Difference between revisions of "Reference:Object"
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[[Category:Objects]] | [[Category:Objects]] | ||
<!--<sectiondesc desc=<"scene objects reference">---> | <!--<sectiondesc desc=<"scene objects reference">---> | ||
− | <p>Objects are the building blocks of your scene. There are a lot of different types of objects supported by POV-Ray. In the following sections, we describe [[Reference: | + | <p>Objects are the building blocks of your scene. There are a lot of different types of objects supported by POV-Ray. In the following sections, we describe [[Reference:Finite Solid Primitives|Finite Solid Primitives]], [[Reference:Finite Patch Primitives|Finite Patch Primitives]] and [[Reference:Infinite Solid Primitives|Infinite Solid Primitives]]. These primitive shapes may be combined into complex shapes using [[Reference:Constructive Solid Geometry|Constructive Solid Geometry]] (also known as CSG).</p> |
<p> | <p> | ||
− | The basic syntax of an object is a keyword describing its type, some floats, | + | The basic syntax of an object is a keyword describing its type, some floats, vectors or other parameters which further define its location and/or shape and some optional object modifiers such as texture, interior_texture, pigment, normal, finish, interior, bounding, clipping or transformations. Specifically the syntax |
− | vectors or other parameters which further define its location and/or shape | ||
− | and some optional object modifiers such as texture, interior_texture, pigment, normal, finish, | ||
− | interior, bounding, clipping or transformations. Specifically the syntax | ||
is:</p> | is:</p> | ||
<pre> | <pre> | ||
Line 16: | Line 13: | ||
FINITE_SOLID_OBJECT: | FINITE_SOLID_OBJECT: | ||
BLOB | BOX | CONE | CYLINDER | HEIGHT_FIELD | ISOSURFACE | JULIA_FRACTAL | | BLOB | BOX | CONE | CYLINDER | HEIGHT_FIELD | ISOSURFACE | JULIA_FRACTAL | | ||
− | LATHE | OVUS | PARAMETRIC | PRISM | SPHERE | SPHERE_SWEEP | SUPERELLIPSOID | | + | LATHE | LEMON | OVUS | PARAMETRIC | PRISM | SPHERE | SPHERE_SWEEP | SUPERELLIPSOID | |
SOR | TEXT | TORUS | SOR | TEXT | TORUS | ||
FINITE_PATCH_OBJECT: | FINITE_PATCH_OBJECT: | ||
Line 27: | Line 24: | ||
</pre> | </pre> | ||
− | <p>Object identifiers may be declared to make scene files more readable and | + | <p>Object identifiers may be declared to make scene files more readable and to parameterize scenes so that changing a single declaration changes many values. An identifier is declared as follows.</p> |
− | to parameterize scenes so that changing a single declaration changes many | ||
− | values. An identifier is declared as follows.</p> | ||
<pre> | <pre> | ||
OBJECT_DECLARATION: | OBJECT_DECLARATION: | ||
Line 36: | Line 31: | ||
</pre> | </pre> | ||
− | <p>Where <em>IDENTIFIER</em> is the name of the identifier | + | <p>Where <em>IDENTIFIER</em> is the name of the identifier and <em>OBJECT</em> is any valid object. To invoke an object identifier, you wrap it in an <code>object{...}</code> statement. You use the <code>object</code> statement regardless of what type of object it originally was. Although early versions of POV-Ray required this <code> object</code> wrapper all of the time, now it is only used with <em>OBJECT_IDENTIFIERS</em>.</p> |
− | + | <p class="Note"><strong>Note:</strong> In versions prior to 3.6.2, identifier names <em>were</em> limited to 40 characters. There has been a {{Change}} removing that restriction.</p> | |
− | an object identifier, you wrap it in an <code>object{...}</code> statement. | ||
− | You use the <code>object</code> statement regardless of what type of object | ||
− | it originally was. Although early versions of POV-Ray required this <code> | ||
− | object</code> wrapper all of the time, now it is only used with <em> | ||
− | |||
<p> | <p> | ||
− | Object modifiers are covered in detail later. However here is a brief | + | Object modifiers are covered in detail later. However here is a brief overview.</p> |
− | overview.</p> | ||
<p> | <p> | ||
− | The texture describes the surface properties of the object. Complete details | + | The texture describes the surface properties of the object. Complete details are in [[Reference:Texture|textures]]. Textures are combinations of pigments, normals, and finishes. In the section [[Reference:Pigment|:pigment|pigment]] you will learn how to specify the color or pattern of colors inherent in the material. In [[Reference:Normal|normal]], we describe a method of simulating various patterns of bumps, dents, ripples |
− | are in [[Reference:Texture|textures]]. Textures are combinations of pigments, normals, | + | or waves by modifying the surface normal vector. The section on [[Reference:Finish|finish]] describes the reflective properties of the surface. The [[Reference:Interior|Interior]] is a feature introduced in POV-Ray v3.1. It contains information about the interior of the object which was formerly contained in the finish and halo parts of a texture. Interior items are no longer part of the texture. Instead, they attach directly to the objects. The halo feature has been discontinued and replaced with a new feature called [[Reference:Media|Media]] which replaces both halo and atmosphere.</p> |
− | and finishes. In the section [[Reference:Pigment|:pigment|pigment]] you will learn how to | ||
− | specify the color or pattern of colors inherent in the material. In [[Reference:Normal|normal]], we describe a method of simulating various patterns of bumps, dents, ripples | ||
− | or waves by modifying the surface normal vector. The section on [[Reference:Finish|finish]] describes the reflective properties of the surface. The [[Reference:Interior|Interior]] is a feature introduced in POV-Ray | ||
− | about the interior of the object which was formerly contained in the finish | ||
− | and halo parts of a texture. Interior items are no longer part of the | ||
− | texture. Instead, they attach directly to the objects. The halo feature has | ||
− | been discontinued and replaced with a new feature called [[Reference:Media|Media]] which replaces both halo and atmosphere.</p> | ||
<p> | <p> | ||
− | Bounding shapes are finite, invisible shapes which wrap around complex, slow | + | Bounding shapes are finite, invisible shapes which wrap around complex, slow rendering shapes in order to speed up rendering time. Clipping shapes are used to cut away parts of shapes to expose a hollow interior. Transformations tell the ray-tracer how to move, size or rotate the shape and/or the texture in the scene.</p> |
− | rendering shapes in order to speed up rendering time. Clipping shapes are | ||
− | used to cut away parts of shapes to expose a hollow interior. Transformations | ||
− | tell the ray-tracer how to move, size or rotate the shape and/or the texture | ||
− | in the scene | ||
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Latest revision as of 20:48, 2 July 2021
Objects are the building blocks of your scene. There are a lot of different types of objects supported by POV-Ray. In the following sections, we describe Finite Solid Primitives, Finite Patch Primitives and Infinite Solid Primitives. These primitive shapes may be combined into complex shapes using Constructive Solid Geometry (also known as CSG).
The basic syntax of an object is a keyword describing its type, some floats, vectors or other parameters which further define its location and/or shape and some optional object modifiers such as texture, interior_texture, pigment, normal, finish, interior, bounding, clipping or transformations. Specifically the syntax is:
OBJECT: FINITE_SOLID_OBJECT | FINITE_PATCH_OBJECT | INFINITE_SOLID_OBJECT | CSG_OBJECT | LIGHT_SOURCE | object { OBJECT_IDENTIFIER [OBJECT_MODIFIERS...] } FINITE_SOLID_OBJECT: BLOB | BOX | CONE | CYLINDER | HEIGHT_FIELD | ISOSURFACE | JULIA_FRACTAL | LATHE | LEMON | OVUS | PARAMETRIC | PRISM | SPHERE | SPHERE_SWEEP | SUPERELLIPSOID | SOR | TEXT | TORUS FINITE_PATCH_OBJECT: BICUBIC_PATCH | DISC | MESH | MESH2 | POLYGON | TRIANGLE | SMOOTH_TRIANGLE INFINITE_SOLID_OBJECT: PLANE | POLY | CUBIC | QUARTIC | QUADRIC CSG_OBJECT: UNION | INTERSECTION | DIFFERENCE | MERGE
Object identifiers may be declared to make scene files more readable and to parameterize scenes so that changing a single declaration changes many values. An identifier is declared as follows.
OBJECT_DECLARATION: #declare IDENTIFIER = OBJECT | #local IDENTIFIER = OBJECT
Where IDENTIFIER is the name of the identifier and OBJECT is any valid object. To invoke an object identifier, you wrap it in an object{...}
statement. You use the object
statement regardless of what type of object it originally was. Although early versions of POV-Ray required this object
wrapper all of the time, now it is only used with OBJECT_IDENTIFIERS.
Note: In versions prior to 3.6.2, identifier names were limited to 40 characters. There has been a Change removing that restriction.
Object modifiers are covered in detail later. However here is a brief overview.
The texture describes the surface properties of the object. Complete details are in textures. Textures are combinations of pigments, normals, and finishes. In the section pigment you will learn how to specify the color or pattern of colors inherent in the material. In normal, we describe a method of simulating various patterns of bumps, dents, ripples or waves by modifying the surface normal vector. The section on finish describes the reflective properties of the surface. The Interior is a feature introduced in POV-Ray v3.1. It contains information about the interior of the object which was formerly contained in the finish and halo parts of a texture. Interior items are no longer part of the texture. Instead, they attach directly to the objects. The halo feature has been discontinued and replaced with a new feature called Media which replaces both halo and atmosphere.
Bounding shapes are finite, invisible shapes which wrap around complex, slow rendering shapes in order to speed up rendering time. Clipping shapes are used to cut away parts of shapes to expose a hollow interior. Transformations tell the ray-tracer how to move, size or rotate the shape and/or the texture in the scene.