Persistence of Vision(tm) Ray-Tracer (POV-Ray(tm)) User's Documentation 3.0 Copyright 1997 POV-Team(tm)


Table of Contents
Appendices
Index
Important Copyright information
The Authors of POV-Ray


1 Introduction
   1.1 Notation
2 Program Description
   2.1 What is Ray-Tracing?
   2.2 What is POV-Ray?
   2.3 Which Version of POV-Ray should you use?
      2.3.1 IBM-PC and Compatibles
         2.3.1.1 MS-DOS
         2.3.1.2 Windows
         2.3.1.3 Linux
      2.3.2 Apple Macintosh
      2.3.3 Commodore Amiga
      2.3.4 SunOS
      2.3.5 Generic Unix
      2.3.6 All Versions
      2.3.7 Compiling POV-Ray
         2.3.7.1 Directory Structure
         2.3.7.2 Configuring POV-Ray Source
         2.3.7.3 Conclusion
   2.4 Where to Find POV-Ray Files
      2.4.1 POV-Ray Forum on CompuServe
      2.4.2 Internet
      2.4.3 PC Graphics Area on America On-Line
      2.4.4 The Graphics Alternative BBS in El Cerrito, CA
      2.4.5 PCGNet
      2.4.6 POV-Ray Related Books and CD-ROMs
3 Quick Start
   3.1 Installing POV-Ray
   3.2 Basic Usage
      3.2.1 Running Files in Other Directories
      3.2.2 INI Files
      3.2.3 Alternatives to POVRAY.INI
      3.2.4 Batch Files
      3.2.5 Display Types
4 Beginning Tutorial
   4.1 Our First Image
      4.1.1 Understanding POV-Ray's Coordinate System
      4.1.2 Adding Standard Include Files
      4.1.3 Adding a Camera
      4.1.4 Describing an Object
      4.1.5 Adding Texture to an Object
      4.1.6 Defining a Light Source
   4.2 Using the Camera
      4.2.1 Using Focal Blur
   4.3 Simple Shapes
      4.3.1 Box Object
      4.3.2 Cone Object
      4.3.3 Cylinder Object
      4.3.4 Plane Object
      4.3.5 Standard Include Objects
   4.4 Advanced Shapes
      4.4.1 Bicubic Patch Object
      4.4.2 Blob Object
         4.4.2.1 Component Types and Other New Features
         4.4.2.2 Complex Blob Constructs and Negative Strength
      4.4.3 Height Field Object
      4.4.4 Lathe Object
         4.4.4.1 Understanding The Concept of Splines
      4.4.5 Mesh Object
      4.4.6 Polygon Object
      4.4.7 Prism Object
         4.4.7.1 Teaching An Old Spline New Tricks
         4.4.7.2 Smooth Transitions
         4.4.7.3 Multiple Sub-Shapes
         4.4.7.4 Conic Sweeps And The Tapering Effect
      4.4.8 Superquadric Ellipsoid Object
      4.4.9 Surface of Revolution Object
      4.4.10 Text Object
      4.4.11 Torus Object
   4.5 CSG Objects
      4.5.1 What is CSG?
      4.5.2 CSG Union
      4.5.3 CSG Intersection
      4.5.4 CSG Difference
      4.5.5 CSG Merge
      4.5.6 CSG Pitfalls
         4.5.6.1 Coincidence Surfaces
   4.6 The Light Source
      4.6.1 The Ambient Light Source
      4.6.2 The Pointlight Source
      4.6.3 The Spotlight Source
      4.6.4 The Cylindrical Light Source
      4.6.5 The Area Light Source
      4.6.6 Assigning an Object to a Light Source
      4.6.7 Light Source Specials
         4.6.7.1 Using Shadowless Lights
         4.6.7.2 Using Light Fading
         4.6.7.3 Light Sources and Atmosphere
   4.7 Simple Texture Options
      4.7.1 Surface Finishes
      4.7.2 Adding Bumpiness
      4.7.3 Creating Color Patterns
      4.7.4 Pre-defined Textures
   4.8 Advanced Texture Options
      4.8.1 Pigment and Normal Patterns
      4.8.2 Pigments
         4.8.2.1 Using Color List Pigments
         4.8.2.2 Using Pigment and Patterns
         4.8.2.3 Using Pattern Modifiers
         4.8.2.4 Using Transparent Pigments and Layered Textures
         4.8.2.5 Using Pigment Maps
      4.8.3 Normals
         4.8.3.1 Using Basic Normal Modifiers
         4.8.3.2 Blending Normals
      4.8.4 Finishes
         4.8.4.1 Using Ambient
         4.8.4.2 Using Surface Highlights
         4.8.4.3 Using Reflection and Metallic
         4.8.4.4 Using Refraction
         4.8.4.5 Adding Light Attenuation
         4.8.4.6 Using Faked Caustics
            4.8.4.6.1 What are Caustics?
            4.8.4.6.2 Applying Caustics to a Scene
            4.8.4.6.3 Caustics And Normals
         4.8.4.7 Using Iridescence
      4.8.5 Halos
         4.8.5.1 What are Halos?
         4.8.5.2 The Emitting Halo
            4.8.5.2.1 Starting with a Basic Halo
            4.8.5.2.2 Increasing the Brightness
            4.8.5.2.3 Adding Some Turbulence
            4.8.5.2.4 Resizing the Halo
            4.8.5.2.5 Using Frequency to Improve Realism
            4.8.5.2.6 Changing the Halo Color
         4.8.5.3 The Glowing Halo
         4.8.5.4 The Attenuating Halo
            4.8.5.4.1 Making a Cloud
            4.8.5.4.2 Scaling the Halo Container
            4.8.5.4.3 Adding Additional Halos
         4.8.5.5 The Dust Halo
            4.8.5.5.1 Starting With an Object Lit by a Spotlight
            4.8.5.5.2 Adding Some Dust
            4.8.5.5.3 Decreasing the Dust Density
            4.8.5.5.4 Making the Shadows Look Good
            4.8.5.5.5 Adding Turbulence
            4.8.5.5.6 Using a Coloured Dust
         4.8.5.6 Halo Pitfalls
            4.8.5.6.1 Where Halos are Allowed
            4.8.5.6.2 Overlapping Container Objects
            4.8.5.6.3 Multiple Attenuating Halos
            4.8.5.6.4 Halos and Hollow Objects
            4.8.5.6.5 Scaling a Halo Container
            4.8.5.6.6 Choosing a Sampling Rate
            4.8.5.6.7 Using Turbulence
   4.9 Working With Special Textures
      4.9.1 Working With Pigment Maps
      4.9.2 Working With Normal Maps
      4.9.3 Working With Texture Maps
      4.9.4 Working With List Textures
      4.9.5 What About Tiles?
      4.9.6 Average Function
      4.9.7 Working With Layered Textures
         4.9.7.1 Declaring Layered Textures
         4.9.7.2 Another Layered Textures Example
      4.9.8 When All Else Fails: Material Maps
      4.9.9 Limitations Of Special Textures
   4.10 Using Atmospheric Effects
      4.10.1 The Background
      4.10.2 The Sky Sphere
         4.10.2.1 Creating a Sky with a Color Gradient
         4.10.2.2 Adding the Sun
         4.10.2.3 Adding Some Clouds
      4.10.3 The Fog
         4.10.3.1 A Constant Fog
         4.10.3.2 Setting a Minimum Translucency
         4.10.3.3 Creating a Filtering Fog
         4.10.3.4 Adding Some Turbulence to the Fog
         4.10.3.5 Using Ground Fog
         4.10.3.6 Using Multiple Layers of Fog
         4.10.3.7 Fog and Hollow Objects
      4.10.4 The Atmosphere
         4.10.4.1 Starting With an Empty Room
         4.10.4.2 Adding Dust to the Room
         4.10.4.3 Choosing a Good Sampling Rate
         4.10.4.4 Using a Coloured Atmosphere
         4.10.4.5 Atmosphere Tips
            4.10.4.5.1 Choosing the Distance and Scattering Parameters
            4.10.4.5.2 Atmosphere and Light Sources
            4.10.4.5.3 Atmosphere Scattering Types
            4.10.4.5.4 Increasing the Image Resolution
            4.10.4.5.5 Using Hollow Objects and Atmosphere
      4.10.5 The Rainbow
         4.10.5.1 Starting With a Simple Rainbow
         4.10.5.2 Increasing the Rainbow's Translucency
         4.10.5.3 Using a Rainbow Arc
      4.10.6 Animation
         4.10.6.1 The Clock Variable: Key To It All
         4.10.6.2 Clock Dependant Variables And Multi-Stage Animations
         4.10.6.3 The Phase Keyword
         4.10.6.4 Do Not Use Jitter Or Crand
         4.10.6.5 INI File Settings
5 POV-Ray Reference
6 POV-Ray Options
   6.1 Setting POV-Ray Options
      6.1.1 Command Line Switches
      6.1.2 Using INI Files
      6.1.3 Using the POVINI Environment Variable
   6.2 Options Reference
      6.2.1 Animation Options
         6.2.1.1 External Animation Loop
         6.2.1.2 Internal Animation Loop
         6.2.1.3 Subsets of Animation Frames
         6.2.1.4 Cyclic Animation
         6.2.1.5 Field Rendering
      6.2.2 Output Options
         6.2.2.1 General Output Options
            6.2.2.1.1 Height and Width of Output
            6.2.2.1.2 Partial Output Options
            6.2.2.1.3 Interrupting Options
            6.2.2.1.4 Resuming Options
         6.2.2.2 Display Output Options
            6.2.2.2.1 Display Hardware Settings
            6.2.2.2.2 Display Related Settings
            6.2.2.2.3 Mosaic Preview
         6.2.2.3 File Output Options
            6.2.2.3.1 Output File Type
            6.2.2.3.2 Output File Name
            6.2.2.3.3 Output File Buffer
         6.2.2.4 CPU Utilization Histogram
            6.2.2.4.1 File Type
            6.2.2.4.2 File Name
            6.2.2.4.3 Grid Size
      6.2.3 Scene Parsing Options
         6.2.3.1 Input File Name
         6.2.3.2 Library Paths
         6.2.3.3 Language Version
         6.2.3.4 Removing User Bounding
      6.2.4 Shell-out to Operating System
         6.2.4.1 String Substitution in Shell Commands
         6.2.4.2 Shell Command Sequencing
         6.2.4.3 Shell Command Return Actions
      6.2.5 Text Output 
         6.2.5.1 Text Streams
         6.2.5.2 Console Text Output
         6.2.5.3 Directing Text Streams to Files
         6.2.5.4 Help Screen Switches
      6.2.6 Tracing Options
         6.2.6.1 Quality Settings
         6.2.6.2 Radiosity Setting
         6.2.6.3 Automatic Bounding Control
         6.2.6.4 Anti-Aliasing Options
7 Scene Description Language
   7.1 Language Basics
      7.1.1 Identifiers and Keywords
      7.1.2 Comments
      7.1.3 Float Expressions
         7.1.3.1 Float Literals
         7.1.3.2 Float Identifiers
         7.1.3.3 Float Operators
      7.1.4 Vector Expressions
         7.1.4.1 Vector Literals
         7.1.4.2 Vector Identifiers
         7.1.4.3 Vector Operators
         7.1.4.4 Operator Promotion
      7.1.5 Specifying Colors
         7.1.5.1 Color Vectors
         7.1.5.2 Color Keywords
         7.1.5.3 Color Identifiers
         7.1.5.4 Color Operators
         7.1.5.5 Common Color Pitfalls
      7.1.6 Strings
         7.1.6.1 String Literals
         7.1.6.2 String Identifiers
      7.1.7 Built-in Identifiers
         7.1.7.1 Constant Built-in Identifiers
         7.1.7.2 Built-in Identifier 'clock'
         7.1.7.3 Built-in Identifier 'version'
      7.1.8 Functions
         7.1.8.1 Float Functions
         7.1.8.2 Vector Functions
         7.1.8.3 String Functions
   7.2 Language Directives
      7.2.1 Include Files
      7.2.2 Declare
         7.2.2.1 Declaring identifiers
      7.2.3 Default Directive
      7.2.4 Version Directive
      7.2.5 Conditional Directives
         7.2.5.1 IF ELSE Directives
         7.2.5.2 IFDEF Directives
         7.2.5.3 IFNDEF Directives
         7.2.5.4 SWITCH CASE and RANGE Directives
         7.2.5.5 WHILE Directive
      7.2.6 User Message Directives
         7.2.6.1 Text Message Streams
         7.2.6.2 Text Formatting
   7.3 POV-Ray Coordinate System
      7.3.1 Transformations
         7.3.1.1 Translate
         7.3.1.2 Scale
         7.3.1.3 Rotate
         7.3.1.4 Matrix Keyword
      7.3.2 Transformation Order
      7.3.3 Transform Identifiers
      7.3.4 Transforming Textures and Objects
   7.4 Camera
      7.4.1 Type of Projection
      7.4.2 Focal Blur
      7.4.3 Camera Ray Perturbation
      7.4.4 Placing the Camera
         7.4.4.1 Location and Look_At
         7.4.4.2 The Sky Vector
         7.4.4.3 The Direction Vector
         7.4.4.4 Angle
         7.4.4.5 Up and Right Vectors
            7.4.4.5.1 Aspect Ratio
            7.4.4.5.2 Handedness
         7.4.4.6 Transforming the Camera
      7.4.5 Camera Identifiers
   7.5 Objects
      7.5.1 Empty and Solid Objects
         7.5.1.1 Halo Pitfall
         7.5.1.2 Refraction Pitfall
      7.5.2 Finite Solid Primitives
         7.5.2.1 Blob
         7.5.2.2 Box
         7.5.2.3 Cone
         7.5.2.4 Cylinder
         7.5.2.5 Height Field
         7.5.2.6 Julia Fractal
         7.5.2.7 Lathe
         7.5.2.8 Prism
         7.5.2.9 Sphere
         7.5.2.10 Superquadric Ellipsoid
         7.5.2.11 Surface of Revolution
         7.5.2.12 Text
         7.5.2.13 Torus
      7.5.3 Finite Patch Primitives
         7.5.3.1 Bicubic Patch
         7.5.3.2 Disc
         7.5.3.3 Mesh
         7.5.3.4 Polygon
         7.5.3.5 Triangle and Smooth Triangle
      7.5.4 Infinite Solid Primitives
         7.5.4.1 Plane
         7.5.4.2 Poly, Cubic and Quartic
         7.5.4.3 Quadric
      7.5.5 Constructive Solid Geometry
         7.5.5.1 About CSG
         7.5.5.2 Inside and Outside
         7.5.5.3 Inverse
         7.5.5.4 Union
         7.5.5.5 Intersection
         7.5.5.6 Difference
         7.5.5.7 Merge
      7.5.6 Light Sources
         7.5.6.1 Point Lights
         7.5.6.2 Spotlights
         7.5.6.3 Cylindrical Lights
         7.5.6.4 Area Lights
         7.5.6.5 Shadowless Lights
         7.5.6.6 Looks_like
         7.5.6.7 Light Fading
         7.5.6.8 Atmosphere Interaction
         7.5.6.9 Atmospheric Attenuation
      7.5.7 Object Modifiers
         7.5.7.1 Clipped_By
         7.5.7.2 Bounded_By
         7.5.7.3 Hollow
         7.5.7.4 No_Shadow
         7.5.7.5 Sturm
   7.6 Textures
      7.6.1 Pigment
         7.6.1.1 Solid Color Pigments
         7.6.1.2 Color List Pigments
         7.6.1.3 Color Maps
         7.6.1.4 Pigment Maps
         7.6.1.5 Image Maps
            7.6.1.5.1 Specifying an Image Map
            7.6.1.5.2 The map_type Option
            7.6.1.5.3 The Filter and Transmit Bitmap Modifiers
            7.6.1.5.4 Using the Alpha Channel
         7.6.1.6 Quick Color
      7.6.2 Normal
         7.6.2.1 Slope Maps
         7.6.2.2 Normal Maps
         7.6.2.3 Bump Maps
            7.6.2.3.1 Specifying a Bump Map
            7.6.2.3.2 Bump_Size
            7.6.2.3.3 Use_Index and Use_Color
      7.6.3 Finish
         7.6.3.1 Ambient
         7.6.3.2 Diffuse Reflection Items
            7.6.3.2.1 Diffuse
            7.6.3.2.2 Brilliance
            7.6.3.2.3 Crand Graininess
         7.6.3.3 Highlights
            7.6.3.3.1 Phong Highlights
            7.6.3.3.2 Specular Highlight
            7.6.3.3.3 Metallic Highlight Modifier
         7.6.3.4 Specular Reflection
         7.6.3.5 Refraction
            7.6.3.5.1 Light Attenuation
            7.6.3.5.2 Faked Caustics
         7.6.3.6 Iridescence
      7.6.4 Halo
         7.6.4.1 Halo Mapping
         7.6.4.2 Multiple Halos
         7.6.4.3 Halo Type
            7.6.4.3.1 Attenuating
            7.6.4.3.2 Dust
            7.6.4.3.3 Emitting
            7.6.4.3.4 Glowing
         7.6.4.4 Density Mapping
            7.6.4.4.1 Box Mapping
            7.6.4.4.2 Cylindrical Mapping
            7.6.4.4.3 Planar Mapping
            7.6.4.4.4 Spherical Mapping
         7.6.4.5 Density Function
            7.6.4.5.1 Constant
            7.6.4.5.2 Linear
            7.6.4.5.3 Cubic
            7.6.4.5.4 Poly
         7.6.4.6 Halo Color Map
         7.6.4.7 Halo Sampling
            7.6.4.7.1 Number of Samples
            7.6.4.7.2 Super-Sampling
            7.6.4.7.3 Jitter
         7.6.4.8 Halo Modifiers
            7.6.4.8.1 Frequency Modifier
            7.6.4.8.2 Phase Modifier
            7.6.4.8.3 Transformation Modifiers
      7.6.5 Special Textures
         7.6.5.1 Texture Maps
         7.6.5.2 Tiles
         7.6.5.3 Material Maps
            7.6.5.3.1 Specifying a Material Map
      7.6.6 Layered Textures
      7.6.7 Patterns
         7.6.7.1 Agate
         7.6.7.2 Average
         7.6.7.3 Bozo
         7.6.7.4 Brick
         7.6.7.5 Bumps
         7.6.7.6 Checker
         7.6.7.7 Crackle
         7.6.7.8 Dents
         7.6.7.9 Gradient
         7.6.7.10 Granite
         7.6.7.11 Hexagon
         7.6.7.12 Leopard
         7.6.7.13 Mandel
         7.6.7.14 Marble
         7.6.7.15 Onion
         7.6.7.16 Quilted
         7.6.7.17 Radial
         7.6.7.18 Ripples
         7.6.7.19 Spiral1
         7.6.7.20 Spiral2
         7.6.7.21 Spotted
         7.6.7.22 Waves
         7.6.7.23 Wood
         7.6.7.24 Wrinkles
      7.6.8 Pattern Modifiers
         7.6.8.1 Transforming Patterns
         7.6.8.2 Frequency and Phase
         7.6.8.3 Waveform
         7.6.8.4 Turbulence
         7.6.8.5 Octaves
         7.6.8.6 Lambda
         7.6.8.7 Omega
         7.6.8.8 Warps
            7.6.8.8.1 Black Hole Warp
            7.6.8.8.2 Repeat Warp
            7.6.8.8.3 Turbulence Warp
         7.6.8.9 Bitmap Modifiers
            7.6.8.9.1 The once Option
            7.6.8.9.2 The "map_type" Option
            7.6.8.9.3 The interpolate Option
   7.7 Atmospheric Effects
      7.7.1 Atmosphere
      7.7.2 Background
      7.7.3 Fog
      7.7.4 Sky Sphere
      7.7.5 Rainbow
   7.8 Global Settings
      7.8.1 ADC_Bailout
      7.8.2 Ambient Light
      7.8.3 Assumed_Gamma
         7.8.3.1 Monitor Gamma
         7.8.3.2 Image File Gamma
         7.8.3.3 Scene File Gamma
      7.8.4 HF_Gray_16
      7.8.5 Irid_Wavelength
      7.8.6 Max_Trace_Level
      7.8.7 Max_Intersections
      7.8.8 Number_Of_Waves
      7.8.9 Radiosity
         7.8.9.1 How Radiosity Works
         7.8.9.2 Adjusting Radiosity
            7.8.9.2.1 brightness
            7.8.9.2.2 count
            7.8.9.2.3 distance_maximum
            7.8.9.2.4 error_bound
            7.8.9.2.5 gray_threshold
            7.8.9.2.6 low_error_factor
            7.8.9.2.7 minimum_reuse
            7.8.9.2.8 nearest_count
            7.8.9.2.9 radiosity_quality
            7.8.9.2.10 recursion_limit
         7.8.9.3 Tips on Radiosity

Appendices

A Copyright A.1 General License Agreement A.2 Usage Provisions A.3 General Rules for All Distributions A.4 Definition of "Full Package" A.5 Conditions for On-Line Services and BBS's Including Internet A.6 Online or Remote Execution of POV-Ray A.7 Conditions for Distribution of Custom Versions A.8 Conditions for Commercial Bundling A.9 Retail Value of this Software A.10 Other Provisions A.11 Revocation of License A.12 Disclaimer A.13 Technical Support B Authors C Contacting the Authors D Postcards for POV-Ray Team Members E Credits F Tips and Hints F.1 Scene Design Tips F.2 Scene Debugging Tips F.3 Animation Tips F.4 Texture Tips F.5 Height Field Tips F.6 Converting "Handedness"

Index


        #
        #break
        #case
        #debug
        #declare
        #default
        #else
        #end
        #error
        #if
        #ifdef
        #ifndef
        #include
        #max_intersections
        #max_trace_level
        #range
        #render
        #statistics
        #switch
        #version
        #warning
        #while
        +
        +?
        +A
        +A0.1
        +A0.2
        +AM
        +B
        +C
        +D
        +D0
        +D0T
        +D1
        +D?
        +DG
        +DGH
        +DGT
        +E
        +EC
        +EP
        +ER
        +F
        +FD
        +FN
        +FR
        +FT
        +GA
        +GI
        +GS
        +H
        +HTC
        +I
        +J
        +k
        +KC
        +KF
        +KFF
        +KFI
        +KI
        +L
        +MB
        +MV
        +O
        +P
        +Q
        +Q5
        +QR
        +R
        +S
        +SC
        +SP
        +SR
        +SU
        +UA
        +UD
        +UF
        +UL
        +UO
        +UV
        +V
        +W
        +X
        -
        -A
        -D
        -F
        -GS
        -H
        -J
        -L
        -M
        -MB
        -P
        -UA
        -UD
        -UR
        -V
        -W
        ..._Return
        .t
        .x
        .y
        .z
        /* ... */
        //
        <
        >
        A Constant Fog
        aa_level
        aa_threshold
        About CSG
        abs
        acos
        acosh
        adaptive
        adc_bailout
        Adding a Camera
        Adding Additional Halos
        Adding Bumpiness
        Adding Dust to the Room
        Adding Light Attenuation
        Adding Some Clouds
        Adding Some Dust
        Adding Some Turbulence
        Adding Some Turbulence to the Fog
        Adding Standard Include Files
        Adding Texture to an Object
        Adding the Sun
        Adding Turbulence
        Adjusting Radiosity
        Advanced Shapes
        Advanced Texture Options
        agate
        agate_turb
        albedo
        all
        All Versions
        All_Console
        All_File
        alpha
        alpha channel
        Alternatives to POVRAY.INI
        ambient
        Ambient Light
        ambient light source
        ambient_light
        angle
        Animation
        Animation Options
        Animation Tips
        Another Layered Textures Example
        Anti-Aliasing Options
        Antialias
        Antialias_Depth
        Antialias_Threshold
        aperture
        Apple Macintosh
        Applying Caustics to a Scene
        arc_angle
        area light
        Area Lights
        area_light
        asc
        asin
        asinh
        Aspect Ratio
        Assigning an Object to a Light Source
        assumed_gamma
        atan
        atan2
        atanh
        atmosphere
        Atmosphere and Light Sources
        Atmosphere Interaction
        Atmosphere Questions
        Atmosphere Scattering Types
        Atmosphere Tips
        Atmospheric Attenuation
        Atmospheric Effects
        Atmospheric Questions
        atmospheric_attenuation
        attenuating
        attenuation
        Authors
        Automatic Bounding Control
        average
        Average Function
        background
        Basic Usage
        Batch Files
        Beginning Tutorial
        Bezier patch
        Bezier patches
        Bicubic Patch
        Bicubic Patch Object
        bicubic_patch
        Bitmap Modifiers
        Bits_Per_Color
        black hole
        Black Hole Warp
        black_hole
        Blending Normals
        Blob
        Blob Object
        blue
        blur_samples
        bounded_by
        Bounding
        Bounding_Threshold
        box
        Box Mapping
        Box Object
        box_mapping
        bozo
        break
        brick
        brick_size
        brightness
        brilliance
        Buffer_Output
        Buffer_Size
        Built-in Identifier 'clock'
        Built-in Identifier 'version'
        Built-in Identifiers
        bump
        Bump Maps
        bumps
        bumpy1
        bumpy2
        bumpy3
        bump_map
        bump_size
        camera
        Camera Identifiers
        Camera Ray Perturbation
        case
        caustic
        caustics
        Caustics And Normals
        CD
        CD-ROM
        CDROM
        ceil
        Changing the Halo Color
        checker
        Choosing a Good Sampling Rate
        Choosing a Sampling Rate
        Choosing the Distance and Scattering Parameters
        chr
        clipped_by
        clock
        Clock Dependant Variables And Multi-Stage Animations
        Coincidence Surfaces
        color
        Color Identifiers
        Color Keywords
        Color List Pigments
        Color Maps
        Color Operators
        Color Vectors
        color_map
        colour
        colour_map
        Command Line Switches
        Comments
        Commodore Amiga
        Common Color Pitfalls
        Compiling POV-Ray
        Complex Blob Constructs and Negative Strength
        component
        Component Types and Other New Features
        composite
        concat
        Conclusion
        Conditional Directives
        Conditions for Commercial Bundling
        Conditions for Distribution of Custom Versions
        Conditions for On-Line Services and BBS's Including Internet
        cone
        Cone Object
        confidence
        Configuring POV-Ray Source
        Conic Sweeps And The Tapering Effect
        conic_sweep
        Console Text Output
        constant
        Constant Built-in Identifiers
        constructive solid geometry
        Contacting the Authors
        Continue_Trace
        control0
        control1
        Converting "Handedness"
        Copyright
        cos
        cosh
        count
        CPU Utilization Histogram
        crackle
        crand
        Crand Graininess
        Create_Ini
        Creating a Filtering Fog
        Creating a Sky with a Color Gradient
        Creating Color Patterns
        Credits
        CSG
        CSG Difference
        CSG Intersection
        CSG Merge
        CSG Objects
        CSG Pitfalls
        CSG Union
        cube
        cubic
        cubic spline
        cubic_spline
        Cyclic Animation
        Cyclic_Animation
        cylinder
        Cylinder Object
        cylindrical
        cylindrical light
        Cylindrical Lights
        Cylindrical Mapping
        cylindrical_mapping
        debug
        declare
        Declaring identifiers
        Declaring Layered Textures
        Decreasing the Dust Density
        default
        Default Directive
        Defining a Light Source
        Definition of "Full Package"
        degrees
        Density Function
        Density Mapping
        dents
        Describing an Object
        difference
        diffuse
        Diffuse Reflection Items
        Directing Text Streams to Files
        direction
        Directory Structure
        disc
        Disclaimer
        Display
        Display Hardware Settings
        Display Output Options
        Display Related Settings
        Display Types
        Display_Gamma
        distance
        distance_maximum
        div
        Do Not Use Jitter Or Crand
        Draw_Vistas
        dust
        dust_type
        eccentricity
        else
        emitting
        Empty and Solid Objects
        end
        End_Column
        End_Row
        error
        error_bound
        exp
        exponent
        External Animation Loop
        fade_distance
        fade_power
        Faked Caustics
        falloff
        falloff_angle
        false
        Fatal_Error_Command
        Field Rendering
        Field_Render
        File Name
        File Output Options
        File Type
        file_exists
        filter
        Final_Clock
        Final_Frame
        finish
        Finishes
        Finite Patch Primitives
        Finite Solid Primitives
        fisheye
        flatness
        flip
        Float Expressions
        Float Functions
        Float Identifiers
        Float Literals
        Float Operators
        floor
        Focal Blur
        focal_point
        fog
        Fog and Hollow Objects
        Fog Questions
        fog_alt
        fog_offset
        fog_type
        Frame_Final
        Frame_Initial
        frequency
        Frequency and Phase
        Frequency Modifier
        Frequently Asked Questions
        Functions
        General License Agreement
        General Output Options
        General Questions
        General Rules for All Distributions
        Generic Unix
        gif
        Global Settings
        global_settings
        glowing
        gradient
        granite
        gray_threshold
        green
        Grid Size
        halo
        Halo Color Map
        Halo Mapping
        Halo Modifiers
        Halo Pitfall
        Halo Pitfalls
        Halo Sampling
        Halo Type
        halo
            aa_level
            aa_threshold
            attenuating
            box_mapping
            colour_map
            constant
            cubic
            cylindrical_mapping
            dust
            dust_type
            eccentricity
            emitting
            exponent
            frequency
            glowing
            jitter
            linear
            max_value
            multiple halos
            phase
            planar_mapping
            poly
            samples
            scale
            spherical_mapping
            super-sampling
            turbulence
        Halos
        Halos and Hollow Objects
        Handedness
        Height
        Height and Width of Output
        height field
        Height Field Object
        Height Field Questions
        Height Field Tips
        height_field
        Help on Help
        Help Screen Switches
        hexagon
        hf_gray_16
        hierarchy
        Highlights
        hollow
        How Radiosity Works
        hypercomplex
        IBM-PC and Compatibles
        Identifiers and Keywords
        if
        IF ELSE Directives
        ifdef
        IFDEF Directives
        iff
        ifndef
        IFNDEF Directives
        Image File Gamma
        Image Maps
        image_map
        incidence
        include
        Include File Questions
        Include Files
        Increasing the Brightness
        Increasing the Image Resolution
        Increasing the Rainbow's Translucency
        Infinite Solid Primitives
        INI File Settings
        INI Files
        Initial_Clock
        Initial_Frame
        Input File Name
        Input_File_Name
        Inside and Outside
        Installing POV-Ray
        int
        Internal Animation Loop
        Internet
        interpolate
        Interrupting Options
        intersection
        Introduction
        inverse
        ior
        irid
        iridescence
        irid_wavelength
        jitter
        Jitter_Amount
        Julia Fractal
        julia_fractal
        lambda
        Language Basics
        Language Directives
        Language Version
        lathe
        Lathe Object
        Layered Textures
        leopard
        Library Paths
        Library_Path
        Light Attenuation
        Light Fading
        light source
        Light Source Specials
        Light Sources
        Light Sources and Atmosphere
        Light_Buffer
        light_source
        Limitations Of Special Textures
        linear
        linear spline
        linear_spline
        linear_sweep
        Linux
        location
        Location and Look_At
        location)
        log
        looks_like
        look_at
        low_error_factor
        m00
        m32
        Making a Cloud
        Making the Shadows Look Good
        mandel
        map_type
        marble
        Material Maps
        material_map
        matrix
        Matrix Keyword
        max
        max_intersections
        max_iteration
        max_trace_level
        max_value
        merge
        mesh
        Mesh Object
        metallic
        Metallic Highlight Modifier
        min
        minimum_reuse
        mod
        Monitor Gamma
        mortar
        Mosaic Preview
        MS-DOS
        Multiple Attenuating Halos
        Multiple Halos
        Multiple Sub-Shapes
        My_Clock
        My_Color
        nearest_count
        negation
        negative
        no
        normal
        Normal Maps
        Normals
        normal_map
        Notation
        no_shadow
        Number of Samples
        number_of_waves
        object
        Object Modifiers
        Object Questions
        Objects
        octaves
        Odd_Field
        off
        offset
        omega
        omnimax
        on
        once
        onion
        Online or Remote Execution of POV-Ray
        open
        Operator Promotion
        Options Reference
        orthographic
        Other Provisions
        Our First Image
        Output File Buffer
        Output File Name
        Output File Type
        Output Options
        Output_Alpha
        Output_File_Name
        Output_File_Type
        Output_to_file
        Overlapping Container Objects
        Palette
        panoramic
        Partial Output Options
        Pattern Modifiers
        pattern
            agate
            average
            bozo
            brick
            bumps
            checker
            crackle
            dents
            gradient
            granite
            hexagon
            leopard
            mandel
            marble
            onion
            quilted
            radial
            ripples
            spiral1
            spiral2
            spotted
            waves
            wood
            wrinkles
        pattern1
        pattern2
        pattern3
        Patterns
        Pause_When_Done
        PC Graphics Area on America On-Line
        PCGNet
        perspective
        pgm
        phase
        Phase Modifier
        phong
        Phong Highlights
        phong_size
        pi
        pigment
        Pigment and Normal Patterns
        Pigment Maps
        Pigments
        pigment_map
        Placing the Camera
        Planar Mapping
        planar_mapping
        plane
        Plane Object
        png
        Point Lights
        pointlight
        point_at
        poly
        Poly, Cubic and Quartic
        polygon
        Polygon Object
        Postcards for POV-Ray Team Members
        Post_Frame_Command
        Post_Scene_Command
        Post_Scene_Commands
        pot
        POV-Ray Coordinate System
        POV-Ray Forum on CompuServe
        POV-Ray Options
        POV-Ray Options Questions
        POV-Ray Reference
        POV-Ray Related Books and CD-ROMs
        pow
        ppm
        Pre-defined Textures
        precision
        Preview_End_Size
        Preview_Start_Size
        Pre_Frame_Command
        Pre_Frame_Return
        Pre_Frame_Return=
        Pre_Scene_Command
        prism
        Prism Object
        Program Description
        pwr
        quadratic spline
        quadratic_spline
        quadric
        Quality
        Quality Settings
        quartic
        quaternion
        Quick Color
        Quick Start
        quick_color
        quick_colour
        quilted
        radial
        radians
        radiosity
        Radiosity Setting
        radiosity
            brightness
            count
            distance_maximum
            error_bound
            gray_threshold
            low_error_factor
            minimum_reuse
            nearest_count
            radiosity_quality
            recursion_limit
        radiosity_count
        radiosity_error_bound
        radiosity_gray
        radiosity_nearest_count
        radiosity_quality
        radiosity_reuse_dist_min
        radius
        rainbow
        ramp_wave
        rand
        range
        ray-tracing
        reciprocal
        recursion_limit
        red
        reflection
        refraction
        Refraction Pitfall
        Remove_Bounds
        Removing User Bounding
        render
        repeat
        Repeat Warp
        Resizing the Halo
        Resuming Options
        Retail Value of this Software
        reuse_count
        reuse_dist_max
        reuse_nearest_count
        Revocation of License
        rgb
        rgbf
        rgbft
        rgbt
        rgbtf
        right
        ripples
        rotate
        roughness
        Running Files in Other Directories
        samples
        sampling
            adaptive
            non-adaptine
        Sampling_Method
        scale
        Scaling a Halo Container
        Scaling the Halo Container
        scallop_wave
        scattering
        Scene Debugging Tips
        Scene Description Language
        Scene Design Tips
        Scene File Gamma
        Scene Parsing Options
        seed
        Setting a Minimum Translucency
        Setting POV-Ray Options
        Shade
        shadowless
        Shadowless Lights
        Shell Command Return Actions
        Shell Command Sequencing
        Shell-out to Operating System
        Simple Shapes
        Simple Texture Options
        sin
        sine_wave
        sinh
        sky
        sky sphere
        sky_sphere
        slice
        Slope Maps
        slope_map
        smooth
        Smooth Transitions
        smooth triangle
        smooth_triangle
        Solid Color Pigments
        sor
        Special Textures
        Specifying a Bump Map
        Specifying a Material Map
        Specifying an Image Map
        Specifying Colors
        specular
        Specular Highlight
        Specular Reflection
        sphere
        Spherical Mapping
        spherical_mapping
        spiral
        spiral1
        spiral2
        Split_Unions
        Spot
        spotlight
        Spotlights
        spotted
        sqr
        sqrt
        Standard Include Objects
        Starting with a Basic Halo
        Starting With a Simple Rainbow
        Starting With an Empty Room
        Starting With an Object Lit by a Spotlight
        Start_Column
        Start_Row
        statistics
        Statistic_Console
        Statistic_File
        str
        strcmp
        streams
            BANNER
            DEBUG
            FATAL
            RENDER
            STATISTICS
            STATUS
            WARNING
        strength
        String Functions
        String Identifiers
        String Literals
        String Substitution in Shell Commands
        Strings
        strlen
        strlwr
        strupr
        sturm
        Subsets of Animation Frames
        Subset_End_Frame
        Subset_Start_Frame
        substr
        Suggested Reading
        SunOS
        Super-Sampling
        superellipsoid
        superquadric ellipsoid
        Superquadric Ellipsoid Object
        Surface Finishes
        surface of revolution
        Surface of Revolution Object
        switch
        SWITCH CASE and RANGE Directives
        sys
        t
        tan
        tanh
        Teaching An Old Spline New Tricks
        Technical Support
        Test_Abort
        Test_Abort_Count
        test_camera_1
        test_camera_2
        test_camera_3
        test_camera_4
        text
        Text Formatting
        Text Message Streams
        Text Object
        Text Output 
        Text Questions
        Text Streams
        texture
        Texture Maps
        Texture Tips
        texture
            bump map
            image map
            layered
            material map
            normal map
            pigment map
            slope map
            texture map
        Textures
        texture_map
        tga
        The "map_type" Option
        The Ambient Light Source
        The Area Light Source
        The Atmosphere
        The Attenuating Halo
        The Background
        The Clock Variable: Key To It All
        The Cylindrical Light Source
        The Direction Vector
        The Dust Halo
        The Emitting Halo
        The Filter and Transmit Bitmap Modifiers
        The Fog
        The Glowing Halo
        The Graphics Alternative BBS in El Cerrito, CA
        The interpolate Option
        The Light Source
        The map_type Option
        The Official POV-Ray CDROM
        The once Option
        The Phase Keyword
        The Pointlight Source
        The Rainbow
        The Sky Sphere
        The Sky Vector
        The Spotlight Source
        thickness
        threshold
        tightness
        tile2
        tiles
        Tips and Hints
        Tips on Radiosity
        torus
        Torus Object
        Tracing Options
        track
        transform
        Transform Identifiers
        Transformation Modifiers
        Transformation Order
        Transformations
        Transforming Patterns
        Transforming Textures and Objects
        Transforming the Camera
        translate
        transmit
        triangle
        Triangle and Smooth Triangle
        triangle_wave
        true
        ttf
        turbulence
        Turbulence Warp
        turb_depth
        type
        Type of Projection
        u
        ultra_wide_angle
        Understanding POV-Ray's Coordinate System
        Understanding The Concept of Splines
        union
        up
        Up and Right Vectors
        Usage Provisions
        User Message Directives
        User_Abort_Command
        use_color
        use_colour
        use_index
        Use_Index and Use_Color
        Using a Coloured Atmosphere
        Using a Coloured Dust
        Using a Rainbow Arc
        Using Ambient
        Using Atmospheric Effects
        Using Basic Normal Modifiers
        Using Color List Pigments
        Using Faked Caustics
        Using Focal Blur
        Using Frequency to Improve Realism
        Using Ground Fog
        Using Hollow Objects and Atmosphere
        Using INI Files
        Using Iridescence
        Using Light Fading
        Using Multiple Layers of Fog
        Using Pattern Modifiers
        Using Pigment and Patterns
        Using Pigment Maps
        Using Reflection and Metallic
        Using Refraction
        Using Shadowless Lights
        Using Surface Highlights
        Using the Alpha Channel
        Using the Camera
        Using the POVINI Environment Variable
        Using Transparent Pigments and Layered Textures
        Using Turbulence
        u_steps
        v
        val
        variance
        vaxis_rotate
        vcross
        vdot
        Vector Expressions
        Vector Functions
        Vector Identifiers
        Vector Literals
        Vector Operators
        Verbose
        Version
        Version Directive
        Video_Mode
        Vista_Buffer
        vlength
        vnormalize
        volume_object
        volume_rendered
        vol_with_light
        vrotate
        v_steps
        warning
        warp
        Warps
        water_level
        Waveform
        waves
        What About Tiles?
        What are Caustics?
        What are Halos?
        What is CSG?
        What is POV-Ray?
        What is Ray-Tracing?
        When All Else Fails: Material Maps
        Where Halos are Allowed
        Where to Find POV-Ray Files
        Which Version of POV-Ray should you use?
        while
        WHILE Directive
        width
        Windows
        wood
        Working With Layered Textures
        Working With List Textures
        Working With Normal Maps
        Working With Pigment Maps
        Working With Special Textures
        Working With Texture Maps
        wrinkles
        x
        y
        yes
        z
        []