My Documents\POV-Ray\vX.y\include</code>. We assume you can translate that to something like <code>/usr/local/share/povray/vX.y/include</code> for Linux or whatever is appropriate for your platform, operating system and personal installation. | ||
+ | <li> POV-Ray uses INI files and/or command-line switches (if available) to choose options in all versions, but some platforms (e.g. Windows) also use dialog boxes or menu choices to set options. We will describe options assuming you are using switches or INI files when describing what the options do, as it is consistent across all platforms (all GUI versions of POV-Ray also provide a means of accepting command-line options and reading INI files from within the GUI - generally speaking, the menus and dialogs just provide | ||
+ | an easier means of doing the same thing). | ||
+ | <li>You may be reading this documentation using an operating-system specific help program, web browser, physical printout, PDF viewer, or text editor. We assume you know how to get around in which ever medium you are using. If we say "See the chapter on <!--<linkto "Setting POV-Ray Options">Setting POV-Ray Options</linkto>--->[[Documentation:Tutorial Section 2.2#Setting POV-Ray Options|Setting POV-Ray Options]]" we assume you can click, scroll, browse, flip pages or whatever to get there.</ol> | ||
<!--<wikinav>---> | <!--<wikinav>---> | ||
<br> | <br> |
Latest revision as of 15:59, 4 July 2017
This document is protected, so submissions, corrections and discussions should be held on this documents talk page. |
The Early History of POV-Ray
The Original Creation Message
11906 S16/Raytraced Images 07-Mar-91 18:56:37 Sb: DKB Development Fm: David Buck 70521,1371 To: All Greetings all. This is my first posting to this group, so you'll have to excuse me if I make any mistakes in this post. Finally, after several weeks of waiting, I've received my CompuServe account. It's nice to see that people are enjoying my raytracer (DKB, of course). I have noticed, however, that you are less than satisfied at the support I've been able to provide <grin>. True, I'm the first to admit that the support is poor. I have little time these days to work on graphics - it takes long enough to answer all the questions I get asked on a daily basis from all across the world. My motivation for releasing the raytracer as Freely Distributable software in the first place was to allow people to have some fun with a program I'd developed for just that purpose. I don't consider it to be a professional package - I know it's nowhere near that good. I didn't make it shareware, however, because I knew I wouldn't have much time for support. I didn't want the hassles of maintaining user lists, sending updates and notices, etc. There has recently been a proposal in this forum that you write your own raytracer to use instead of DKB. Perhaps I can make that prospect a little bit easier. Suppose we take DKB and use it as a base for a completely new system (the name "Renderdog" has been tossed around, but I'm not fond of that one <g>). I would like to propose the name "Software Taskforce on Animation and Rendering" or STAR. I would imagine that there would be several packages developed such as: STAR Light - the raytracer STAR Guider - an animation system STAR Maker - a user interface for StarLight If you decide to do this, I would like to place a few rules on the packages (or at least those developed from DKB): - they will remain freely distributable - support and maintenance of this new product will be undertaken by the STAR team (including but not limited to myself) - the programs will remain as portable as possible What do you think of this proposal? David Buck
The Name
More on how POV-Ray came to its name.
************************************************************** from Chris Young, to whom I asked if POV's name was related to the title of a sci-fi book I had just found on a flea market. ************************************************************** Varley is one of my favorite authors and I've owned that book long before POV-Ray existed. POV-Ray was originally going to be called Starlight or StarLite or something similar but somebody else, I don't know who, said we'd get in trademark trouble over some existing product. Drew Wells was team leader and he picked Persistence of Vision based on the properties of the human visual system. I also felt there was a double meaning in that POV-Ray was the continuation (or persistance) of David K. Buck's DKB-Trace. I warned Drew about Varley's book but book titles aren't as messy as product names. Note also that Public Broadcasting System has a documentary series called POV but that stands for Point Of View which is the filmmaking term for hand-held camera, cinema-verite style used in many documentaries. I wanted to take our team name from the Fractint Stone Soup Group and call us the Crystal Soup Group but I got voted down. Chris Young, POV-Team Coordinator
************************************************************** from unknown source ************************************************************** After the recent thread on the starting time of POV-Ray I did a search and found this post to this very news group from David Buck himself. The message places the birth of the POV-Ray project to be in May of 1991. A very historic event! I hope I'm not stepping on toes by re-posting it :-) Harold Sun, 19 Feb 1995 19:14:44 GMT (STEERPIKE) says: >I had always presumed that Persistance of Vision was a pun on >the name of Salvador Dali's painting "The Persistance of >Memory". Is this right, and if not, how did POV-Ray come to > have such a poetic name? :) The POV-Ray project started in May 1991 when I first proposed the idea to a group of people on CompuServe. They liked my DKBTrace raytracer but didn't like the fact that I was too slow adding new features to it. They were going to re-write a raytracer from scratch, but I suggested that after version 2.12 of DKBTrace, they could take the code as is and develop it from there into a new raytracer. The first name was STAR - an acronym for something or other. Then someone in the group came up with "Persistance of Vision". We liked it because of its reference to Dali (I believe the painting was actually called Persistance of Vision - am I mistaken?). Moreover, it seemed to symbolize the team who "Persisted" to achieve their "Vision". The third reference was to the phychological effect that seeing an image flashed on a screen causes you to retain that image in short term memory. Thus, your memory was a representation of reality but not really reality. They all seemed to fit together to make a nice name. Early on, we were abbreviating the name to PVRay, but we were concerned about a commercial product called PV-Wave. We agreed to change the abbreviation to POV-Ray and standardize on the spelling. >David Buck
A Historic 'Version History'
The version history as it was included in PV-Ray 0.5 BETA. Notice the name changes...
Persistence of Vision Raytracer Version History ------------------------------------------------- PV-Ray was originally DKBTrace Ver. 2.12 written by David Buck. He donated the rights to his source code so the PV-Team could enhance this raytracer as a group project similar to Fractint. The source code for PV-Ray will always be freely distributable subject to the restrictions in the header files. Thanks David, for your generous gift! Version 0.02 BETA Release 7/29/91 (as STAR-Light) ---------------------------------- First version is still basically DKBTrace 2.12 with a few new features. - Materials mapping added by Drew Wells.(see matmap.dat) - ONION & LEOPARD textures added by Scott Taylor. - Time to trace display added by Bill Pulver. - Grayscale display (+g) for IBM-PC's added by Scott Taylor. - Small wood texture bug fixed to create true cylinders. - Verbose now displays more info including file being traced. - Option +vO added to enable old-style terse verbose. - Texture.c broken into smaller modules. - PAINTED1, 2, & 3 added for developers. - BUMPY1, 2, & 3 added for developers. PvRay Version 0.5 BETA Release 9/07/91 ---------------------------------- Many more changes this time around, including... - Many enhancements from Alexander Enzmann - Bezier bicubic subpatches - Polynomial surfaces - New mapping types (sphere, etc.) - Sturmian sequences - Clipping shapes - (have I forgotten anything??) - Lots of hard work and enhancements by Aaron Collins - Height fields by Doug Muir - Bump Mapping by Doug Muir and Drew Wells - Interpolation by Girish T. Hagan adapted for mapping by Drew Wells - # and ; are now ignored. - case_sensitive keywords and commandline option added by Drew Wells > case_sensitive_yes -- All words checked for exact case. Keywords must be in upper case. (*Old DKB Style*) > case_sensitive_no -- Case is ignored for all words. > case_sensitive_opt -- DEFAULT - All words checked for exact case except keywords. Keywords will be accepted in upper and/or lower case. > command line -- /ty = yes, /tn = no, /to = opt - cnvdat.c to convert old dat files included with pvsrc. - C++ style commenting - // ignore to end of line. and /* ignore between braces */ nesting not allowed. - New default style verbose trace info (+v1) - Old-new style verbose (+v0) - Verbose trace info outputs to stderr so that stats can be redirected to file. - New stats display outputs to stdout for better redirection. - New lighting routines by David Buck. - The declared colors Red, Green, and Blue in colors.dat are now CRed, CBlue, CGreen. - The declared quadric Sphere in shapes.dat is now QSphere. - Textures.dat has been cleaned up and commented.
How Do I Begin?
POV-Ray scenes are described in a special text language called a scene description language. You will type commands into a plain text file and POV-Ray will read it to create the image. The process of running POV-Ray is a little different on each platform or operating system. You should read the platform-specific documentation as suggested earlier in this introduction. It will tell you how to command POV-Ray to turn your text scene description into an image. You should try rendering several sample images before attempting to create your own.
Once you know how to run POV-Ray on your computer and your operating system, you can proceed with the tutorial which follows. The tutorial explains how to describe the scene using the POV-Ray language.
Notation and Basic Assumptions
Throughout the tutorial and reference sections, a consistent notation is used to mark keywords of the scene description language, command line switches, INI file keywords and file names.
For example:
Scene description language keywords and command-line switches:
sphere
,4.0 * sin(45.0)
+W640 +H480
Syntax, optional syntax, multiple syntax, and zero or more syntax items allowed respectively:
SYNTAX_ITEM
[SYNTAX_ITEM]
SYNTAX_ITEM...
[SYNTAX_ITEM...]
A float value or expression, and a vector value or expression:
Value_1
<Value_1>
Choices are represented by a vertical bar between syntax items:
ITEM1 | ITEM2 | ITEM3
Certain lists and arrays also require square braces as part of the language rather than the language description:
[ ITEM ]
New in version 3.8 these additional annotations appear throughout the documentation:
- Change followed by a version reference and designates a behavior change
- New followed by a version reference to designate feature addition
- The generic form
vX.y.z
of the version number and it's short formvX.y
currently v3.8.0 and v3.8 respectively
Note: POV-Ray is available as a command-line program on some platforms and as a GUI on others. Some of these platforms use folders to store files while others use directories. Some separate the folders and sub-folders with a slash character (/
), back-slash character (\
), or others. We have tried to make this documentation as generic as possible but sometimes we have to refer to folders, files, options etc., and rather than try to represent all possible combinations
we sometimes simplify the documentation by referring to a hypothetical 'standard installation' of POV-Ray upon a Microsoft Windows computer.
Here are some additional assumptions to be found in the documentation:
- You installed POV-Ray in the default location for Windows, with the binaries in
c:\Program Files\POV-Ray\vX.y
and include/scene files inMy Documents\POV-Ray\vX.y
. If we say 'include files are stored in theinclude
directory', we mean the directory called 'include' located immediately within the folder which was used for documents, in the above case, it would beMy Documents\POV-Ray\vX.y\include
. We assume you can translate that to something like/usr/local/share/povray/vX.y/include
for Linux or whatever is appropriate for your platform, operating system and personal installation. - POV-Ray uses INI files and/or command-line switches (if available) to choose options in all versions, but some platforms (e.g. Windows) also use dialog boxes or menu choices to set options. We will describe options assuming you are using switches or INI files when describing what the options do, as it is consistent across all platforms (all GUI versions of POV-Ray also provide a means of accepting command-line options and reading INI files from within the GUI - generally speaking, the menus and dialogs just provide an easier means of doing the same thing).
- You may be reading this documentation using an operating-system specific help program, web browser, physical printout, PDF viewer, or text editor. We assume you know how to get around in which ever medium you are using. If we say "See the chapter on Setting POV-Ray Options" we assume you can click, scroll, browse, flip pages or whatever to get there.
The Early History of POV-Ray | Getting Started |
This document is protected, so submissions, corrections and discussions should be held on this documents talk page. |