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  • <li>the diffuse property of the surface finish</li> ...Finish#Emission|emission]]</code> keyword that has been added to the <code>finish</code> block if the intent is to model a glowing object.</p>
    24 KB (3,994 words) - 08:02, 17 June 2021
  • <p><code>Glass_Finish</code> is a generic glass finish, <code>Glass_Interior</code> is a generic glass interior, it just adds an i <dd>Generic metal finish.<!--</dd>--->
    11 KB (1,938 words) - 19:09, 15 March 2012
  • finish { FINISH_ITEMS... } | ...defined. The <code>interior</code> and <code>subsurface</code> object and finish modifier block results, respectively, vary where definitions are part of co
    4 KB (483 words) - 20:43, 27 March 2020
  • ...ional object modifiers such as texture, interior_texture, pigment, normal, finish, interior, bounding, clipping or transformations. Specifically the syntax ...ation 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 textu
    4 KB (575 words) - 20:48, 2 July 2021
  • finish finish
    2 KB (384 words) - 00:18, 28 December 2007
  • finish{ambient 1} finish{ambient 1}
    19 KB (2,971 words) - 18:13, 10 February 2020
  • ambient value in all finish statements. It also lets you create interesting <p>See the section [[Reference:Finish#Ambient|Ambient]] for more information.</p>
    14 KB (2,147 words) - 14:37, 9 June 2021
  • #default { finish { ambient 1 } } <code>finish</code> block of an object). This is a trick we use to
    34 KB (5,423 words) - 12:00, 1 July 2012
  • [1 &lt;0,-1&gt;] // finish on down slope at bottom [1 &lt;0.5, 1&gt;] // finish in middle and slope up
    7 KB (1,157 words) - 08:49, 30 June 2017
  • ===[http://wiki.povray.org/content/Reference:Finish#Subsurface_Light_Transport SSS / SSLT]=== ===[http://wiki.povray.org/content/Reference:Finish#Diffuse Translucency]===
    42 KB (6,180 words) - 17:11, 5 August 2020
  • ...gment, normal or finish statements. Do not use multiple pigment, normal or finish statements without putting them inside the texture statement.</p> // Any pigment, normal or finish here
    3 KB (559 words) - 14:51, 9 June 2021
  • to any truly random texture elements, such as <code>[[Reference:Finish#Crand Graininess|crand]]</code>.</p> same start to exactly the same finish.</p>
    29 KB (5,048 words) - 14:27, 16 December 2016
  • finish { .. } being a flat color. Because of this, normal and finish features, which
    27 KB (4,754 words) - 15:50, 17 October 2009
  • {{#indexentry:finish, keyword}} {{#indexentry:keyword, finish}}
    7 KB (1,082 words) - 15:16, 16 December 2016
  • finish {ambient 1} finish {ambient 1}
    5 KB (823 words) - 18:07, 28 May 2019
  • [[Keyword:finish|finish]]<br>
    16 KB (2,335 words) - 16:36, 11 March 2012
  • <li>[[Reference:Finish|Finish]]</li>
    1 KB (133 words) - 12:17, 12 December 2016
  • TEXTURE | PIGMENT | NORMAL | FINISH | TRANSFORMATION ...ode>sphere</code> statements may have individual texture, pigment, normal, finish, and transformations applied to them. You may not apply separate <code>inte
    8 KB (1,362 words) - 13:58, 17 July 2016
  • * Added <code>emission</code> parameter to the finish block # emission <em>finish</em>
    10 KB (1,291 words) - 19:35, 27 October 2010
  • ...ly, functions are evaluated so that they transition smoothly from start to finish with no apparent pixelation. However, sometimes you want functions to evalu #default { finish { ambient 1 } }
    3 KB (458 words) - 16:40, 26 July 2010

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