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  • ...arameters which further define its location and/or shape and some optional object modifiers such as texture, interior_texture, pigment, normal, finish, inter OBJECT:
    4 KB (575 words) - 20:48, 2 July 2021
  • {{#indexentry:object, keyword}} {{#indexentry:object, pattern}}
    1 KB (207 words) - 19:07, 15 March 2012
  • [[Category:Object Modifiers]] {{#indexentry:sturm, object modifier}}
    1 KB (223 words) - 15:28, 15 July 2017
  • *[[KB:Object and Scene Files|Object and Scene Files]]
    447 bytes (67 words) - 06:08, 15 November 2009
  • ...at surface that extends infinitely in all directions (unless clipped by an object). Planes are considered to have a volume, any point that is "under" the pl We can use the clipped_by object modifier to render only the portion of the plane within the clipping shape.
    2 KB (384 words) - 00:18, 28 December 2007
  • <p class="Hint">A listing of object and scene files sites in alphabetical order.</p> :<p>POV-Ray scene files and objects by Francisco Munoz, Uploaded to POVRay Object Collection when Geocities closed. </p>
    6 KB (873 words) - 18:45, 29 October 2013
  • #REDIRECT [[HowTo:Use the plane object]]
    40 bytes (6 words) - 00:18, 28 December 2007
  • ==About the Object Collection== ...eocities to the [http://lib.povray.org/searchcollection/index2.php POV-Ray Object Collection]. Discussion toward this end has occurred on the POV-Ray newsgro
    3 KB (507 words) - 16:55, 15 June 2010
  • ...h as a [[Reference:Sphere|sphere]] or a [[Reference:Box|box]] to a complex object using <em>Constructive Solid Geometry</em> or [[Reference:Constructive Soli ...inate Object Modifier|double_illuminate]]</code>, <code>[[Reference:Hollow Object Modifier|hollow]]</code>, <code>[[Reference:Photons|photons]]</code> and <c
    4 KB (483 words) - 20:43, 27 March 2020
  • <li>[[Reference:Object Modifiers|Object Modifiers]]</li>
    394 bytes (49 words) - 12:16, 12 December 2016
  • [[Category:Object Modifiers]] {{#indexentry:bounded_by, object modifiers}}
    4 KB (638 words) - 19:05, 15 March 2012
  • [[Category:Object Modifiers]] {{#indexentry:clipped_by, object modifier}}
    2 KB (279 words) - 19:05, 15 March 2012
  • [[Category:Object Modifiers]] {{#indexentry:double_illuminate, object modifier}}
    851 bytes (133 words) - 19:06, 15 March 2012
  • [[Category:Object Modifiers]] {{#indexentry:hollow, object modifier}}
    1 KB (248 words) - 18:09, 17 July 2012
  • [[Category:Object Modifiers]] {{#indexentry:inverse, object modifier}}
    908 bytes (142 words) - 13:11, 8 August 2012
  • [[Category:Object Modifiers]] {{#indexentry:no_image, object modifier}}
    888 bytes (145 words) - 19:07, 15 March 2012
  • [[Category:Object Modifiers]] ...mage</code>, <code>no_reflection</code> and <code>no_shadow</code> make an object invisible to primary, reflected and shadow test rays, respectively.</p>
    347 bytes (54 words) - 19:07, 15 March 2012
  • [[Category:Object Modifiers]] {{#indexentry:no_reflection, object modifier}}
    708 bytes (111 words) - 19:07, 15 March 2012
  • [[Category:Object Modifiers]] {{#indexentry:no_shadow, object modifier}}
    699 bytes (114 words) - 19:07, 15 March 2012

Page text matches

  • ...e> block which allows to easily attach an object to the light source. This object implicitly doesn't cast any shadows. You can make something like this:</p> ...both things, the <code>light_source</code> and the <code>looks_like</code> object, at the origin, and then translate them to their right place, also the <cod
    63 KB (10,871 words) - 12:16, 3 January 2012
  • ....1.4 [[Documentation:Tutorial Section 2#Describing an Object|Describing an Object]] ...tation:Tutorial Section 2#Adding Texture to an Object|Adding Texture to an Object]]
    89 KB (9,046 words) - 08:15, 17 June 2021
  • ====Describing an Object==== {{#indexentry:Object, describing}}
    31 KB (5,079 words) - 14:03, 16 December 2016
  • [[Category:Object Modifiers]] <p>Introduced in POV-Ray v3.1 is an object modifier statement called <code>
    23 KB (3,669 words) - 14:11, 16 November 2021
  • a photon hits an object after passing through (or bouncing off of) the target object, the ray intersection is stored in memory. This data is later used to
    27 KB (4,555 words) - 18:30, 16 December 2016
  • ====Superquadric Ellipsoid Object==== <p>Sometimes we want to make an object that does not have perfectly sharp
    67 KB (10,475 words) - 15:22, 9 June 2021
  • ====Lathe Object==== ...for creating much the same kind of items, although we are referring to the object itself rather than the means of production.</p>
    54 KB (8,887 words) - 10:13, 29 September 2020
  • ::* [[Documentation:Tutorial Section 2#Describing an Object|Describing an Object]] ...tation:Tutorial Section 2#Adding Texture to an Object|Adding Texture to an Object]]
    22 KB (2,482 words) - 09:59, 26 June 2017
  • <li><code>Obj</code> = The object to test for intersection with.</li> ...min_extent() and max_extent() to get the corners of the bounding box of an object. It returns these values through the Min and Max parameters.</p>
    21 KB (3,511 words) - 19:08, 15 March 2012
  • object. We change the word <code>union</code> to <code>intersection</code> and <p>We trace the file and will see a lens-shaped object instead of the two
    25 KB (4,020 words) - 23:32, 30 September 2017
  • <p><em>&quot;When I rotate an object, it dissapears from the image or moves very object: It always rotates around the axis (what is the center of the object
    27 KB (4,754 words) - 15:50, 17 October 2009
  • ::::* [[Reference:Camera#Mesh Object|Mesh Object]] :::* [[Reference:Photons#Shooting Photons at an Object|Shooting Photons at an Object]]
    33 KB (3,799 words) - 08:11, 17 June 2021
  • ====Isosurface Object==== ...hich is a requirement for the isosurface object, is represented by the box object and the <code>contained_by</code> keyword in the isosurface definition.</p>
    40 KB (6,285 words) - 14:20, 16 December 2016
  • ====Mesh Object==== triangles the mesh object stores the triangles more efficiently. Copies of
    36 KB (5,508 words) - 14:09, 16 December 2016
  • ...e scale, rotate, etc. The descriptions will assume you are working with an object, but the macros will work fine for textures, etc.</p> ...nt lengths to affect scaling, or use perpendicular vectors to reorient the object.</p>
    6 KB (1,078 words) - 19:09, 15 March 2012
  • ====Multiple medias inside the same object==== <p>One solution for this is to use both types of medias inside the same object.
    59 KB (8,732 words) - 14:31, 9 June 2021
  • <li>The object in the left of the image is just a regular POV-Ray sphere with <li>The object in right of the image is a mesh of smooth triangles.</li>
    24 KB (4,181 words) - 16:01, 23 June 2009
  • <p class="Question">Motion blur leaves a trace behind the object</p> ...nception is that the motion blur leaves a trace behind the object, but the object itself is more or less sharp.</p>
    26 KB (4,552 words) - 01:24, 28 April 2010
  • <p>The <code>light_source</code> is not really an object. Light sources have no visible shape of their own. They are just points or looks_like { OBJECT } |
    33 KB (5,394 words) - 14:42, 9 June 2021
  • [[Category:Object Modifiers]] ...properties to an object. Therefore you may attach a finish directly to an object without explicitly specifying it as part of a texture. For example instead
    36 KB (5,741 words) - 20:55, 2 July 2021
  • on the reflective properties of an object. Ray-tracing can exploit this by Suppose we wanted a very bumpy surface on the object. It would be very
    33 KB (5,190 words) - 17:41, 10 February 2020
  • for making modifications to it. "Object code" means any non-source produce the work, or an object code interpreter used to run it.
    52 KB (8,130 words) - 15:31, 9 June 2021
  • ...etc. all accessible in neighboring tabs contextually depending on selected object (geometry, camera, light...) == Object Properties ==
    42 KB (6,180 words) - 17:11, 5 August 2020
  • ...lly limited. Currently, for more advanced features such as mesh modifiers, object types, or shader nodes, C/C++ must be used. """Do things to an object"""
    47 KB (7,135 words) - 09:19, 30 December 2022
  • [[Category:Object Modifiers]] the surface of the object. This is especially true for bicubic_patch objects and mesh
    5 KB (868 words) - 11:29, 25 July 2017
  • <li>The object in the left of the image is just a regular POV-Ray sphere with a normal mod <li>The object in right of the image is a mesh of smooth triangles.</li>
    10 KB (1,772 words) - 18:28, 5 September 2009
  • ....povray.org/links/POV-Ray_Include_Macro_and_Object_Files/Include Macro and Object Files]. with the object anymore...)</li>
    22 KB (3,786 words) - 15:57, 23 June 2009
  • ...arameters which further define its location and/or shape and some optional object modifiers such as texture, interior_texture, pigment, normal, finish, inter OBJECT:
    4 KB (575 words) - 20:48, 2 July 2021
  • {{#indexentry:object, keyword}} {{#indexentry:object, pattern}}
    1 KB (207 words) - 19:07, 15 March 2012
  • ...urse supposing that it doesn't matter if the texture doesn't move with the object anymore...)</li> ...reflecting and refracting objects is that the rays will bounce inside the object until max_trace_level is reached, and this is very slow.)</li>
    23 KB (3,978 words) - 02:27, 11 April 2021
  • <p>Blobs are an interesting and flexible object type. Mathematically they are iso-surfaces of scalar fields, i.e. their sur ...t has its maximum at the center of the object and drops off to zero at the object's surface. The field strength of all those components are added together to
    8 KB (1,362 words) - 13:58, 17 July 2016
  • <code>[[Reference:Bounded By Object Modifier|:bounded_by|bounded_by]]</code><br> <code>[[Reference:Clipped By Object Modifier|:clipped_by|clipped_by]]</code><br>
    44 KB (6,152 words) - 11:29, 2 October 2018
  • expressions.<code>O</code> is an object identifier to a pre-declared object.</p> ....0, when the vector <code>V</code> is outside the object, specified by the object-identifier <code>O</code>, or 1.0 if it is inside.</p>
    33 KB (5,379 words) - 14:34, 9 June 2021
  • <p>The <code>sor</code> object is a <em>surface of revolution</em> generated by rotating the graph of a fu ...value, i.e. one radius value. You cannot rotate closed curves with the SOR object. Also, make sure that the curve does not cross zero (y-axis) as this can re
    5 KB (864 words) - 14:02, 17 July 2016
  • [[Category:Object Modifiers]] {{#indexentry:bounded_by, object modifiers}}
    4 KB (638 words) - 19:05, 15 March 2012
  • {{#indexentry:fractal object}} <p>A <em>julia fractal</em> object is a 3-D <em>slice</em> of a 4-D object
    11 KB (1,788 words) - 23:21, 3 May 2016
  • <p>Here is a simple macro that creates a window frame object when you specify the inner and outer dimensions.</p> such as an object, texture, etc. then the macro acts like a function which
    17 KB (2,782 words) - 14:28, 9 June 2021
  • ...eate more, and more complex shapes. See also: [[Reference:Object Modifiers|Object Modifiers]].</p> two regions. One region is inside the object and one is outside. Given any
    3 KB (585 words) - 12:23, 27 March 2020
  • [[Category:Object Modifiers]] {{#indexentry:material, object modifier}}
    3 KB (441 words) - 14:47, 9 June 2021
  • object you will not get any fog effects. For a detailed explanation why this ...e the camera is outside these objects (using the <code>[[Reference:Inverse Object Modifier|inverse]]</code>
    20 KB (3,019 words) - 17:04, 17 December 2016
  • [[Category:Object Modifiers]] {{#indexentry:clipped_by, object modifier}}
    2 KB (279 words) - 19:05, 15 March 2012
  • [[Category:Object Modifiers]] ...is called <code>pigment</code> because we are defining the basic color the object actually is rather than how it looks.</p>
    9 KB (1,353 words) - 17:56, 10 February 2020
  • ...h as a [[Reference:Sphere|sphere]] or a [[Reference:Box|box]] to a complex object using <em>Constructive Solid Geometry</em> or [[Reference:Constructive Soli ...inate Object Modifier|double_illuminate]]</code>, <code>[[Reference:Hollow Object Modifier|hollow]]</code>, <code>[[Reference:Photons|photons]]</code> and <c
    4 KB (483 words) - 20:43, 27 March 2020
  • scene and see what does the ray hit. If the ray hits the surface of an object the object at the intersection point. In the most basic lighting model
    34 KB (5,423 words) - 12:00, 1 July 2012
  • *[[HowTo:Use the blob object | How to: Use the blob object]] *[[HowTo:Use the isosurface object | How to: Use the isosurface object]]
    6 KB (903 words) - 18:58, 15 August 2023
  • ...KB:Language Questions and Tips#Topic 4|How do I use an image to texture my object?]]</li> ...[[KB:Language Questions and Tips#Topic 7|How can I find the size of a text object / center text / justify text?]]</li>
    10 KB (1,714 words) - 02:33, 11 April 2021
  • ...Question">When I use an object created with Moray directly in POV-Ray, the object is mirrored. What can I do?</p> object
    4 KB (730 words) - 14:18, 12 September 2009
  • minimum and maximum coordinates of a <em>declared</em> object's bounding box (Corner1 ...orner2), in effect allowing you to find the dimensions and location of the object.</p>
    19 KB (3,013 words) - 14:20, 9 June 2021
  • The [[union]] object is a way to apply a universal group to a family of objects. Their appearanc To declare a union object:
    4 KB (578 words) - 21:41, 19 July 2009
  • use is to map it onto an object and if you specify transformations for the object before the texture, say in an animation, it will look like
    50 KB (8,005 words) - 20:51, 2 July 2021
  • ...code>halo</code> for effects enclosed in a transparent or semi-transparent object. The other was <code>atmosphere</code> for effects that permeate the entire ...for further details on this change. See [[Reference:Interior#Object-Media|Object Media]]
    5 KB (695 words) - 15:36, 12 February 2021
  • ...added to the <code>finish</code> block if the intent is to model a glowing object.</p> ...the first object each ray encounters. Importance can be assigned on a per-object basis using the following syntax:
    24 KB (3,994 words) - 08:02, 17 June 2021
  • entity that can be manipulated as a single object. The image above shows the union of <code>A</code> and <code>B</code>. The new object created by the
    3 KB (419 words) - 18:58, 16 December 2016
  • FLOAT; | VECTOR; | COLOR; | STRING | OBJECT | TEXTURE | object { Rod scale y*5 } // not &quot;cylinder { Rod }&quot;
    17 KB (2,659 words) - 20:47, 2 July 2021
  • to give various parts of an object different finishes, as we are doing here, about checker, hexagon, the brick pattern and the object pattern.</p>
    36 KB (5,495 words) - 14:23, 16 December 2016
  • ...rn the ''true'' normal vector for the given point in their surface. For an object to render correctly, it ''must'' give the exact normal vector (ie. a vector ...ine shoots a ray and it hits the surface of an object, the engine asks the object ''What's the normal vector at this point in your surface?''. Now, if the an
    7 KB (1,213 words) - 18:28, 5 September 2009
  • ...ys, for example to create an egg shape by scaling a sphere asymmetrically. Object merging supported for perfect transparent objects.</p> ...triangles, with an input of only two vectors (just like in the regular box object statement). Useful for exporting from POV-Ray.</p>
    8 KB (1,242 words) - 12:13, 22 October 2013
  • ...Generates a mesh2 from an array of splines and optionally writes the mesh2 object as a file of the given <code>FileName</code>.<br> <dd>Generates and optionally writes a mesh2 object based on 3 input arrays,
    9 KB (1,688 words) - 13:42, 10 June 2017
  • [[Category:Object Modifiers]] ...effects. Much of our perception depends on the reflective properties of an object. Ray tracing can exploit this by playing tricks on our perception to make u
    5 KB (895 words) - 20:33, 2 July 2021
  • ...u're up in the air and don't have the floor for a reference you can use an object you build yourself to gauge the distance. Here's how to build a simple rul #declare MyOrigin = object {
    4 KB (484 words) - 19:40, 15 April 2009
  • ==Animating object properties== ...birds or fish, and call a macro which calculates the new state for every object (position, speed) and stores it for use in the next frame. This calculation
    10 KB (1,610 words) - 10:24, 21 June 2008
  • [[Category:Object Modifiers]] ...code>, and <code>translate</code>. They are used to turn, size and move an object or texture. A transformation matrix may also be used to specify complex tra
    7 KB (1,082 words) - 15:16, 16 December 2016
  • ...he scene but not attached to any object. All areas not inside a non-hollow object in the entire scene. A very simple approach to add fog to a scene is explai ...mple. This means that sampling media is only possible for rays that hit an object, so no atmospheric media will show up against the <code>background</code> o
    3 KB (483 words) - 18:09, 17 July 2012
  • [[Category:Object Modifiers]] object, it is sometimes desirable to allow the object to retain its original texture. Generally,
    1 KB (201 words) - 19:05, 15 March 2012
  • [[Category:Object Modifiers]] {{#indexentry:hollow, object modifier}}
    1 KB (248 words) - 18:09, 17 July 2012
  • [[Category:Object Modifiers]] {{#indexentry:inverse, object modifier}}
    908 bytes (142 words) - 13:11, 8 August 2012
  • [[Category:Object Modifiers]] {{#indexentry:no_image, object modifier}}
    888 bytes (145 words) - 19:07, 15 March 2012
  • [[Category:Object Modifiers]] {{#indexentry:no_reflection, object modifier}}
    708 bytes (111 words) - 19:07, 15 March 2012
  • <p>The <code>prism</code> is an object generated by specifying one or more two-dimensional, closed curves in the x <p>The interpretation of the points depends on the spline type. The prism object allows you to use any number of sub-prisms inside one prism statement, they
    9 KB (1,445 words) - 14:39, 1 October 2017
  • ...ounding box (because it will take more attempts to find a point inside the object). This macro is best used on finite, solid objects (non-solid objects, such <li><code>Object</code> = The object the macro chooses the points from.</li>
    8 KB (1,231 words) - 19:08, 15 March 2012
  • ...creen_Object (Object, Position, Spacing, Confine, Scaling)</code>: Puts an object in front of the camera.</p> <li><code>Object</code> = The object to place in front of the screen.</li>
    3 KB (621 words) - 19:08, 15 March 2012
  • <p>The syntax of the <code>sphere_sweep</code> object is:</p> results in a curved object.</li>
    3 KB (470 words) - 19:08, 15 March 2012
  • #Is it an object, an idea, or a full fledged scene? ...s to ask yourself, what's the best way to show off the most detail of this object and still get the message across? Positioning, along with everything else i
    7 KB (1,285 words) - 07:35, 12 December 2007
  • <p>{{New}} to version 3.8 the <code>lemon</code> object has been added. It is similar to the <code>cone</code> in that it's basical object { LightSource (1.0) rotate x*40 }
    3 KB (397 words) - 10:35, 26 June 2017
  • <code>clock</code>. If an object had a <code>rotate &lt;0,clock,0&gt;</code> attached then you could rotate the object by different amounts over different
    14 KB (2,290 words) - 14:58, 16 December 2016
  • to pass through. The color of the object is subtracted from the light passing <p>The color of the object and the color transmitted through the object
    19 KB (2,971 words) - 18:13, 10 February 2020
  • Every time an object is hit, the color of the surface at that point is ...<em>potential</em> field of a <code>blob</code> or <code>isosurface</code> object</li>
    38 KB (5,895 words) - 20:53, 2 July 2021
  • ...the other objects around us, likewise, not all of the light coming from an object is directly from a light source. The light we see may have been reflected ...the [[finish|finish block]] of a [[texture]], which gives the color of the object when no light is shining on it.
    29 KB (4,726 words) - 11:00, 26 February 2010
  • <p class="Hint">A listing of object and scene files sites in alphabetical order.</p> :<p>POV-Ray scene files and objects by Francisco Munoz, Uploaded to POVRay Object Collection when Geocities closed. </p>
    6 KB (873 words) - 18:45, 29 October 2013
  • ...ll modify the existing texture. If no texture has yet been attached to the object then the default texture is copied and the pigment, normal or finish will m ...attached when the object appears in the scene. It is not attached when an object is declared.</p>
    3 KB (481 words) - 23:09, 3 May 2016
  • ...u may translate, rotate or scale the pigment or texture to map it onto the object's surface as desired.</p> ...image is made from rows and columns of these rods bundled together and the object is then carved from the bundle.</p>
    11 KB (1,709 words) - 14:58, 9 June 2021
  • <p>The <code>mesh</code> object can be used to efficiently store large numbers of triangles.</p> <p>The <code>mesh</code> object can support <code>uv_mapping</code>. For this, per triangle the keyword <co
    4 KB (694 words) - 18:49, 16 December 2016
  • [[Category:Object Modifiers]] {{#indexentry:no_shadow, object modifier}}
    699 bytes (114 words) - 19:07, 15 March 2012
  • ...ns like <strong><em>F(x,y,z) = 0</em></strong> the <code>parametric</code> object uses is a set of equations for a surface expressed in the form of the param <p>The <code>parametric</code> object is not a solid it is <em>hollow</em>, like a thin shell. The syntax is as f
    4 KB (587 words) - 00:12, 22 November 2016
  • of paper. A plane is a solid object of infinite size that divides POV-space solid object but it is more common with planes. Users typically know when
    3 KB (577 words) - 18:09, 17 July 2012
  • of a moving object: the spline itself would be the path traced out by the object and the 'parameter' would be time; as time changes the object's position moves along the
    4 KB (667 words) - 15:15, 16 December 2016
  • [[Category:Object Modifiers]] <p>The <code>texture</code> statement is an object modifier which describes
    6 KB (816 words) - 17:50, 10 February 2020
  • ...hexagon</code> and <code>brick</code>, as well as the object pattern <code>object</code>.</p> <p>It is possible to have more than one <code>media</code> specified per object and it is legal to have more than one <code>density</code> per <code>media<
    9 KB (1,332 words) - 08:58, 30 June 2017
  • ...u may translate, rotate or scale the pigment or texture to map it onto the object's surface as desired.</p>
    6 KB (998 words) - 11:40, 6 February 2018
  • the first object and the inverse of all subsequent objects. Thus only points inside object <code>A</code> and outside object <code>B</code> belong to the
    2 KB (242 words) - 19:06, 15 March 2012
  • keyword. At depth 0 the final color is the object's color. If the of the object's color and 36% of the fog's color.</p>
    6 KB (972 words) - 19:27, 23 July 2012
  • <p>The <code>lathe</code> is an object generated from rotating a two-dimensional curve about an axis. This curve i ...urve. The curve thus defined is rotated about the y-axis to form the lathe object, centered at the origin.</p>
    8 KB (1,216 words) - 14:31, 1 October 2017
  • LIGHT_GROUP OBJECT | LIGHT_GROUP OBJECT:
    3 KB (471 words) - 18:18, 16 December 2016
  • ...{{Change}} in version 3.8 has extended the syntax of the <code>ovus</code> object by adding <code>radius</code>, <code>distance</code> and <code>precision</c ...you can now add the <code>[[Reference:Sturm Object Modifier|sturm]]</code> object modifier.</p>
    3 KB (556 words) - 11:07, 25 July 2017
  • [[Category:Object Modifiers]] projected</em> onto the object as though there were a slide projector
    12 KB (1,846 words) - 11:07, 7 February 2018
  • <p>The <code>quadric</code> object can produce shapes like paraboloids (dish on the surface of the object. The answer will be negative if the point is
    2 KB (412 words) - 19:08, 15 March 2012
  • ===How to use TrueType fonts with the text object=== <p>Using TrueType fonts with the [[Reference:Text|text]] object, <em>may</em> require an additional [[Reference:Scene Parsing Options#Libra
    1 KB (220 words) - 18:29, 23 August 2013
  • ...defined from 0 to 1 units along the specified axis. This is fine when your object is defined within this range, otherwise a correction is needed. This can be <p>For example, with an <code>&lt;Altitude&gt;</code> vector set to y and an object going from -3 to 2 on
    6 KB (1,042 words) - 17:47, 12 April 2020
  • One thing to check is whether your object is declared AND instanciated in the scene. So in the case of pre declared o // The object to be shown is declared here:
    1 KB (186 words) - 20:02, 13 May 2021
  • :<p>This include file will create a realistic feather object.</p> *[http://lib.povray.org/searchcollection/index2.php POV-Ray Object Collection]
    7 KB (1,147 words) - 10:45, 19 July 2013
  • ...<em>potential</em> field of a <code>blob</code> or <code>isosurface</code> object.</p> ...de> the pattern will take the <code>blob</code> or <code>isosurface</code> object's <em>potential minus the threshold</em>; otherwise it will take the <em>ra
    2 KB (270 words) - 10:21, 26 June 2017
  • [[Category:Object Modifiers]] {{#indexentry:double_illuminate, object modifier}}
    851 bytes (133 words) - 19:06, 15 March 2012
  • ...he <code>isosurface</code> [[Documentation:Tutorial Section 3.2#Isosurface Object|tutorial]] for more about working with <em>isosurfaces</em>.</p> ...<em>potential</em> field of a <code>blob</code> or <code>isosurface</code> object. See also: [[Reference:Potential Pattern|Potential Pattern]].</p>
    8 KB (1,332 words) - 08:47, 30 June 2017
  • ... Definition of some complex object that looks like a sphere at great distances. ... object {MyComplexObject}
    11 KB (1,743 words) - 18:05, 31 July 2023
  • [[Category:Object Modifiers]] ...mage</code>, <code>no_reflection</code> and <code>no_shadow</code> make an object invisible to primary, reflected and shadow test rays, respectively.</p>
    347 bytes (54 words) - 19:07, 15 March 2012
  • define the color, bumpiness and other properties of an object. You specify putting wallpaper on an object. The patterns exist in 3d and the objects are
    4 KB (606 words) - 19:27, 23 July 2012
  • <p>Also 4th order equations may be specified with the <code>quartic</code> object.</p> ...red you can add the <code>[[Reference:Sturm Object Modifier|sturm]]</code> object modifier.</p>
    459 bytes (64 words) - 14:07, 17 July 2016
  • OBJECT | ...nce:Language Directives|Language Directives]], section [[Reference:Object|:Object|Objects]], section [[Reference:Camera|:Camera|Camera]], section [[Reference
    2 KB (313 words) - 23:26, 3 May 2016
  • [[Category:Object Modifiers]] {{#indexentry:sturm, object modifier}}
    1 KB (223 words) - 15:28, 15 July 2017
  • <p>The <code>superellipsoid</code> object creates a shape known as a <em> superquadric ellipsoid</em> object. It is an extension of the quadric
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  • <dd>Gray-pink alabaster or marble. Layers are scaled for a unit object and relative to each other.<!--</dd>---> <dd>The scaling in these definitions is relative to a unit-sized object (radius 1).
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  • ray-object intersection tests. The primary system uses a hierarchy of nested In general, any finite object and many types of CSG of finite objects will
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  • ...urces/links/POV-Ray_Include_Macro_and_Object_Files/Object_and_Scene_Files/ Object and Scene Files] page.</p> .../resources/links/POV-Ray_Include_Macro_and_Object_Files/ Include Macro and Object Files] page.</p>
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  • ...may browse the [http://lib.povray.org/searchcollection/index2.php POV-Ray Object Collection].</p> *[[KB:POV-Ray Include Macro and Object Files|POV-Ray Include, Macro and Object Files]]
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  • ...at surface that extends infinitely in all directions (unless clipped by an object). Planes are considered to have a volume, any point that is "under" the pl We can use the clipped_by object modifier to render only the portion of the plane within the clipping shape.
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  • ...eir slope is infinite. These patterns are <em>not</em> suitable for use as object normals. These patterns work best with textures and media:</p> <code>[[Reference:Object Pattern|object]]</code><br>
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  • ...the green light but permits red and blue to get through. Therefore a white object behind the media will appear magenta. The default value is <code>rgb&lt;0,0 ...e other objects if radiosity is used with media on. This is similar to an object with high <code>ambient</code> values. The default value is <code>rgb&lt;0,
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  • ...tervals spans the entire length of the ray from its start until it hits an object. For media types which interact with spotlights or cylinder lights, the int
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  • <p>The <code>cubic</code> object ...red you can add the <code>[[Reference:Sturm Object Modifier|sturm]]</code> object modifier.</p>
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  • [[Category:Object Modifiers]] object {
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  • [[Category:Object Modifiers]] object {
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  • ...rueType fonts with the text object|How to use TrueType fonts with the text object]]
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  • ...red you can add the <code>[[Reference:Sturm Object Modifier|sturm]]</code> object modifier.</p>
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  • used as a file name, text for messages or text for a text object. Strings may <p>New users might expect this to create a text object using the font
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  • <p>A <code>text</code> object creates 3-D text as an extruded block letter. Currently only TrueType fonts ...sion. The string expression which follows is the actual text of the string object. It too may be a quoted string literal or string expression. See section <!
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  • ...red you can add the <code>[[Reference:Sturm Object Modifier|sturm]]</code> object modifier.</p>
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  • ...> warp works with any object whereas the uv-mapping only works for the box object. See the section on [[Reference:UV Mapping#Supported Objects|box]] uv-mappi
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  • ...of the macro. This is where you do loops or object creation or loops with object creation, whatever. This is where you get the job done.
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  • *[[KB:Object and Scene Files|Object and Scene Files]]
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  • :<p>This tool by Joern Thiemann converts Lego bricks (LDraw-Object Files (*.dat)) into Lightwave Objects (*.lwo) and Lightwave Scenes (*.lws) ...key that converts a MacroModel data file into a Persistence of Vision blob object. This allows you to ray-trace some really pretty pictures of your favourite
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  • :<p>This plugin is an attempt to make object plugin coding for Moray easier, by allowing authors to code them using a sc :<p>Probably the most useful object editor for the Macintosh; it handles blobs and lathes as well as the simple
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  • around the object.</p> <code>brick</code>, <code>object</code> and <code>hexagon</code> nor do they effect <code>
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  • ...ed with any pattern except <code>brick</code>, <code>checker</code>, <code>object</code>, <code>hexagon</code>, <code>bumps</code>, <code>dents</code>, <code object{ My_Object
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  • ==About the Object Collection== ...eocities to the [http://lib.povray.org/searchcollection/index2.php POV-Ray Object Collection]. Discussion toward this end has occurred on the POV-Ray newsgro
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  • [[Keyword:object|object]]<br>
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  • <li>[[Reference:Object Modifiers|Object Modifiers]]</li>
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  • <li>[[Reference:Object|Object]]</li>
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  • <p>When scaling a normal, or when scaling an object after a normal is applied to it, the depth of the normal is affected by the ...that texture or normal. Scaling of the parent texture or normal or of the object will affect the depth of the bumps, unless <code>no_bump_scale</code> is sp
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  • ...background color can be specified if desired. Any ray that does not hit an object will be colored with this color. The default background is black. The synta ...fect (i.e. where the background could otherwise have been seen through the object). Now, however, the background color is taken into account, even if it is n
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  • ...lowed by an integer number specifying the way to wrap the image around the object.</p> ...i>A <code>map_type 1</code> gives a spherical mapping. It assumes that the object is a sphere of any size sitting at the origin. The y-axis is the north/sout
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  • Now let's place an object into this room along with an artist. The artist measures the temperature at each point on the object and paints that
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  • to a box object. Finally imagine cutting away at the cube until it is carved would look like on an object of any kind.</p>
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  • ...cept <code>brick</code>, <code>checker</code>, <code>hexagon</code>, <code>object</code> and <code>image_map</code>. You may also declare and use <code>color object {
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  • object { FooBar } // this is an object
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  • object{User_Thing} // invoke identifier object { MyObject translate x*3*Count }
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  • object's position can be written while parsing the current frame and
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  • ...org/usersguide/04contributing.html#prep requirements page] for the POV-Ray Object Collection has some good recommendations: ...named objects, textures, pigments, normals etc. For example the 'Netball' object exposes the NB_BallRadius variable to enable the radius of the ball to be c
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  • object and when shadow rays are cast. When a ray hits a reflective surface, <p>Previous versions of POV-Ray used a set of internal stacks to collect ray/object intersection points. As of version 3.7 <code>max_intersections</code> has b
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  • [[Category:Object Modifiers]] <code>media</code> statements which are object modifiers outside the <code>
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  • In addition to all the usual object modifiers, there are three additional <p>The height field object also allows for substituting a [[Reference:Function Pattern|user defined fu
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  • <p>The <code>intersection</code> object creates a shape containing only those ...><strong>Note:</strong> If all components do not overlap, the intersection object disappears.</p>
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  • <li>An [[Reference:The Object Zoo|Object Zoo]] section that covers built-in <em>objects</em> available for use in sc
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  • *Your camera is right up close to a black object. *Your camera is inside an object with ambient 0 in its finish statement and no light source within.
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  • <p>The Insert menu allows you to insert header sections, object definitions, etc. into a file you are editing with the internal editor, wit (such as a small object moving from frame to frame, while the rest of the image stays static).
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  • that do not hit any object. This is done in the following way.</p>
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  • ...or create a series of objects. For each iteration another instance of that object is created. Here, however, we are only interested in the value that results
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  • <p>Use any pigment as a pattern. Instead of using the pattern directly on the object, a
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  • <p>The <code>polygon</code> object is useful for creating rectangles, squares
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  • outer surface. The following object declaration is for a torus having major
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  • <p>This changes the bounding slab object threshold switch (+MBnn), or
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  • The <code>mesh</code> object is a way to combine many <code>triangle</code>
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  • <p>The syntax of the <code>sphere</code> object is:</p>
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  • ...imuth) and <code>Al</code> (Altitude), these can be useful for aligning an object (media container) with the sunlight. Assumption: in the scene north is in t
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  • [[Category:Object Modifiers]]
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  • ...puter Graphics. The function representation (or F-rep) defines a geometric object by a single real continuous function of point coordinates as F(X) >= 0. F-r
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  • ...am which converts a MacroModel data file into a Persistence of Vision blob object. This allows you to ray-trace some really pretty pictures of your favourite
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  • *[http://www.shaders.org/graphics_factory/objgen.htm Object creation using winbatch]
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  • :<p>Animation Editor for Realistic Object movements. AERO is a simulation program based on rigid body systems. With t
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  • :<p>The Lightflow Rendering Interface is an object oriented programming interface to synthetic rendering, which provides a com
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  • ...then obtain a 3D shaded preview (via OpenGL library) of the corresponding object. It takes advantage of an accelerated video card if present.</p>
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  • <li>The parts of the patch that intersect the solid object will be visible.</li>
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  • object {char_A ...}
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  • pThis changes the bounding slab object threshold switch (+MBnn), or
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  • ...le pattern coordinate space. Scaled smaller than the density of actual ray-object-intersections computed, it will eventually lead to a separate crackle cache
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  • <p>Another flat, finite object available with POV-Ray is the <code>
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  • ...t-in</em> to the application. See the <code>[[Reference:Text|text]]</code> object for more details.</p>
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  • <li><code>P2</code> : Size. Increasing this increases the size of the object</li>
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  • <p>Instead of placing the color of the image on the object using an <code>image_map</code>, the <code>image_pattern</code> specifies a
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  • <dd>Segment of an object around the y axis. The angle starts at positive x axis.<br>
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  • If you are trying to model a single object with both an inside and outside texture, you might try using the [[Document
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  • <dd> The POV-Ray logo object<!--</dd>--->
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  • <p>Best practices dictate that the <code>mesh2</code> object definition <em>SHOULD</em> be specified in the following order:</p>
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