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Revision as of 20:09, 11 March 2012
This document is protected, so submissions, corrections and discussions should be held on this documents talk page. |
An Introduction
Welcome to the Persistence Of Vision Raytracer™ on-line documentation repository.
This repository is not intended to replace or supplement the documentation set currently being distributed with the POV-Ray™ application at this time. It is the beginning of a project to migrate the current documentation creation process to a MediaWiki solution, so if you're looking for the most up to date documentation, you've found it! The table of contents below is arranged the same as the on-line view found on the main POV-Ray main site. Sorry the section numbers appear in this table of contents ONLY, not the content.
Hint: Keep this page open in it's own tab. Use browser find feature to search for a section number, then open the link in a new tab.
Quick Jump
Introduction to POV-Ray
- 1.1 Introduction
- 1.1.1 Program Description
- 1.1.2 What is Ray-Tracing?
- 1.1.3 What is POV-Ray?
- 1.1.4 Features
- 1.1.4.1 Changes and New Features Summary
- 1.1.5 The Early History of POV-Ray
- 1.1.5.1 The Original Creation Message
- 1.1.5.2 The Name
- 1.1.5.3 A Historic 'Version History'
- 1.1.6 How Do I Begin?
- 1.1.7 Notation and Basic Assumptions
- 1.2 Getting Started
- 1.2.1 Our First Image
- 1.2.1.1 Understanding POV-Ray's Coordinate System
- 1.2.1.2 Adding Standard Include Files
- 1.2.1.3 Adding a Camera
- 1.2.1.4 Describing an Object
- 1.2.1.5 Adding Texture to an Object
- 1.2.1.6 Defining a Light Source
- 1.2.2 Basic Shapes
- 1.2.2.1 Box Object
- 1.2.2.2 Cone Object
- 1.2.2.3 Cylinder Object
- 1.2.2.4 Plane Object
- 1.2.2.5 Torus Object
- 1.2.3 CSG Objects
- 1.2.3.1 What is CSG?
- 1.2.3.2 CSG Union
- 1.2.3.3 CSG Intersection
- 1.2.3.4 CSG Difference
- 1.2.3.5 CSG Merge
- 1.2.3.6 CSG Pitfalls
- 1.2.3.6.1 Co-incident Surfaces
- 1.2.4 The Light Source
- 1.2.4.1 The Pointlight Source
- 1.2.4.2 The Spotlight Source
- 1.2.4.3 The Cylindrical Light Source
- 1.2.4.4 The Area Light Source
- 1.2.4.5 The Ambient Light Source
- 1.2.4.6 Light Source Specials
- 1.2.4.6.1 Using Shadowless Lights
- 1.2.4.6.2 Assigning an Object to a Light Source
- 1.2.4.6.3 Using Light Fading
- 1.2.5 Simple Texture Options
- 1.2.5.1 Surface Finishes
- 1.2.5.2 Adding Bumpiness
- 1.2.5.3 Creating Color Patterns
- 1.2.5.4 Pre-defined Textures
- 1.2.6 Using the Camera
- 1.2.6.1 Using Focal Blur
- 1.2.7 POV-Ray Coordinate System
- 1.2.7.1 Transformations
- 1.2.7.2 Transformation Order
- 1.2.7.3 Inverse Transform
- 1.2.7.4 Transform Identifiers
- 1.2.7.5 Transforming Textures and Objects
- 1.2.8 Setting POV-Ray Options
- 1.2.8.1 Command Line Switches
- 1.2.8.2 Using INI Files
- 1.2.8.3 Using the POVINI Environment Variable
- 1.2.1 Our First Image
- 1.3 Advanced Features
- 1.3.1 Spline Based Shapes
- 1.3.1.1 Lathe Object
- 1.3.1.1.1 Understanding The Concept of Splines
- 1.3.1.2 Surface of Revolution Object
- 1.3.1.3 Prism Object
- 1.3.1.3.1 Teaching An Old Spline New Tricks
- 1.3.1.3.2 Smooth Transitions
- 1.3.1.3.3 Multiple Sub-Shapes
- 1.3.1.3.4 Conic Sweeps And The Tapering Effect
- 1.3.1.4 Sphere Sweep Object
- 1.3.1.5 Bicubic Patch Object
- 1.3.1.6 Text Object
- 1.3.1.1 Lathe Object
- 1.3.2 Polygon Based Shapes
- 1.3.2.1 Mesh Object
- 1.3.2.2 Mesh2 Object
- 1.3.2.2.1 Smooth triangles and mesh2
- 1.3.2.2.2 UV mapping and mesh2
- 1.3.2.2.3 A separate texture per triangle
- 1.3.2.3 Polygon Object
- 1.3.3 Other Shapes
- 1.3.3.1 Blob Object
- 1.3.3.1.1 Component Types and Other New Features
- 1.3.3.1.2 Complex Blob Constructs and Negative Strength
- 1.3.3.2 Height Field Object
- 1.3.3.3 Isosurface Object
- 1.3.3.3.1 Simple functions
- 1.3.3.3.2 Several surfaces
- 1.3.3.3.3 Non-linear functions
- 1.3.3.3.4 Specifying functions
- 1.3.3.3.5 Internal functions
- 1.3.3.3.6 Combining isosurface functions
- 1.3.3.3.7 Noise and pigment functions
- 1.3.3.3.8 Conditional directives and loops
- 1.3.3.3.9 Transformations on functions
- 1.3.3.3.10 Improving Isosurface Speed
- 1.3.3.4 Poly Object
- 1.3.3.4.1 Creating the polynomial function
- 1.3.3.4.2 Writing the polynomial vector
- 1.3.3.4.3 Polynomial made easy
- 1.3.3.5 Superquadric Ellipsoid Object
- 1.3.3.1 Blob Object
- 1.3.4 Gamma Handling
- 1.3.4.1 Setting Up Your Display
- 1.3.4.2 Setting Up POV-Ray
- 1.3.4.3 Gamma in Output Images
- 1.3.4.4 Setting Up Your Scene
- 1.3.4.5 Gamma in Literal Colors
- 1.3.4.6 Gamma in Input Images
- 1.3.4.7 Gamma in Legacy Scenes
- 1.3.5 Advanced Texture Options
- 1.3.5.1 Pigments
- 1.3.5.1.1 Using Color List Pigments
- 1.3.5.1.2 Using Pigment and Patterns
- 1.3.5.1.3 Using Pattern Modifiers
- 1.3.5.1.4 Using Transparent Pigments and Layered Textures
- 1.3.5.1.5 Using Pigment Maps
- 1.3.5.2 Normals
- 1.3.5.2.1 Using Basic Normal Modifiers
- 1.3.5.2.2 Blending Normals
- 1.3.5.2.3 Slope Map Tutorial
- 1.3.5.2.3.1 Slopes, what are they?
- 1.3.5.2.3.2 Syntax of a slope map
- 1.3.5.2.3.3 Examples of slope maps
- 1.3.5.3 Finishes
- 1.3.5.3.1 Using Ambient
- 1.3.5.3.2 Using Emission
- 1.3.5.3.3 Using Surface Highlights
- 1.3.5.3.4 Using Reflection, Metallic and Metallic
- 1.3.5.3.5 Using Iridescence
- 1.3.5.4 Working With Pigment Maps
- 1.3.5.5 Working With Normal Maps
- 1.3.5.6 Working With Texture Maps
- 1.3.5.7 Working With List Textures
- 1.3.5.8 What About Tiles?
- 1.3.5.9 Average Function
- 1.3.5.10 Working With Layered Textures
- 1.3.5.10.1 Declaring Layered Textures
- 1.3.5.10.2 Another Layered Textures Example
- 1.3.5.11 When All Else Fails: Material Maps
- 1.3.5.12 Limitations Of Special Textures
- 1.3.5.1 Pigments
- 1.3.6 Using Atmospheric Effects
- 1.3.6.1 The Background
- 1.3.6.2 The Sky Sphere
- 1.3.6.2.1 Creating a Sky with a Color Gradient
- 1.3.6.2.2 Adding the Sun
- 1.3.6.2.3 Adding Some Clouds
- 1.3.6.3 The Fog
- 1.3.6.3.1 A Constant Fog
- 1.3.6.3.2 Setting a Minimum Translucency
- 1.3.6.3.3 Creating a Filtering Fog
- 1.3.6.3.4 Adding Some Turbulence to the Fog
- 1.3.6.3.5 Using Ground Fog
- 1.3.6.3.6 Using Multiple Layers of Fog
- 1.3.6.3.7 Fog and Hollow Objects
- 1.3.6.4 The Rainbow
- 1.3.6.4.1 Starting With a Simple Rainbow
- 1.3.6.4.2 Increasing the Rainbow's Translucency
- 1.3.6.4.3 Using a Rainbow Arc
- 1.3.7 Simple Media Tutorial
- 1.3.7.1 Types of media
- 1.3.7.2 Some media concepts
- 1.3.7.3 Simple media examples
- 1.3.7.3.1 Emitting media
- 1.3.7.3.2 Absorbing media
- 1.3.7.3.3 Scattering media
- 1.3.7.4 Multiple medias inside the same object
- 1.3.7.5 Media and transformations
- 1.3.7.6 A more advanced example of scattering media
- 1.3.7.7 Media and photons
- 1.3.8 Radiosity
- 1.3.8.1 Introduction
- 1.3.8.2 Radiosity with conventional lighting
- 1.3.8.3 Radiosity without conventional lighting
- 1.3.8.4 Normals and Radiosity
- 1.3.8.5 Performance considerations
- 1.3.9 Making Animations
- 1.3.9.1 The Clock Variable: Key To It All
- 1.3.9.2 Clock Dependant Variables And Multi-Stage Animations
- 1.3.9.3 The Phase Keyword
- 1.3.9.4 Do Not Use Jitter Or Crand
- 1.3.9.5 INI File Settings
- 1.3.10 While-loop tutorial
- 1.3.10.1 What a while-loop is and what it is not
- 1.3.10.2 How does a single while-loop work?
- 1.3.10.3 How do I make a while-loop?
- 1.3.10.4 What is a condition and how do I make one?
- 1.3.10.5 What about loop types other than simple for-loops?
- 1.3.10.6 What about nested loops?
- 1.3.10.7 Mixed-type nested loops
- 1.3.10.8 Other things to note
- 1.3.11 SDL tutorial: A raytracer
- 1.3.11.1 Introduction
- 1.3.11.2 The idea and the code
- 1.3.11.3 Short introduction to raytracing
- 1.3.11.4 Global settings
- 1.3.11.5 Scene definition
- 1.3.11.6 Initializing the raytracer
- 1.3.11.7 Ray-sphere intersection
- 1.3.11.7.1 Inner workings of a #macro
- 1.3.11.7.2 The ray-sphere intersection macro
- 1.3.11.8 The Trace macro
- 1.3.11.8.1 Calculating the closest intersection
- 1.3.11.8.2 If the ray doesn't hit anything
- 1.3.11.8.3 Initializing color calculations
- 1.3.11.8.4 Going through the light sources
- 1.3.11.8.5 Shadow test
- 1.3.11.8.6 Diffuse lighting
- 1.3.11.8.7 Specular lighting
- 1.3.11.8.8 Reflection Calculation
- 1.3.11.9 Calculating the image
- 1.3.11.10 Creating the colored mesh
- 1.3.11.10.1 The structure of the mesh
- 1.3.11.10.2 Creating the mesh
- 1.3.11.10.3 Creating the vertex points
- 1.3.11.10.4 Creating the textures
- 1.3.11.10.5 Creating the triangles
- 1.3.11.11 The Camera-setup
- 1.3.1 Spline Based Shapes
- 1.4 Questions and Tips
- 1.5 Appendices
- 1.5.1 POV-Ray User License
- 1.5.2 Support Library Licenses
- 1.5.2.1 OpenEXR
- 1.5.3 Citing POV-Ray in Academic Publications
- 1.5.4 The POV-Team
- 1.5.4.1 Contacting the Authors
- 1.5.5 What to do if you don't have POV-Ray
- 1.5.5.1 Which Version of POV-Ray should you use?
- 1.5.5.1.1 Microsoft Windows 9x/NT/2000/XP
- 1.5.5.1.2 Linux for Intel x86
- 1.5.5.1.3 Apple Macintosh
- 1.5.5.1.4 Generic Unix
- 1.5.5.1.5 All Versions
- 1.5.5.2 Where to Find POV-Ray Files
- 1.5.5.2.1 World Wide Website www.povray.org
- 1.5.5.2.2 Books, Magazines and CD-ROMs
- 1.5.5.1 Which Version of POV-Ray should you use?
- 1.5.6 Suggested Reading
POV-Ray Reference
- 2.1 Introduction
- 2.1.1 Notation and Basic Assumptions
- 2.1.2 Command-line Options
- 2.1.2.1 Animation Options
- 2.1.2.1.1 External Animation Loop
- 2.1.2.1.2 Internal Animation Loop
- 2.1.2.1.3 Subsets of Animation Frames
- 2.1.2.1.4 Cyclic Animation
- 2.1.2.1.5 Field Rendering
- 2.1.2.2 General Output Options
- 2.1.2.2.1 Height and Width of Output
- 2.1.2.2.2 Max Image Buffer Memory
- 2.1.2.2.3 Partial Output Options
- 2.1.2.2.4 Interrupting Options
- 2.1.2.2.5 Resuming Options
- 2.1.2.3 Display Output Options
- 2.1.2.3.1 Display Hardware Settings
- 2.1.2.3.2 Setting your Display Gamma
- 2.1.2.3.3 Display Related Settings
- 2.1.2.3.4 Mosaic Preview
- 2.1.2.4 File Output Options
- 2.1.2.4.1 Output File Type
- 2.1.2.4.2 Output File Name
- 2.1.2.4.3 Output File Buffer
- 2.1.2.4.4 Output File Dithering
- 2.1.2.4.5 Output File Gamma
- 2.1.2.4.6 CPU Utilization Histogram
- 2.1.2.5 Scene Parsing Options
- 2.1.2.5.1 Constant
- 2.1.2.5.2 Input File Name
- 2.1.2.5.3 Include File Name
- 2.1.2.5.4 Library Paths
- 2.1.2.5.5 Language Version
- 2.1.2.6 Shell-out to Operating System
- 2.1.2.6.1 String Substitution in Shell Commands
- 2.1.2.6.2 Shell Command Sequencing
- 2.1.2.6.3 Shell Command Return Actions
- 2.1.2.7 Text Output
- 2.1.2.7.1 Text Streams
- 2.1.2.7.2 Console Text Output
- 2.1.2.7.3 Directing Text Streams to Files
- 2.1.2.7.4 Warning Level
- 2.1.2.7.5 Help Screen Switches
- 2.1.2.8 Tracing Options
- 2.1.2.8.1 Symmetric MultiProcessing
- 2.1.2.8.2 Render Block Size
- 2.1.2.8.2.1 Render Pattern
- 2.1.2.8.2.2 Render Block Step
- 2.1.2.8.3 Quality Settings
- 2.1.2.8.4 Automatic Bounding Control
- 2.1.2.8.5 Removing User Bounding
- 2.1.2.8.6 BSP Bounding
- 2.1.2.8.7 Anti-Aliasing Options
- 2.1.2.8.8 Radiosity Options
- 2.1.2.8.8.1 Radiosity High Reproducibility
- 2.1.2.8.8.2 Radiosity Load and Save
- 2.1.2.8.8.3 Radiosity Vain Pretrace
- 2.1.2.1 Animation Options
- 2.2 Scene Description Language
- 2.2.1 Language Basics
- 2.2.1.1 Keywords
- 2.2.1.2 Identifiers
- 2.2.1.3 Comments
- 2.2.1.4 Numeric Expressions
- 2.2.1.4.1 Literals
- 2.2.1.4.2 Identifiers
- 2.2.1.4.3 Operators
- 2.2.1.4.4 Functions
- 2.2.1.4.5 Built-in Constants
- 2.2.1.4.6 Built-in Variables
- 2.2.1.5 Vector Expressions
- 2.2.1.5.1 Literals
- 2.2.1.5.2 Identifiers
- 2.2.1.5.3 Operators
- 2.2.1.5.4 Operator Promotion
- 2.2.1.5.5 Functions
- 2.2.1.5.6 Built-in Constants
- 2.2.1.6 Color Expressions
- 2.2.1.6.1 Color Vectors
- 2.2.1.6.2 sRGB Colors
- 2.2.1.6.3 Color Keywords
- 2.2.1.6.4 Color Identifiers
- 2.2.1.6.5 Color Operators
- 2.2.1.6.6 Common Color Pitfalls
- 2.2.1.7 User-Defined Functions
- 2.2.1.7.1 Sum and Product functions
- 2.2.1.7.2 Functions and Macros
- 2.2.1.7.3 Declaring User-Defined Float Functions
- 2.2.1.7.4 Declaring User-Defined Vector Functions
- 2.2.1.7.5 Declaring User-Defined Color Functions
- 2.2.1.7.6 Internal Pre-Defined Functions
- 2.2.1.8 Strings
- 2.2.1.8.1 String Literals
- 2.2.1.8.2 String Identifiers
- 2.2.1.8.3 String Relational Operators
- 2.2.1.8.4 String Functions
- 2.2.1.8.5 Built-in Variables
- 2.2.1.9 Arrays
- 2.2.1.9.1 Declaring Arrays
- 2.2.1.9.2 Array Initializers
- 2.2.1.10 Splines
- 2.2.1.10.1 Splines and Macros
- 2.2.2 Language Directives
- 2.2.2.1 Include Files and the #include Directive
- 2.2.2.2 The #declare and #local Directives
- 2.2.2.2.1 Declaring identifiers
- 2.2.2.2.2 #declare vs. #local
- 2.2.2.2.3 Identifier Name Collisions
- 2.2.2.2.4 Destroying Identifiers with #undef
- 2.2.2.2.5 Deprecation Support
- 2.2.2.3 File I/O Directives
- 2.2.2.3.1 The #fopen Directive
- 2.2.2.3.2 The #fclose Directive
- 2.2.2.3.3 The #read Directive
- 2.2.2.3.4 The #write Directive
- 2.2.2.4 The #default Directive
- 2.2.2.5 The #version Directive
- 2.2.2.6 Conditional Directives
- 2.2.2.6.1 The #if...#else...#end Directives
- 2.2.2.6.2 The #ifdef and #ifndef Directives
- 2.2.2.6.3 The #for Directive
- 2.2.2.6.4 The #switch, #case, #range and #break Directives
- 2.2.2.6.5 The #while...#end Directive
- 2.2.2.7 User Message Directives
- 2.2.2.7.1 Text Message Streams
- 2.2.2.7.2 Text Formatting
- 2.2.2.8 User Defined Macros
- 2.2.2.8.1 The #macro Directive
- 2.2.2.8.2 Invoking Macros
- 2.2.2.8.3 Are POV-Ray Macros a Function or a Macro?
- 2.2.2.8.4 Returning a Value Like a Function
- 2.2.2.8.5 Returning Values Via Parameters
- 2.2.1 Language Basics
- 2.3 Scene Settings
- 2.3.1 Camera
- 2.3.1.1 Placing the Camera
- 2.3.1.1.1 Location and Look_At
- 2.3.1.1.2 The Sky Vector
- 2.3.1.1.3 Angles
- 2.3.1.1.4 The Direction Vector
- 2.3.1.1.5 Up and Right Vectors
- 2.3.1.1.6 Aspect Ratio
- 2.3.1.1.7 Handedness
- 2.3.1.1.8 Transforming the Camera
- 2.3.1.2 Types of Projection
- 2.3.1.2.1 Perspective projection
- 2.3.1.2.2 Orthographic projection
- 2.3.1.2.3 Mesh projection
- 2.3.1.2.3.1 Rays Per Pixel
- 2.3.1.2.3.2 Distribution Type
- 2.3.1.2.3.3 Max Distance
- 2.3.1.2.3.4 Mesh Object
- 2.3.1.2.3.5 About the Location Vector
- 2.3.1.2.3.6 About the Direction Vector
- 2.3.1.2.3.7 The Smooth Modifier
- 2.3.1.2.4 Fisheye projection
- 2.3.1.2.5 Ultra wide angle projection
- 2.3.1.2.6 Omnimax projection
- 2.3.1.2.7 Panoramic projection
- 2.3.1.2.8 Cylindrical projection
- 2.3.1.2.9 Spherical projection
- 2.3.1.3 Focal Blur
- 2.3.1.4 Camera Ray Perturbation
- 2.3.1.5 Camera Identifiers
- 2.3.1.1 Placing the Camera
- 2.3.2 Atmospheric Effects
- 2.3.2.1 Atmospheric Media
- 2.3.2.2 Background
- 2.3.2.3 Fog
- 2.3.2.4 Sky Sphere
- 2.3.2.5 Rainbow
- 2.3.3 Global Settings
- 2.3.3.1 ADC_Bailout
- 2.3.3.2 Ambient_Light
- 2.3.3.3 Assumed_Gamma
- 2.3.3.4 HF_Gray_16
- 2.3.3.5 Irid_Wavelength
- 2.3.3.6 Charset
- 2.3.3.7 Max_Trace_Level
- 2.3.3.8 Max_Intersections
- 2.3.3.9 Mm_Per_Unit
- 2.3.3.10 Number_Of_Waves
- 2.3.3.11 Noise_generator
- 2.3.3.12 Subsurface
- 2.3.4 Radiosity
- 2.3.4.1 Radiosity Basics
- 2.3.4.2 How Radiosity Works
- 2.3.4.3 Adjusting Radiosity
- 2.3.4.3.1 adc_bailout
- 2.3.4.3.2 always_sample
- 2.3.4.3.3 brightness
- 2.3.4.3.4 count
- 2.3.4.3.5 error_bound
- 2.3.4.3.6 gray_threshold
- 2.3.4.3.7 low_error_factor
- 2.3.4.3.8 max_sample
- 2.3.4.3.9 maximum_reuse
- 2.3.4.3.10 minimum_reuse
- 2.3.4.3.11 nearest_count
- 2.3.4.3.12 pretrace_start and pretrace_end
- 2.3.4.3.13 recursion_limit
- 2.3.4.4 Configuring Radiosity
- 2.3.4.4.1 Importance
- 2.3.4.4.2 Media and Radiosity
- 2.3.4.4.3 No Radiosity
- 2.3.4.4.4 Normal and Radiosity
- 2.3.4.4.5 Save and Load Radiosity Data
- 2.3.4.4.6 Subsurface and Radiosity
- 2.3.4.5 Tips on Radiosity
- 2.3.1 Camera
- 2.4 Objects
- 2.4.1 Finite Solid Primitives
- 2.4.1.1 Blob
- 2.4.1.2 Box
- 2.4.1.3 Cone
- 2.4.1.4 Cylinder
- 2.4.1.5 Height Field
- 2.4.1.6 Isosurface
- 2.4.1.7 Julia Fractal
- 2.4.1.8 Lathe
- 2.4.1.9 Ovus
- 2.4.1.10 Parametric
- 2.4.1.11 Prism
- 2.4.1.12 Sphere
- 2.4.1.13 Sphere Sweep
- 2.4.1.14 Superquadric Ellipsoid
- 2.4.1.15 Surface of Revolution
- 2.4.1.16 Text
- 2.4.1.17 Torus
- 2.4.2 Finite Patch Primitives
- 2.4.2.1 Bicubic Patch
- 2.4.2.2 Disc
- 2.4.2.3 Mesh
- 2.4.2.3.1 Solid Mesh
- 2.4.2.4 Mesh2
- 2.4.2.4.1 Smooth and Flat triangles in the same mesh
- 2.4.2.4.2 Mesh Triangle Textures
- 2.4.2.5 Polygon
- 2.4.2.6 Triangle
- 2.4.2.6 Smooth Triangle
- 2.4.3 Infinite Solid Primitives
- 2.4.4 Constructive Solid Geometry
- 2.4.4.1 Inside and Outside
- 2.4.4.2 Union
- 2.4.4.2.1 Split_Union
- 2.4.4.3 Intersection
- 2.4.4.4 Difference
- 2.4.4.5 Merge
- 2.4.5 Light Sources
- 2.4.5.1 Point Lights
- 2.4.5.2 Spotlights
- 2.4.5.3 Cylindrical Lights
- 2.4.5.4 Parallel Lights
- 2.4.5.5 Area Lights
- 2.4.5.6 Shadowless Lights
- 2.4.5.7 Looks_like
- 2.4.5.8 Projected_Through
- 2.4.5.9 Light Fading
- 2.4.5.10 Atmospheric Media Interaction
- 2.4.5.11 Atmospheric Attenuation
- 2.4.6 Light Groups
- 2.4.7 Object Modifiers
- 2.4.7.1 Bounded_By
- 2.4.7.2 Clipped_By
- 2.4.7.3 Double_Illuminate
- 2.4.7.4 Hollow
- 2.4.7.5 Inverse
- 2.4.7.6 Material
- 2.4.7.7 No_Image
- 2.4.7.8 No_Reflection
- 2.4.7.9 No Radiosity
- 2.4.7.10 No_Shadow
- 2.4.7.11 Sturm
- 2.4.1 Finite Solid Primitives
- 2.5 Textures
- 2.5.1 Pigment
- 2.5.1.1 Solid Color Pigments
- 2.5.1.2 Color List Pigments
- 2.5.1.3 Color Maps
- 2.5.1.4 Pigment Maps and Pigment Lists
- 2.5.1.5 Image Maps
- 2.5.1.5.1 Specifying an Image Map
- 2.5.1.5.2 The Gamma Option
- 2.5.1.5.3 The Filter and Transmit Bitmap Modifiers
- 2.5.1.5.4 Using the Alpha Channel
- 2.5.1.6 Quick Color
- 2.5.2 Normal
- 2.5.2.1 Slope Maps
- 2.5.2.1.1 Normals, Accuracy
- 2.5.2.2 Normal Maps and Normal Lists
- 2.5.2.3 Bump Maps
- 2.5.2.3.1 Specifying a Bump Map
- 2.5.2.3.2 Bump_Size
- 2.5.2.3.3 Use_Index and Use_Color
- 2.5.2.4 Scaling normals
- 2.5.2.1 Slope Maps
- 2.5.3 Finish
- 2.5.3.1 Ambient
- 2.5.3.2 Emission
- 2.5.3.3 Diffuse Reflection Items
- 2.5.3.3.1 Diffuse
- 2.5.3.3.2 Brilliance
- 2.5.3.3.3 Crand Graininess
- 2.5.3.3.4 Subsurface Light Transport
- 2.5.3.4 Highlights
- 2.5.3.4.1 Phong Highlights
- 2.5.3.4.2 Specular Highlight
- 2.5.3.4.3 Metallic Highlight Modifier
- 2.5.3.5 Specular Reflection
- 2.5.3.6 Conserve Energy for Reflection
- 2.5.3.7 Iridescence
- 2.5.4 Halo
- 2.5.5 Patterned Textures
- 2.5.5.1 Texture Maps
- 2.5.5.2 Tiles
- 2.5.5.3 Material Maps
- 2.5.5.3.1 Specifying a Material Map
- 2.5.6 Layered Textures
- 2.5.7 UV Mapping
- 2.5.7.1 Supported Objects
- 2.5.7.2 UV Vectors
- 2.5.8 Triangle Texture Interpolation
- 2.5.9 Interior Texture
- 2.5.10 Cutaway Textures
- 2.5.11 Patterns
- 2.5.11.1 Agate
- 2.5.11.2 Aoi
- 2.5.11.3 Average
- 2.5.11.4 Boxed
- 2.5.11.5 Bozo
- 2.5.11.6 Brick
- 2.5.11.7 Bumps
- 2.5.11.8 Cells
- 2.5.11.9 Checker
- 2.5.11.10 Crackle Patterns
- 2.5.11.11 Cubic
- 2.5.11.12 Cylindrical
- 2.5.11.13 Density_File
- 2.5.11.13.1 df3 file format
- 2.5.11.14 Dents
- 2.5.11.15 Facets
- 2.5.11.16 Fractal Patterns
- 2.5.11.17 Function as pattern
- 2.5.11.17.1 What can be used
- 2.5.11.18 Function Image
- 2.5.11.19 Gradient
- 2.5.11.20 Granite
- 2.5.11.21 Hexagon
- 2.5.11.22 Image Pattern
- 2.5.11.23 Leopard
- 2.5.11.24 Marble
- 2.5.11.25 Object Pattern
- 2.5.11.26 Onion
- 2.5.11.27 Pavement
- 2.5.11.28 Pigment Pattern
- 2.5.11.29 Planar
- 2.5.11.30 Quilted
- 2.5.11.31 Radial
- 2.5.11.32 Ripples
- 2.5.11.33 Slope
- 2.5.11.34 Spherical
- 2.5.11.35 Spiral1
- 2.5.11.36 Spiral2
- 2.5.11.37 Spotted
- 2.5.11.38 Square
- 2.5.11.39 Tiling
- 2.5.11.40 Triangular
- 2.5.11.41 Waves
- 2.5.11.42 Wood
- 2.5.11.43 Wrinkles
- 2.5.12 Pattern Modifiers
- 2.5.12.1 Transforming Patterns
- 2.5.12.2 Frequency and Phase
- 2.5.12.3 Waveforms
- 2.5.12.4 Noise Generators
- 2.5.12.5 Turbulence
- 2.5.12.6 Warps
- 2.5.12.6.1 Black Hole Warp
- 2.5.12.6.2 Repeat Warp
- 2.5.12.6.3 Turbulence versus Turbulence Warp
- 2.5.12.6.4 Turbulence Warp
- 2.5.12.6.5 Mapping using warps
- 2.5.12.7 Bitmap Modifiers
- 2.5.12.7.1 The once Option
- 2.5.12.7.2 The map_type Option
- 2.5.12.7.3 The interpolate Option
- 2.5.1 Pigment
- 2.6 Interior & Media & Photons
- 2.6.1 Interior
- 2.6.1.1 Why are Interior and Media Necessary?
- 2.6.1.2 Empty and Solid Objects
- 2.6.1.3 Scaling objects with an interior
- 2.6.1.4 Refraction
- 2.6.1.5 Dispersion
- 2.6.1.5.1 Dispersion & Caustics
- 2.6.1.6 Attenuation
- 2.6.1.7 Simulated Caustics
- 2.6.1.8 Object-Media
- 2.6.2 Media
- 2.6.2.1 Media Types
- 2.6.2.1.1 Absorption
- 2.6.2.1.2 Emission
- 2.6.2.1.3 Scattering
- 2.6.2.2 Sampling Parameters & Methods
- 2.6.2.3 Density
- 2.6.2.3.1 General Density Modifiers
- 2.6.2.3.2 Density with color_map
- 2.6.2.3.3 Density Maps and Density Lists
- 2.6.2.3.4 Multiple Density vs. Multiple Media
- 2.6.2.1 Media Types
- 2.6.3 Photons
- 2.6.3.1 Overview
- 2.6.3.1.1 Examples
- 2.6.3.2 Using Photon Mapping in Your Scene
- 2.6.3.2.1 Photon Global Settings
- 2.6.3.2.2 Shooting Photons at an Object
- 2.6.3.2.3 Photons and Light Sources
- 2.6.3.2.4 Photons and Media
- 2.6.3.3 Photons FAQ
- 2.6.3.4 Photon Tips
- 2.6.3.5 Advanced Techniques
- 2.6.3.5.1 Autostop
- 2.6.3.5.2 Adaptive Search Radius
- 2.6.3.5.3 Photons and Dispersion
- 2.6.3.5.4 Saving and Loading Photon Maps
- 2.6.3.1 Overview
- 2.6.1 Interior
- 2.7 Include Files
- 2.7.1 arrays.inc
- 2.7.2 chars.inc
- 2.7.3 colors.inc
- 2.7.3.1 Predefined colors
- 2.7.3.2 Color macros
- 2.7.4 consts.inc
- 2.7.4.1 Vector constants
- 2.7.4.2 Map type constants
- 2.7.4.3 Interpolation type constants
- 2.7.4.4 Fog type constants
- 2.7.4.5 Focal blur hexgrid constants
- 2.7.4.6 IORs
- 2.7.4.7 Dispersion amounts
- 2.7.4.8 Scattering media type constants
- 2.7.5 debug.inc
- 2.7.6 finish.inc
- 2.7.7 functions.inc
- 2.7.7.1 Common Parameters
- 2.7.7.1.1 Cross Section Type
- 2.7.7.1.2 Field Strength
- 2.7.7.1.3 Field Limit
- 2.7.7.1.4 SOR Switch
- 2.7.7.1.5 SOR Offset
- 2.7.7.1.6 SOR Angle
- 2.7.7.1.7 Invert Isosurface
- 2.7.7.2 Internal Functions
- 2.7.7.3 Pre defined functions
- 2.7.7.3.1 Pattern functions
- 2.7.7.1 Common Parameters
- 2.7.8 glass.inc, glass_old.inc
- 2.7.8.1 Glass colors (with transparency)
- 2.7.8.2 Glass colors (without transparency, for fade_color)
- 2.7.8.3 Glass finishes
- 2.7.8.4 Glass interiors
- 2.7.8.5 Glass interior macros
- 2.7.8.6 glass_old.inc
- 2.7.8.6.1 Glass finishes
- 2.7.8.6.2 Glass textures
- 2.7.9 math.inc
- 2.7.9.1 Float functions and macros
- 2.7.9.2 Vector functions and macros
- 2.7.9.3 Vector Analysis
- 2.7.10 metals.inc, golds.inc
- 2.7.10.1 metals.inc
- 2.7.10.2 golds.inc
- 2.7.11 rand.inc
- 2.7.11.1 Flat Distributions
- 2.7.11.2 Other Distributions
- 2.7.11.2.1 Continuous Symmetric Distributions
- 2.7.11.2.2 Continuous Skewed Distributions
- 2.7.11.2.3 Discrete Distributions
- 2.7.12 shapes.inc, shapes_old.inc, shapes2.inc, shapesq.inc
- 2.7.12.1 shapes.inc
- 2.7.12.1.1 The HF Macros
- 2.7.12.2 shapes_old.inc
- 2.7.12.3 shapes2.inc
- 2.7.12.4 shapesq.inc
- 2.7.12.1 shapes.inc
- 2.7.13 skies.inc, stars.inc
- 2.7.14 stones.inc, stones1.inc, stones2.inc, stoneold.inc
- 2.7.14.1 stones1.inc
- 2.7.14.2 stones2.inc
- 2.7.15 stdinc.inc
- 2.7.16 strings.inc
- 2.7.17 textures.inc
- 2.7.17.1 Stones
- 2.7.17.2 Skies
- 2.7.17.3 Woods
- 2.7.17.4 Glass
- 2.7.17.5 Metals
- 2.7.17.6 Special textures
- 2.7.17.7 Texture and pattern macros
- 2.7.18 transforms.inc
- 2.7.19 woodmaps.inc, woods.inc
- 2.7.19.1 woodmaps.inc
- 2.7.19.2 woods.inc
- 2.7.19.3 logo.inc
- 2.7.19.4 rad_def.inc
- 2.7.19.5 screen.inc
- 2.7.19.6 stdcam.inc
- 2.7.19.7 stage1.inc
- 2.7.19.8 sunpos.inc
- 2.7.20 Other files
- 2.7.20.1 font files (*.ttf)
- 2.7.20.2 color_map files (*.map)
- 2.7.20.3 image files (*.png, *.pot, *.df3)
- 2.8 Quick Reference
- 2.8.1 Quick Reference Contents
- 2.8.2 The Scene
- 2.8.3 Language Basics
- 2.8.4 Language Directives
- 2.8.4.1 File Inclusion
- 2.8.4.2 Identifier Declaration
- 2.8.4.3 File Input/Output
- 2.8.4.4 Default Texture
- 2.8.4.5 Version Identifier
- 2.8.4.6 Control Flow Directives
- 2.8.4.7 Message Streams
- 2.8.4.8 Macro
- 2.8.4.9 Embedded Directives
- 2.8.5 Transformations
- 2.8.6 Camera
- 2.8.7 Lights
- 2.8.7.1 Lightgroup
- 2.8.8 Objects
- 2.8.8.1 Finite Solid Objects
- 2.8.8.2 Finite Patch Objects
- 2.8.8.3 Infinite Solid Objects
- 2.8.8.4 CSG
- 2.8.9 Object Modifiers
- 2.8.9.1 UV Mapping
- 2.8.9.2 Material
- 2.8.9.3 Interior
- 2.8.9.4 Interior Texture
- 2.8.10 Texture
- 2.8.10.1 Plain Texture
- 2.8.10.2 Layered Texture
- 2.8.10.3 Patterned Texture
- 2.8.10.4 Pigment
- 2.8.10.5 Normal
- 2.8.10.6 Finish
- 2.8.10.7 Pattern
- 2.8.10.8 Pattern Modifiers
- 2.8.11 Media
- 2.8.12 Atmospheric Effects
- 2.8.12.1 Background
- 2.8.12.2 Fog
- 2.8.12.3 Sky Sphere
- 2.8.12.4 Rainbow
- 2.8.13 Global Settings
- 2.8.13.1 Radiosity
- 2.8.13.2 Photons
- 2.8.13.3 Subsurface
POV-Ray for Windows
- 3.1 Introduction
- 3.1.1 What is POV-Ray for Windows?
- 3.1.2 ... And What Is It Not?
- 3.1.3 Who Can Use POV-Ray for Windows?
- 3.1.4 System Requirements
- 3.1.5 System Specific Features
- 3.1.5.1 What's new in POV-Ray for Windows
- 3.1.5.2 SYS File Type
- 3.1.5.3 System Specific Charset
- 3.1.6 Spelling
- 3.1.7 Reporting Bugs
- 3.1.8 Trademarks
- 3.2 Getting Started
- 3.2.1 The Demo
- 3.2.2 Starting a Render Job
- 3.2.3 Dragging and Dropping Files
- 3.2.4 Tutorials
- 3.2.5 Understanding File Types
- 3.2.5.1 POV Files
- 3.2.5.2 INI Files
- 3.2.5.2.1 INI File Sections
- 3.2.6 Using the Internal Editor
- 3.2.6.1 The Editor Feature Set
- 3.2.6.2 Turning the Internal Editor On or Off
- 3.2.6.3 Preventing File Restore
- 3.2.6.4 Switching between Editor windows
- 3.2.6.5 Keyword Expansion and CodeList
- 3.2.6.5.1 A Quick Example
- 3.2.6.5.2 How Keyword Expansion Works
- 3.2.6.5.3 CodeList
- 3.2.6.5.4 Using CodeList
- 3.2.6.5.5 Summary
- 3.2.6.6 Configuring the Internal Editor
- 3.2.6.6.1 Important Editor Notes
- 3.2.6.6.2 Default Key Mappings
- 3.2.6.6.3 Setting Key Mappings
- 3.2.6.6.4 Reserved Keys
- 3.2.6.6.5 Using the Mouse
- 3.2.6.6.6 European Users and Match Brace
- 3.2.6.7 The Language Setting
- 3.2.6.8 The Font Setting
- 3.2.7 I/O Restrictions
- 3.2.7.1 High-Level Configuration
- 3.2.7.2 Overall Options
- 3.2.7.3 No Restrictions
- 3.2.7.4 Restrict Write but Allow Read
- 3.2.7.5 Restrict Read/Write
- 3.2.7.6 Restrictions Affect all Core File I/O
- 3.2.7.7 Additional Options
- 3.2.7.8 Permit Read/Write in Current Directory
- 3.2.7.9 Disable Starting other Programs
- 3.2.7.10 Low-Level Configuration
- 3.2.7.11 Overall Concept
- 3.2.7.12 Adding or Changing Allowed Directories
- 3.2.7.13 For Those Who use an Image Output Directory
- 3.3 Command-Line Options
- 3.3.1 Home Directory
- 3.3.2 Special Command-Line Options
- 3.3.3 Adding New Resolutions
- 3.4 Windows
- 3.4.1 The Main Window
- 3.4.2 The Toolbar
- 3.4.2.1 Preset Rendering Options
- 3.4.2.2 Toolbar Command Line
- 3.4.3 The Status Bar
- 3.4.4 The Tab Control
- 3.4.5 The Message Window
- 3.4.6 The Editor Window
- 3.4.7 The Render Window
- 3.5 Menus
- 3.5.1 File Menu
- 3.5.2 Edit Menu
- 3.5.2.1 Copy Pane
- 3.5.2.2 Clear Messages
- 3.5.2.3 Undo
- 3.5.2.4 Redo
- 3.5.2.5 Cut
- 3.5.2.6 Copy
- 3.5.2.7 Paste
- 3.5.2.8 Delete
- 3.5.2.9 Select All
- 3.5.2.10 Selection
- 3.5.2.10.1 Indent
- 3.5.2.10.2 Indent To Previous
- 3.5.2.10.3 Undent
- 3.5.2.10.4 Uppercase
- 3.5.2.10.5 Lowercase
- 3.5.2.10.6 Convert Spaces To Tabs
- 3.5.2.10.7 Convert Tabs To Spaces
- 3.5.3 Search Menu
- 3.5.3.1 Find
- 3.5.3.1.1 Match Whole Word Only
- 3.5.3.1.2 Match Case
- 3.5.3.1.3 Wildcard Search
- 3.5.3.2 Replace
- 3.5.3.3 Find Next
- 3.5.3.4 Match Brace
- 3.5.3.1 Find
- 3.5.4 Text Menu
- 3.5.4.1 Show White Space
- 3.5.4.2 Set Repeat Count
- 3.5.4.3 Tab Size
- 3.5.4.4 Indent
- 3.5.4.4.1 Auto-Indent Style
- 3.5.4.4.2 None
- 3.5.4.4.3 Language Scope
- 3.5.4.4.4 Copy From Previous Line
- 3.5.4.5 Bookmarks
- 3.5.5 Editor Menu
- 3.5.5.1 Auto-Load Error File
- 3.5.5.2 Auto-Show Parse Messages
- 3.5.5.3 Auto-Save Delay
- 3.5.5.4 Create Backups
- 3.5.5.5 Allow Undo After Manual Save
- 3.5.5.6 Click Beyond EOL
- 3.5.5.7 Constrain Caret To Text
- 3.5.5.8 Overlay Keyword Expansion On Tab Key
- 3.5.5.9 Show Message Window
- 3.5.5.10 Editor Preferences Dialog
- 3.5.5.11 Record Macro/Play Macro
- 3.5.5.12 Auto-Reload
- 3.5.5.13 Scroll Bars
- 3.5.5.14 Color Scheme
- 3.5.5.15 Editor Preferences
- 3.5.5.15.1 Color/Font
- 3.5.5.15.1.1 Item
- 3.5.5.15.1.2 Color
- 3.5.5.15.1.3 Background
- 3.5.5.15.1.4 Font
- 3.5.5.15.2 Language/Tabs
- 3.5.5.15.2.1 Auto Indentation Style
- 3.5.5.15.2.2 Tabs
- 3.5.5.15.2.3 Language
- 3.5.5.15.3 Keyboard
- 3.5.5.15.4 Misc
- 3.5.5.15.4.1 Smooth Scrolling
- 3.5.5.15.4.2 Show Left Margin
- 3.5.5.15.4.3 Line Tooltips on Scroll
- 3.5.5.15.4.4 Allow Drag and Drop
- 3.5.5.15.4.5 Allow Column Selection
- 3.5.5.15.4.6 Confine Caret to Text
- 3.5.5.15.4.7 Color Syntax Highlighting
- 3.5.5.15.4.8 Show Horizontal/Vertical Scrollbar
- 3.5.5.15.4.9 Allow Horizontal/Vertical Splitting
- 3.5.5.15.4.10 Line Numbering
- 3.5.5.15.4.11 Max Undoable Actions
- 3.5.5.15.1 Color/Font
- 3.5.6 Insert Menu
- 3.5.6.1 How the Insert Menu is Built
- 3.5.6.2 Physical Layout
- 3.5.6.3 Sorting the Insert Menu
- 3.5.6.4 Adding a Separator
- 3.5.6.5 Using the Insert Menu
- 3.5.7 Render Menu
- 3.5.7.1 Edit Settings/Render
- 3.5.7.2 Select File and Render
- 3.5.7.3 Start Rendering (Go!)/Stop Rendering
- 3.5.7.4 Run Demo
- 3.5.7.5 Run Benchmark
- 3.5.7.6 File Queue
- 3.5.7.7 Clear Queue
- 3.5.7.8 Render Priority
- 3.5.7.9 Duty Cycle
- 3.5.7.10 Sound Settings
- 3.5.7.11 On Completion
- 3.5.7.11.1 Do Nothing
- 3.5.7.11.2 Display Message
- 3.5.7.11.3 Exit POV-Ray for Windows
- 3.5.7.11.4 File List
- 3.5.8 Options Menu
- 3.5.8.1 Keep Single Instance
- 3.5.8.2 Show Toolbar
- 3.5.8.3 Place in System Tray
- 3.5.8.4 Script I/O Restrictions
- 3.5.8.5 Drag'N'Drop Destination
- 3.5.8.6 Online Operations
- 3.5.8.6.1 Check For New Versions
- 3.5.8.6.2 Include System Information
- 3.5.8.7 Other Settings
- 3.5.8.7.1 Use Editor
- 3.5.8.7.2 Show Tips of the Day
- 3.5.8.7.3 Show Tooltips
- 3.5.8.7.4 Preserve Messages
- 3.5.8.7.5 Save Settings on Exit
- 3.5.8.7.6 Hide New User Help
- 3.5.8.7.7 Show Next Tip
- 3.5.8.7.8 Re-Render Insert Menu Bitmaps
- 3.5.8.7.9 Message Window
- 3.5.8.7.10 Select Plain Background
- 3.5.8.7.11 Text Font
- 3.5.8.7.12 Text Color
- 3.5.8.7.13 Background Color
- 3.5.8.7.14 Tiling Options
- 3.5.8.7.15 Render Window
- 3.5.8.7.16 Force 8 Bit Display
- 3.5.8.7.17 Preserve Contents During Animation
- 3.5.8.7.18 Re-display
- 3.5.8.7.19 Autoclose
- 3.5.8.7.20 Close
- 3.5.8.7.21 Keep Above Main
- 3.5.8.7.22 Get Focus on Creation
- 3.5.8.7.23 Hide When Main Minimized
- 3.5.8.7.24 Editor Window
- 3.5.9 Tools Menu
- 3.5.9.1 PVTOOLS.INI Syntax
- 3.5.9.2 Reload Tool Menu
- 3.5.9.3 Edit PVTOOLS.INI
- 3.5.9.4 Example PVTOOLS.INI
- 3.5.10 Context Menus
- 3.5.10.1 The Message Window Context Menu
- 3.5.10.2 Minimize to System Tray
- 3.5.10.3 Show Tip
- 3.5.10.4 The Render Window Context Menu
- 3.5.10.5 The Editor Window Context Menu
- 3.5.10.6 Show or Hide Messages
- 3.5.10.7 Context Help
- 3.5.10.8 Open Filename
- 3.5.10.9 Copy "..." to Command-Line
- 3.6 Bug Reports
- 3.6.1 Feature Requests are not bugs
- 3.6.2 Known Bugs
- 3.6.3 Bugs and GUI Extensions
- 3.6.4 Crash Upload Utility
- 3.6.5 Bug Reporting via Email
- 3.6.6 Bug Reporting via our Bug Tracking System
- 3.7 Speed Considerations
- 3.7.1 Render Priority
- 3.7.2 Render Window
- 3.7.3 Memory
- 3.7.4 Scene Features
- 3.7.5 Render Quality
POV-Ray for Mac OS
- 4.1 Introduction
- 4.1.1 What's new in POV-Ray for Mac OS
- 4.1.2 Installation
- 4.1.3 Requirements
- 4.1.4 Bug Reporting via our Bug Tracking System
- 4.2 Getting Started
- 4.3 Menus
- 4.3.1 Apple Menu
- 4.3.2 File Menu
- 4.3.3 Edit Menu
- 4.3.4 Search Menu
- 4.3.5 Templates Menu
- 4.3.6 Render Menu
- 4.3.7 Window Menu
- 4.3.8 Help Menu
- 4.4 Windows
- 4.4.1 Message Window
- 4.4.2 Text Editor Window
- 4.4.3 Render Preview Window
- 4.4.4 Templates Window
- 4.5 Dialogs
- 4.5.1 Preferences Dialog
- 4.5.1.1 General Pane
- 4.5.1.1.1 Fast Preview Mode
- 4.5.1.1.2 Fast Functions
- 4.5.1.1.3 Background Rendering
- 4.5.1.1.4 Use Temporary Memory
- 4.5.1.1.5 Render Engine
- 4.5.1.2 Editor Pane
- 4.5.1.2.1 Font
- 4.5.1.2.2 Size
- 4.5.1.2.3 Tab Size
- 4.5.1.2.4 Auto Indent
- 4.5.1.2.5 Syntax Coloring
- 4.5.1.2.6 Symbol Coloring
- 4.5.1.3 Actions Pane
- 4.5.1.3.1 Startup Actions
- 4.5.1.3.2 Startup and termination script actions
- 4.5.1.3.3 Actions after all jobs finished
- 4.5.1.4 Files Pane
- 4.5.1.4.1 Allow rendering of .pov files only
- 4.5.1.4.2 Application creator codes for output files
- 4.5.1.5 Scenes Pane
- 4.5.1.5.1 Global Include Paths
- 4.5.1.5.2 Default Render Settings Set
- 4.5.1.1 General Pane
- 4.5.2 Render Settings Dialog
- 4.5.2.1 Scene Pane
- 4.5.2.1.1 Command-Line
- 4.5.2.1.2 Language
- 4.5.2.1.3 Show Preview
- 4.5.2.1.4 Mosaic Preview
- 4.5.2.1.5 File Specific Include Paths
- 4.5.2.2 Quality Pane
- 4.5.2.2.1 Render Quality
- 4.5.2.2.2 Anti-Aliasing
- 4.5.2.3 Optimization Pane
- 4.5.2.3.1 Auto-Bounding
- 4.5.2.3.2 Ignore any bounded_by in scene
- 4.5.2.3.3 Split Unions
- 4.5.2.3.4 Use Light Buffer
- 4.5.2.3.5 Use Vista Buffer
- 4.5.2.3.6 Draw Vista Buffers
- 4.5.2.4 Output Pane
- 4.5.2.4.1 Image Size
- 4.5.2.4.2 Partial Image
- 4.5.2.4.3 Save Image As
- 4.5.2.4.4 Bits per color
- 4.5.2.4.5 Add Alpha-Channel
- 4.5.2.4.6 Compression
- 4.5.2.4.7 Set Compression
- 4.5.2.4.8 Save Histogram As
- 4.5.2.5 Animation Pane
- 4.5.2.5.1 Frame Number
- 4.5.2.5.2 Clock Value
- 4.5.2.5.3 Field Rendering
- 4.5.2.6 Actions Pane
- 4.5.2.1 Scene Pane
- 4.5.1 Preferences Dialog
- 4.6 Command-Line Options
- 4.7 Tips and Tricks
POV-Ray for Unix
- 5.1 Introduction
- 5.1.1 What is POV-Ray?
- 5.1.2 What is POV-Ray for Unix?
- 5.1.3 ... And What Is It Not?
- 5.1.4 Who Can Use POV-Ray for Unix?
- 5.1.5 Spelling
- 5.1.6 Reporting Bugs
- 5.1.7 Trademarks
- 5.2 Features
- 5.2.1 New Features
- 5.2.2 Display Options
- 5.2.3 Benchmark Mode
- 5.2.4 Sample scene render scripts
- 5.2.5 KDE Integration
- 5.3 Getting Started
- 5.3.1 Available distributions
- 5.3.2 Configuration
- 5.3.2.1 The I/O Restrictions configuration file
- 5.3.2.2 The main POV-Ray INI file
- 5.3.3 Starting a Render Job
- 5.3.3.1 X Window display
- 5.3.3.2 SVGAlib display
- 5.3.3.3 Output file formats
- 5.3.4 Interrupting POV-Ray
- 5.3.5 Tutorials
- 5.3.6 Rendering the Sample Scenes
- 5.3.7 POV-Ray for Unix Tips
- 5.3.7.1 Automated execution
- 5.3.7.2 Post-processing Images
- 5.4 I/O Restrictions
- 5.4.1 Configuration file format
- 5.4.2 File I/O Security
- 5.4.3 Shellout Security
- 5.4.4 Permitted Paths
- 5.4.4.1 Examples for path settings
- 5.4.5 Example configuration file
- 5.5 Understanding File Types
- 5.5.1 POV Files
- 5.5.2 INI Files
- 5.5.2.1 INI File Sections
- 5.6 Understanding POV-Ray Options
- 5.6.1 Special Command-Line Options
- 5.6.2 Benchmark Rendering Mode
- 5.7 Bug Reports
- 5.7.1 Feature Requests are not bugs
- 5.7.2 Known Bugs
- 5.7.3 Spelling
- 5.7.4 Bug Reporting via Email
- 5.7.5 Bug Reporting via our Bug Tracking System
- 5.8 Speed Considerations
- 5.8.1 Render Priority
- 5.8.2 Render Window
- 5.8.3 Memory
- 5.8.4 Scene Features
- 5.8.5 Render Quality
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