Persistence of Vision(tm) Ray-Tracer (POV-Ray(tm)) User's Documentation 3.0 Copyright 1997 POV-Team(tm)
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
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" Appendices
# #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 []