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− | ==Introduction==
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− | ===Command-line Options===
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− | <p>The reference section describes all command line switches and INI file
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− | keywords that are used to set the options of POV-Ray. It is supposed to be
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− | used as a reference for looking up things. It does not contain detailed
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− | explanations on how scenes are written or how POV-Ray is used. It just
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− | explains all features, their syntax, applications, limits, drawbacks,
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− | etc.</p>
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− |
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− | <p>Options may be specified by switches
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− | or INI-style options. Almost all INI-style options have equivalent <code>
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− | +</code>/ <code>-</code> switches and most switches have equivalent INI-style
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− | option. The following sections give a detailed description of each POV-Ray
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− | option. It includes both the INI-style settings and the <code> +</code>/
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− | <code>-</code> switches.</p>
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− | <p>
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− | The notation and terminology used is described in the tables below.</p>
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− |
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− | <table width="100%">
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− | <tr>
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− | <td width="30%"><code>Keyword=</code>bool</td>
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− |
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− | <td width="70%">Turn <code>Keyword</code> on if bool equals <code>true</code>, <code>
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− | yes</code>, <code>on</code> or <code>1</code> and Turn it off if it is any
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− | other value.</td>
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− | </tr>
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− |
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− | <tr>
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− | <td><code>Keyword=true</code></td>
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− |
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− | <td>Do this option if <code>true</code>, <code>yes</code>, <code> on</code>
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− | or <code>1</code> is specified.</td>
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− | </tr>
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− |
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− | <tr>
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− | <td><code>Keyword=false</code></td>
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− |
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− | <td>Do this option if <code>false</code>, <code>no</code>, <code>
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− | off</code> or <code>0</code> is specified.</td>
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− | </tr>
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− |
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− | <tr>
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− | <td><code>Keyword=</code>filename</td>
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− |
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− | <td>Set <code>Keyword</code> to filename where filename is any valid file
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− | name.
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− | <p class="Note"><strong>Note:</strong> some options prohibit the use of any of the above <code>
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− | true</code> or <code>false</code> values as a file name. They are noted in
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− | later sections.</p></td>
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− | </tr>
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− |
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− | <tr>
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− | <td>n</td>
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− |
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− | <td>Any integer such as in <code>+W320</code></td>
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− | </tr>
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− |
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− | <tr>
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− | <td>n.n</td>
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− |
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− | <td>Any float such as in <code>Clock=3.45</code></td>
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− | </tr>
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− |
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− | <tr>
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− | <td>0.n</td>
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− |
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− | <td>Any float < 1.0 even if it has no leading 0</td>
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− | </tr>
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− |
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− | <tr>
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− | <td>s</td>
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− |
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− | <td>Any string of text</td>
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− | </tr>
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− |
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− | <tr>
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− | <td>x or y</td>
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− |
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− | <td>Any single character</td>
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− | </tr>
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− |
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− | <tr>
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− | <td>path</td>
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− |
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− | <td>Any directory name, drive optional, no final path separator
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− | ("\" or "/", depending on the operating system)</td>
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− | </tr>
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− | </table>
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− |
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− | <p>Unless otherwise specifically noted, you may assume that either a plus or
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− | minus sign before a switch will produce the same results.</p>
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− |
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− | ===Animation Options===
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− | <!--<indexentry "Animation, options" "Options, animation">--->
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− |
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− | <p>Internal animation loop, automatic output file name numbering and the
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− | ability to shell out to the operating system to external utilities which can
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− | assemble individual frames into an animation, greatly improved the animation capability.
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− | The internal animation loop is simple yet flexible. You may still use external programs or batch files to
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− | create animations without the internal loop.</p>
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− |
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− | ===External Animation Loop===
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− | <!--<indexentry "Animation, external loop">--->
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− | <!--<indexentry "+k">--->
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− | <table width="100%">
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− | <tr>
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− | <td width="30%"><code>Clock=</code>n.n</td>
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− |
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− | <td width="70%">Sets <code><!--<linkto "clock">clock</linkto>--->[[Documentation:Reference Section 2.1#Built-in Variables|clock]]</code> float identifier to n.n</td>
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− | </tr>
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− |
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− | <tr>
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− | <td><code>+K</code>n.n</td>
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− |
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− | <td>Same as <code>Clock=</code>n.n</td>
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− | </tr>
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− | </table>
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− | <!--<indexentry primary "Clock, ini-option">--->
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− | <p>The <code>Clock=</code><em>n.n</em> option or the <code>
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− | +K</code><em>n.n</em> switch may be used to pass a single float value to the
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− | program for basic animation. The value is stored in the float identifier
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− | <code>clock</code>. If an object had a <code>rotate <0,clock,0></code>
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− | attached then you could rotate the object by different amounts over different
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− | frames by setting <code> +K10.0</code>,<code>+K20.0</code>... etc. on
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− | successive renderings. It is up to the user to repeatedly invoke POV-Ray with
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− | a different <code> Clock</code> value and a different <code>
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− | Output_File_Name</code> for each frame.</p>
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− |
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− | ===Internal Animation Loop===
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− | <!--<indexentry "Animation, internal loop">--->
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− | <table width="100%">
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− | <tr>
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− | <td width="30%"><code>Initial_Frame=</code>n</td><!--<indexentry primary "Initial_Frame, ini-option">--->
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− |
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− | <td width="70%">Sets initial frame number to n</td>
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− | </tr>
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− |
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− | <tr>
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− | <td><code>Final_Frame=</code>n</td><!--<indexentry primary "Final_Frame, ini-option">--->
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− |
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− | <td>Sets final frame number to n</td>
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− | </tr>
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− |
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− | <tr>
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− | <td><code>Initial_Clock=</code>n.n</td><!--<indexentry primary "Initial_Clock, ini-option">--->
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− |
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− | <td>Sets initial clock value to n.n</td>
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− | </tr>
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− |
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− | <tr>
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− | <td><code>Final_Clock=</code>n.n</td><!--<indexentry primary "Final_Clock, ini-option">--->
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− |
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− | <td>Sets final clock value to n.n</td>
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− | </tr>
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− |
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− | <tr>
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− | <td><code>+KFI</code>n</td><!--<indexentry "+kfi">--->
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− |
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− | <td>Same as <code>Initial_Frame=</code>n</td>
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− | </tr>
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− |
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− | <tr>
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− | <td><code>+KFF</code>n</td><!--<indexentry "+kff">--->
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− |
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− | <td>Same as <code>Final_Frame=</code>n</td>
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− | </tr>
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− |
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− | <tr>
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− | <td><code>+KI</code>n.n</td><!--<indexentry "+ki">--->
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− |
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− | <td>Same as <code>Initial_Clock=</code>n.n</td>
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− | </tr>
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− |
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− | <tr>
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− | <td><code>+KF</code>n.n</td>
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− |
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− | <td>Same as <code>Final_Clock=</code>n.n</td>
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− | </tr>
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− | </table>
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− |
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− | <p>The internal animation loop relieves the user of the
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− | task of generating complicated sets of batch files to invoke POV-Ray multiple
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− | times with different settings. While the multitude of options may look
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− | intimidating, the clever set of default values means that you will probably
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− | only need to specify the <code>Final_Frame</code>=<em>n</em> or the
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− | <code>+KFF</code><em>n</em> option to specify the number of frames. All other
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− | values may remain at their defaults.</p>
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− | <p>
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− | Any <code>Final_Frame</code> setting other than -1 will trigger
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− | POV-Ray's internal animation loop. For example <code>
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− | Final_Frame=10</code> or <code>+KFF10</code> causes POV-Ray to render your
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− | scene 10 times. If you specified <code><!--<linkto "Output_File_Name">Output_File_Name</linkto>--->[[Documentation:Reference Section 1.1#Output File Name|Output_File_Name]]=file.tga</code>
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− | then each frame would be output as <code>file01.tga</code>, <code>file02.tga</code>,
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− | <code>file03.tga</code> etc. The number of zero-padded digits in the file name
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− | depends upon the final frame number. For example <code>+KFF100</code> would
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− | generate <code>file001.tga</code> through <code>file100.tga</code>. The frame
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− | number may encroach upon the file name. On MS-DOS with an eight character limit,
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− | <code>myscene.pov</code> would render to <code>mysce001.tga</code> through
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− | <code>mysce100.tga</code>.</p>
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− | <p>
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− | The default <code>Initial_Frame=1</code> will probably never have to be
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− | changed. You would only change it if you were assembling a long animation
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− | sequence in pieces. One scene might run from frame 1 to 50 and the next from
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− | 51 to 100. The <code>Initial_Frame</code>=<em>n</em> or <code>
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− | +KFI</code><em>n</em> option is for this purpose.</p>
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− | <p class="Note"><strong>Note:</strong> if you wish to render a subset of frames such as 30 through 40 out
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− | of a 1 to 100 animation, you should not change <code>Initial_Frame</code> or
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− | <code>Final_Frame</code>. Instead you should use the subset commands
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− | described in section "<!--<linkto "Subsets of Animation Frames">Subsets of Animation Frames</linkto>--->[[Documentation:Reference Section 1#Subsets of Animation Frames|Subsets of Animation Frames]]".</p>
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− | <p>
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− | Unlike some animation packages, the action in POV-Ray animated scenes does
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− | not depend upon the integer frame numbers. Rather you should design your
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− | scenes based upon the float identifier <code><!--<linkto "clock">clock</linkto>--->[[Documentation:Reference Section 2.1#Built-in Variables|clock]]</code>. By default, the
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− | clock value is 0.0 for the initial frame and 1.0 for the final frame. All
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− | other frames are interpolated between these values. For example if your
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− | object is supposed to rotate one full turn over the course of the animation,
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− | you could specify <code>rotate 360*clock*y</code>. Then as clock runs from
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− | 0.0 to 1.0, the object rotates about the y-axis from 0 to 360 degrees.</p>
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− | <p>
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− | The major advantage of this system is that you can render a 10 frame
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− | animation or a 100 frame or 500 frame or 329 frame animation yet you still
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− | get one full 360 degree rotation. Test renders of a few frames work exactly
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− | like final renders of many frames.</p>
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− | <p>
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− | In effect you define the motion over a continuous float valued parameter
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− | (the clock) and you take discrete samples at some fixed intervals (the
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− | frames). If you take a movie or video tape of a real scene it works the same
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− | way. An object's actual motion depends only on time. It does not depend
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− | on the frame rate of your camera.</p>
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− | <p>
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− | Many users have already created scenes for POV-Ray 2 that expect clock
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− | values over a range other than the default 0.0 to 1.0. For this reason we
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− | provide the <code>Initial_Clock</code>=<em>n.n</em>
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− | or <code>+KI</code><em>n.n</em> and <code>Final_Clock</code>=<em>n.n</em>
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− | or <code>+KF</code><em>n.n</em> options. For example to run the clock from 25.0 to
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− | 75.0 you would specify <code>Initial_Clock=25.0</code> and <code>Final_Clock=75.0</code>.
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− | Then the clock would be set to 25.0 for the initial frame and 75.0 for the final frame.
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− | In-between frames would have clock values interpolated from 25.0 through 75.0 proportionally.</p>
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− | <p>
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− | Users who are accustomed to using frame numbers rather than clock values
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− | could specify <code> Initial_Clock=1.0</code> and <code>Final_Clock=10.0</code>
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− | and <code>Frame_Final=10</code> for a 10 frame animation.</p>
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− | <p>
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− | For new scenes, we recommend you do not change the <code>
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− | Initial_Clock</code> or <code> Final_Clock</code> from their default 0.0 to
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− | 1.0 values. If you want the clock to vary over a different range than the
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− | default 0.0 to 1.0, we recommend you handle this inside your scene file as
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− | follows...</p>
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− | <pre>
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− | #declare Start = 25.0;
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− | #declare End = 75.0;
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− | #declare My_Clock = Start+(End-Start)*clock;
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− | </pre>
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− |
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− | <p>Then use <code>My_Clock</code> in the scene description. This keeps the
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− | critical values 25.0 and 75.0 in your .pov file.</p>
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− | <p class="Note"><strong>Note:</strong> more details concerning the inner workings of the animation loop
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− | are in the section on shell-out operating system commands in section
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− | "<!--<linkto "Shell-out to Operating System">Shell-out to Operating System</linkto>--->[[Documentation:Reference Section 1.2#Shell-out to Operating System|Shell-out to Operating System]]".</p>
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− |
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− | ===Subsets of Animation Frames===
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− | <!--<indexentry "Animation, subsets of frames">--->
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− |
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− | <table width="100%">
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− | <tr>
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− | <td width="30%"><code>Subset_Start_Frame=</code>n<!--<indexentry primary "Subset_Start_Frame"><indexentry primary "Subset_Start_Frame, ini-option"></td>--->
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− |
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− | <td width="70%">Set subset starting frame to n</td>
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− | </tr>
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− |
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− | <tr>
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− | <td><code>Subset_Start_Frame=</code>0.n</td>
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− |
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− | <td>Set subset starting frame to n percent</td>
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− | </tr>
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− |
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− | <tr>
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− | <td><code>Subset_End_Frame=</code>n<!--<indexentry primary "Subset_End_Frame"><indexentry primary "Subset_End_Frame, ini-option"></td>--->
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− |
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− | <td>Set subset ending frame to n</td>
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− | </tr>
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− |
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− | <tr>
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− | <td><code>Subset_End_Frame=</code>0.n</td>
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− |
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− | <td>Set subset ending frame to n percent</td>
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− | </tr>
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− |
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− | <tr>
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− | <td><code>+SF</code>0.n<!--<indexentry "+sf"></td>--->
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− |
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− | <td>Same as <code>Subset_Start_Frame</code></td>
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− | </tr>
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− |
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− | <tr>
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− | <td><code>+EF</code>0.n<!--<indexentry "+ef"></td>--->
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− |
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− | <td>Same as <code>Subset_End_Frame</code></td>
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− | </tr>
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− | </table>
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− |
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− | <p>When creating a long animation, it may be handy to render only a portion
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− | of the animation to see what it looks like. Suppose you have 100 frames but
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− | only want to render frames 30 through 40. If you set <code>Initial_Frame=30</code>
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− | and <code>Final_Frame=40</code> then the clock would vary from 0.0 to 1.0 from
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− | frames 30 through 40 rather than 0.30 through 0.40 as it should. Therefore
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− | you should leave <code> Initial_Frame=1</code> and <code>Final_Frame=100</code>
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− | and use <code>Subset_Start_Frame=30</code> and <code>Subset_End_Frame=40</code>
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− | to selectively render part of the scene. POV-Ray will then properly compute the
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− | clock values.</p>
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− | <p>
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− | Usually you will specify the subset using the actual integer frame numbers
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− | however an alternate form of the subset commands takes a float value in the
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− | range <em>0.0 <=n.nnn <=1.0</em> which is interpreted as a fraction of
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− | the whole animation. For example, <code> Subset_Start_Frame=0.333</code> and
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− | <code>Subset_End_Frame=0.667</code> would render the middle 1/3rd of a
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− | sequence regardless of the number of frames.</p>
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− | ===Cyclic Animation===
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− | <!--<indexentry "Animation, cyclic">--->
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− |
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− | <table width="100%">
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− | <tr>
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− | <td width="30%"><code>Cyclic_Animation=</code>bool<!--<indexentry primary "Cyclic_Animation"></td>--->
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− |
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− | <td width="70%">Turn cyclic animation on/off</td>
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− | </tr>
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− |
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− | <tr>
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− | <td><code>+KC</code><!--<indexentry "+kc"></td>--->
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− |
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− | <td>Turn cyclic animation on</td>
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− | </tr>
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− |
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− | <tr>
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− | <td><code>-KC</code><!--<indexentry "-kc"></td>--->
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− |
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− | <td>Turn cyclic animation off</td>
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− | </tr>
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− | </table>
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− |
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− | <p>Many computer animation sequences are designed to be run in a continuous
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− | loop. Suppose you have an object that rotates exactly 360 degrees over the
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− | course of your animation and you did <code>rotate 360*clock*y</code> to do
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− | so. Both the first and last frames would be identical. Upon playback there
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− | would be a brief one frame jerkiness. To eliminate this problem you need to
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− | adjust the clock so that the last frame does not match the first. For example
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− | a ten frame cyclic animation should not use clock 0.0 to 1.0. It should run
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− | from 0.0 to 0.9 in 0.1 increments. However if you change to 20 frames it
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− | should run from 0.0 to 0.95 in 0.05 increments. This complicates things
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− | because you would have to change the final clock value every time you changed
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− | <code>Final_Frame</code>. Setting <code>Cyclic_Animation=on</code> or using
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− | <code>+KC</code> will cause POV-Ray to automatically adjust the final clock
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− | value for cyclic animation regardless of how many total frames. The default
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− | value for this setting is off.</p>
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− |
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− | ===Field Rendering===
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− | <!--<indexentry "Animation, field rendering">--->
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− |
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− | <table width="100%">
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− | <tr>
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− | <td width="30%"><code>Field_Render=</code>bool<!--<indexentry primary "Field_Render"></td>--->
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− |
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− | <td width="70%">Turn field rendering on/off</td>
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− | </tr>
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− |
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− | <tr>
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− | <td><code>Odd_Field=</code>bool<!--<indexentry primary "Odd_Field"></td>--->
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− |
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− | <td>Set odd field flag</td>
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− | </tr>
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− |
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− | <tr>
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− | <td><code>+UF</code><!--<indexentry "+uf"></td>--->
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− |
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− | <td>Turn field rendering on</td>
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− | </tr>
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− |
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− | <tr>
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− | <td><code>-UF</code><!--<indexentry "-uf"></td>--->
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− |
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− | <td>Turn field rendering off</td>
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− | </tr>
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− |
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− | <tr>
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− | <td><code>+UO</code><!--<indexentry "+uo"></td>--->
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− |
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− | <td>Set odd field flag on</td>
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− | </tr>
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− |
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− | <tr>
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− | <td><code>-UO</code><!--<indexentry "-uo"></td>--->
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− |
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− | <td>Set odd field flag off</td>
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− | </tr>
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− | </table>
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− |
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− | <p>Field rendering is sometimes used for animations when the animation is
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− | being output for television. TVs only display alternate scan lines on each
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− | vertical refresh. When each frame is being displayed the fields are
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− | interlaced to give the impression of a higher resolution image. The even scan
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− | lines make up the even field, and are drawn first (i.e. scan lines 0, 2, 4,
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− | etc.), followed by the odd field, made up of the odd numbered scan lines are
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− | drawn afterwards. If objects in an animation are moving quickly, their
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− | position can change noticeably from one field to the next. As a result, it
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− | may be desirable in these cases to have POV-Ray render alternate fields at
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− | the actual field rate (which is twice the frame rate), rather than rendering
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− | full frames at the normal frame rate. This would save a great deal of time
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− | compared to rendering the entire animation at twice the frame rate, and then
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− | only using half of each frame.</p>
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− | <p>
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− | By default, field rendering is not used. Setting <code>
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− | Field_Render=on</code> or using <code> +UF</code> will cause alternate frames
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− | in an animation to be only the even or odd fields of an animation. By
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− | default, the first frame is the even field, followed by the odd field. You
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− | can have POV-Ray render the odd field first by specifying <code>
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− | Odd_Field=on</code>, or by using the <code> +UO</code> switch.</p>
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− |
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− | ===General Output Options===
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− | <!--<indexentry "Options, general output">--->
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− | ===Height and Width of Output===
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− | <!--<indexentry "Options, height and width" "Resolution">--->
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− |
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− | <table width="100%">
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− | <tr>
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− | <td width="30%"><code>Height=</code>n<!--<indexentry primary "Height, ini-option"></td>--->
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− |
| |
− | <td width="70%">Sets screen height to n pixels</td>
| |
− | </tr>
| |
− |
| |
− | <tr>
| |
− | <td><code>Width=</code>n<!--<indexentry primary "Width, ini-option"></td>--->
| |
− |
| |
− | <td>Sets screen width to n pixels</td>
| |
− | </tr>
| |
− |
| |
− | <tr>
| |
− | <td><code>+H</code>n<!--<indexentry "+h"></td>--->
| |
− |
| |
− | <td>Same as <code>Height=</code>n</td>
| |
− | </tr>
| |
− |
| |
− | <tr>
| |
− | <td><code>+W</code>n<!--<indexentry "+w"></td>--->
| |
− |
| |
− | <td>Same as <code>Width=</code>n</td>
| |
− | </tr>
| |
− | </table>
| |
− |
| |
− | <p>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.</p>
| |
| ===Partial Output Options=== | | ===Partial Output Options=== |
| <!--<indexentry "Options, partial output">---> | | <!--<indexentry "Options, partial output">---> |
Line 567: |
Line 115: |
| format is used.</p> | | format is used.</p> |
| | | |
− | <p>when rendering a subset of *rows* (<code>+sr/+er</code>) POV-Ray writes the full height into the image file header and only writes those lines into the | + | <p>When rendering a subset of *rows* (<code>+sr/+er</code>) POV-Ray writes the full height into the image file header and only writes those lines into the |
| image that are rendered. This can cause problems with image reading | | image that are rendered. This can cause problems with image reading |
| programs that are not checking the file while reading and just read over | | programs that are not checking the file while reading and just read over |
| the end.</p> | | the end.</p> |
| | | |
− | <p>if POV-Ray wrote the actual height of the partial image into the image | + | <p>If POV-Ray wrote the actual height of the partial image into the image |
| header there would be no way to continue the trace in a later run.</p> | | header there would be no way to continue the trace in a later run.</p> |
| + | |
| + | :* Merged correction (writed->writes) back into main document. As well as missing caps on 1st words of last two paragraphs. BTW: It's not necessary to copy the ENTIRE page just the affected section(s) please. --[[User:Jholsenback|jholsenback]] 03:30, 28 May 2010 (UTC) |
| + | |
| + | ---- |
| + | * Can someone check if there is still such system as MS-Dos for 3.7 ? |
| + | |
| + | On MS-DOS with an eight character limit, myscene.pov would render to mysce001.tga through mysce100.tga. |
| + | --[[User:Le Forgeron|Le Forgeron]] 22:05, 10 November 2010 (UTC) |
| + | |
| + | ---- |
| + | * Adding +STP/Frame_Step with #5183 (if/when merged) |
| + | |
| + | =====Subsets of Animation Frames===== |
| + | <!--<indexentry "Animation, subsets of frames">---> |
| + | |
| + | <table width="100%"> |
| + | <tr> |
| + | <td width="30%"><code>Subset_Start_Frame=</code>n<!--<indexentry primary "Subset_Start_Frame"><indexentry primary "Subset_Start_Frame, ini-option">---></td> |
| + | |
| + | <td width="70%">Set subset starting frame to n</td> |
| + | </tr> |
| + | |
| + | <tr> |
| + | <td><code>Subset_Start_Frame=</code>0.n</td> |
| + | |
| + | <td>Set subset starting frame to n percent</td> |
| + | </tr> |
| + | |
| + | <tr> |
| + | <td><code>Subset_End_Frame=</code>n<!--<indexentry primary "Subset_End_Frame"><indexentry primary "Subset_End_Frame, ini-option">---></td> |
| + | |
| + | <td>Set subset ending frame to n</td> |
| + | </tr> |
| + | |
| + | <tr> |
| + | <td><code>Subset_End_Frame=</code>0.n</td> |
| + | |
| + | <td>Set subset ending frame to n percent</td> |
| + | </tr> |
| + | |
| + | <tr> |
| + | <td><code>Frame_Step=</code>n<!--<indexentry primary "Frame_Step"><indexentry primary "Frame_Step, ini-option"---></td> |
| + | <td>Set the increment to the frame number, default to 1</td> |
| + | </tr> |
| + | <tr> |
| + | <td><code>+SF</code>0.n<!--<indexentry "+sf">---></td> |
| + | |
| + | <td>Same as <code>Subset_Start_Frame</code></td> |
| + | </tr> |
| + | |
| + | <tr> |
| + | <td><code>+EF</code>0.n<!--<indexentry "+ef">---></td> |
| + | |
| + | <td>Same as <code>Subset_End_Frame</code></td> |
| + | </tr> |
| + | <tr> |
| + | <td><code>+STP</code>n<!--<indexentry "+stp">---></td> |
| + | <td>Same as <code>Frame_Step</code></td> |
| + | </tr> |
| + | </table> |
| + | |
| + | <p>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 <code>Initial_Frame=30</code> |
| + | and <code>Final_Frame=40</code> 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 <code> Initial_Frame=1</code> and <code>Final_Frame=100</code> |
| + | and use <code>Subset_Start_Frame=30</code> and <code>Subset_End_Frame=40</code> |
| + | to selectively render part of the scene. POV-Ray will then properly compute the |
| + | clock values.</p> |
| + | <p>Similarly, if you only want to render a tenth of the frames, you can use <code>Frame_Step=10</code> to jump over the nine non-rendered frames between the rendered frames.</p> |
| + | <p> |
| + | 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 <em>0.0 <=n.nnn <=1.0</em> which is interpreted as a fraction of |
| + | the whole animation. For example, <code> Subset_Start_Frame=0.333</code> and |
| + | <code>Subset_End_Frame=0.667</code> would render the middle 1/3rd of a |
| + | sequence regardless of the number of frames.</p> |
| + | |
| + | --[[User:Le Forgeron|Le Forgeron]] 22:05, 10 November 2010 (UTC) |
| + | :* merci for doing the doc updates related to your improvements ... it's been done --[[User:Jholsenback|jholsenback]] 11:18, 13 November 2010 (UTC) |