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 Animation
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 Inter
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"
G Frequently Asked Questions
G.1 General Questions
G.2 POV-Ray Options Questions
G.3 Include File Questions
G.4 Object Questions
G.4.1 Height Field Questions
G.4.2 Text Questions
G.5 Atmospheric Questions
G.5.1 Atmosphere Questions
G.5.2 Fog Questions
H Suggested Reading
I Help on Help
1 Introduction
This document details the use of the Persistence of Vision(tm) Ray-Tracer
(POV-Ray(tm)). It is broken down into four parts: the installation guide, the
tutorial guide, the reference guide and the appendix. The first part (see
chapter "Program Description" and chapter "Quick Start") tells you where to
get and how to install POV-Ray. It also gives a short introduction to
ray-tracing. The tutorial explains step by step how to use the different
features of POV-Ray (see chapter "Beginning Tutorial"). The reference gives a
complete description of all features available in POV-Ray by explaining all
available options (set either by command line switches or by INI file
keywords) and the scene description language (see chapter "POV-Ray Reference"
, chapter "POV-Ray Options" and chapter "Scene Description Language"). The
appendix includes some tips and hints, suggested reading, contact addresses
and legal information.
1.1 Notation
Throughout this document the following notation is used to mark keywords of
the scene description language, command line switches, INI file keywords and
file names.
name scene description keyword
name command line option
name INI file keyword
name file name
name Internet address, Usenet group
In the plain ASCII version of the document there is no difference between the
different notations.
2 Program Description
The Persistence of Vision(tm) Ray-Tracer creates three-dimensional,
photo-realistic images using a rendering technique called ray-tracing. It
reads in a text file containing information describing the objects and
lighting in a scene and generates an image of that scene from the view point
of a camera also described in the text file. Ray-tracing is not a fast
process by any means, but it produces very high quality images with realistic
reflections, shading, perspective and other effects.
2.1 What is Ray-Tracing?
Ray-tracing is a rendering technique that calculates an image of a scene by
shooting rays into the scene. The scene is built from shapes, light sources,
a camera, materials, special features, etc.
For every pixel in the final image one or more viewing rays are shot into the
scene and tested for intersection with any of the objects in the scene.
Viewing rays originate from the viewer, represented by the camera, and pass
through the viewing window (representing the final image).
Every time an object is hit, the color of the surface at that point is
calculated. For this purpose the amount of light coming from any light source
in the scene is determined to tell whether the surface point lies in shadow
or not. If the surface is reflective or translucent new rays are set up and
traced in order to determine the contribution of the reflected and refracted
light to the final surface color.
Special features like inter-diffuse reflection (radiosity), atmospheric
effects and area lights make it necessary to shoot a lot of additional rays
into the scene for every pixel.
2.2 What is POV-Ray?
The Persistence of Vision(tm) Ray-Tracer was developed from DKBTrace 2.12
(written by David K. Buck and Aaron A. Collins) by a bunch of people, called
the POV-Team(tm), in their spare time. The headquarters of the POV-Team is in
the POVRAY forum on CompuServe (see "POV-Ray Forum on CompuServe" for more
details).
The POV-Ray(tm) package includes detailed instructions on using the
ray-tracer and creating scenes. Many stunning scenes are included with
POV-Ray so you can start creating images immediately when you get the
package. These scenes can be modified so you don't have to start from
scratch.
In addition to the pre-defined scenes, a large library of pre-defined shapes
and materials is provided. You can include these shapes and materials in your
own scenes by just including the name of the shape or material and their name
of their appropriate source file.
Here are some highlights of POV-Ray's features:
* Spotlights, cylindrical lights and area lights for sophisticatedre.ures.
* Basic shape primitives such as ... spheres, boxes, quadrics, cylinders,
* Advanced shape primitives such as ... torii (donuts), bezier patches,
height fields (mountains), blobs, quartics, smooth triangles, text,
fractals, superquadrics, surfaces of revolution, prisms, polygons, lathes
* Shapes can easily be combined to create new complex shapes using
Constructive Solid Geometry (CSG). POV-Ray supports unions, merges,
* Objects are assigned materials called textures (a texture describes the
* Built-in color and normal patterns: Agate, Bozo, Bumps, Checker, Crackle,
Dents, Granite, Gradient, Hexagon, Leopard, Mandel, Marble, Onion,
Quilted, Ripples, Spotted, Sprial, Radial, Waves, Wood, Wrinkles and
* Users can create their own textures or use pre-defined textures such as
* Combine textures using layering of semi-transparent textures or tiles of
* Display preview of image while computing (not available on all
* Continue rendering a halted partial scene later.
2.3 Which Version of POV-Ray should you use?
POV-Ray can be used under MS-DOS, Windows 3.x, Windows for Workgroups 3.11,
Windows 95, Windows NT, Apple Macintosh 68k, Power PC, Commodore Amiga,
Linux, UNIX and other platforms.
The latest versions of the necessary files are available over CompuServe,
Internet, America Online and several BBS's. See section "Where to Find
POV-Ray Files" for more info.
2.3.1 IBM-PC and Compatibles
Currently there are three different versions for the IBM-PC running under
different operating systems (MS-DOS, Windows and Linux) as described below.
2.3.1.1 MS-DOS
The MS-DOS version runs under MS-DOS or as a DOS application under Windows
95, Windows NT, Windows 3.1 or Windows for Workgroups 3.11. It also runs
under OS/2 and Warp.
Required hardware and software:
- About 6 meg disk space to install and 2-10 meg or more beyond that for
- A text editor capable of editing plain ASCII text files. The EDIT program
- Graphic file viewer capable of viewing GIF and perhaps TGA and PNG
formats.
Required POV-Ray files:
- POVMSDOS.EXE - a self-extracting archive containing the program, sample
scenes, standard include files and documentation in a hypertext help
format with help viewer. This file may be split into smaller files for
easier downloading. Check the directory of your download or ftp site to
see if other files are needed.
Recommended:
- SVGA display preferably with VESA interface and high color or true color
ability.
Optional: The source code is not needed to use POV-Ray. It is provided for
the curious and adventurous.
- POVMSD_S.ZIP - The C source code for POV-Ray for MS-DOS Contains generic
parts and MS-DOS specific parts. It does not include sample scenes,
standard include files and documentation so you should also get the
- A C compiler that can create 32-bit protected mode applications. We
support Watcom 10.5a, Borland 4.52 with DOS Power Pack and limited
graphics under DJGPP 1.12maint4. DJGPP 2.0 not supported.
2.3.1.2 Windows
The Windows version runs under Windows'95, Windows NT and under Windows 3.1
or 3.11 if Win32s extensions are added. Also runs under OS/2 Warp.
Required hardware and software:
- About 12 meg disk space to install and 2-10 meg or more beyond that for
working space.
Required POV-Ray files:
- User archive POVWIN3.EXE - a self-extracting archive containing the
program, sample scenes, standard include files and documentation. This
file may be split into smaller files for easier downloading. Check the
directory of your download or ftp site to see if other files are needed.
Recommended:
- SVGA display preferably with high color or true color ability and drivers
installed.
Optional: The source code is not needed to use POV-Ray. It is provided for
the curious and adventurous.
- POVWIN_S.ZIP --- The C source code for POV-Ray for Windows. Contains
generic parts and Windows specific parts. It does not include sample
scenes, standard include files and documentation so you should also get
- POV-Ray can only be compiled using C compilers that create 32-bit Windows
applications. We support Watcom 10.5a, Borland 4.52/5.0 compilers. The
source code is not needed to use POV-Ray. It is provided for the curious
and adventurous.
2.3.1.3 Linux
Required hardware and software:
- About 6 meg disk space to install and 2-10 meg or more beyond that for
- Any recent (1994 onwards) Linux kernel and support for ELF format
- ELF libraries libc.so.5, libm.so.5 and one or both of libX11.so.6 or
libvga.so.1.
Required POV-Ray files:
- POVLINUX.TGZ or POVLINUX.TAR.GZ - archive containing an official binary
for each SVGALib and X-Windows modes. Also contains sample scenes,
standard include files and documentation.
Recommended:
- Graphic file viewer capable of viewing PPM, TGA or PNG formats.
Optional: The source code is not needed to use POV-Ray. It is provided for
the curious and adventurous.
- POVUNI_S.TAR.GZ or POVUNI_S.TGZ - The C source code for POV-Ray for
Linux. Contains generic parts and Linux specific parts. It does not
include sample scenes, standard include files and documentation so you
- The GNU C compiler and (optionally) the X include files and libraries and
KNOWLEDGE OF HOW TO USE IT. Although we provide source code for generic
Unix systems, we do not provide technical support on how to compile the
program.
2.3.2 Apple Macintosh
The Macintosh versions run under Apple's MacOS operating system version 7.0
or better, on any 68020/030/040-based Macintosh (with or without a floating
point coprocessor) or any of the Power Macintosh computers.
Required hardware and software:
- A 68020 or better CPU without a floating point unit (LC or Performa or
- A 68020 or better CPU *with* a floating point unit (Mac II or Quadra
- About 6 meg free disk space to install and an additional 2-10 meg free).
- Graphic file viewer utility capable of viewing Mac PICT, GIF and perhaps
TGA and PNG formats (the shareware GIFConverter or GraphicConverter
applications are good.)
Required POV-Ray files:
- POVMACNF.SIT or POVMACNF.SIT.HQX - a Stuffit archive containing the
non-FPU 68K Macintosh application, sample scenes, standard include files
- POVMAC68.SIT or POVMAC68.SIT.HQX - a Stuffit archive containing the FPU
68K Macintosh application, sample scenes, standard include files and
- POVPMAC.SIT or POVPMAC.SIT.HQX - a Stuffit archive containing the native
Power Macintosh application, sample scenes, standard include files and
documentation.
Recommended:
- 8 meg or more RAM for 68K Macintosh; 16 meg or more for Power Macintosh
- Color monitor preferred, 256 colors OK, but thousands or millions of
colors is even better.
Optional: The source code is not needed to use POV-Ray. It is provided for
the curious and adventurous. POV-Ray can be compiled using Apple's MPW 3.3,
Metrowerks CodeWarrior 8 or Symantec 8.
- POVMACS.SIT or POVMACS.SIT.HQX - The full C source code for POV-Ray for
Macintosh. Contains generic parts and Macintosh specific parts. It does
not include sample scenes, standard include files and documentation so
you should also get the executable archive as well.
2.3.3 Commodore Amiga
The Amiga version comes in several flavors: 68000/68020 without FPU (not
recommended, very slow), 68020/68881(68882), 68030/68882 and 68040. There are
also two sub-versions, one with a CLI-only interface, and one with a GUI
(requires MUI 3.1). All versions run under OS2.1 and up. Support exists for
pensharing and window display under OS3.x with 256 color palettes and CybeGFX
display library support.
Required:
- at least 2 meg of hard disk space for the necessities, 5-20 more
- an ASCII text editor, GUI configurable to launch the editor of your
- Graphic file viewer - POV-Ray outputs to PNG, Targa (TGA) and PPM
formats, converters from the PPMBIN distribution are included to convert
these to IFF ILBM files.
Required POV-Ray files:
- POVAMI.LHA - a LHA archive containing executable, sample scenes, standard
include files and documentation.
Recommended:
- 24-bit display card (CyberGFX library supported)
As soon as a stable compiler is released for Amiga PowerPC systems, plans are
to add this to the flavor list.
Optional: The source code is not needed to use POV-Ray. It is provided for
the curious and adventurous.
- POVLHA_S.ZIP - The C source code for POV-Ray for Amiga. Contains generic
parts and Amiga specific parts. It does not include sample scenes,
standard include files and documentation so you should also get the
executable archive as well.
2.3.4 SunOS
Required hardware and software:
- About 6 meg disk space to install and 2-10 meg or more beyond that for
- SunOS 4.1.3 or other operating system capable of running such a binary
(Solaris or possibly Linux for Sparc).
Required POV-Ray files:
- POVSUNOS.TGZ or POVSUNOS.TAR.GZ - archive containing an official binary
for each text-only and X-Windows modes. Also contains sample scenes,
standard include files and documentation.
Recommended:
- preferably 24-bit TrueColor display ability, although the X display code
- Graphic file viewer capable of viewing PPM, TGA or PNG formats..
Optional: The source code is not needed to use POV-Ray. It is provided for
the curious and adventurous.
- POVUNI_S.TGZ or POVUNI_S.TAR.GZ - The C source code for POV-Ray for UNIX.
Contains generic UNIX parts and Linux specific parts. It does not include
sample scenes, standard include files and documentation so you should
- A C compiler and (optionally) the X include files and libraries and
knowledge of how to use it.
Although we provide source code for generic Unix systems, we do not provide
technical support on how to compile the program.
2.3.5 Generic Unix
Required:
- POVUNI_S.TGZ or POVUNI_S.TAR.GZ - The C source code for POV-Ray for Unix.
Either archive contains full generic source, Unix and X-Windows specific
- POVUNI_D.TGZ or POVUNI_D.TAR.GZ or any archive containing the sample
scenes, standard include files and documentation. This could be the Linux
- A C compiler for your computer and KNOWLEDGE OF HOW TO USE IT. Although
we provide source code for generic Unix systems, we do not provide
- A text editor capable of editing plain ASCII text files.
Recommended:
- Graphic file viewer capable of viewing PPM, TGA or PNG formats.
Optional:
- You will need the X-Windows include files as well. If you're not familiar
with compiling programs for X-Windows you may need some help from someone
who is knowledgeable at your installation because the X include files and
libraries are not always in a standard place.
2.3.6 All Versions
Each executable archive includes full documentation for POV-Ray itself as
well as specific instructions for using POV-Ray with your type of platform.
All versions of the program share the same ray-tracing features like shapes,
lighting and textures. In other words, an IBM-PC can create the same pictures
as a Cray supercomputer as long as it has enough memory.
The user will want to get the executable that best matches their computer
hardware. See the section "Where to Find POV-Ray Files" for where to find
these files. You can contact those sources to find out what the best version
is for you and your computer.
2.3.7 Compiling POV-Ray
The following sections will help you to compile the portable C source code
into a working executable version of POV-Ray. They are only for those people
who want to compile a custom version of POV-Ray or to port it to an
unsupported platform or compiler.
The first question you should ask yourself before proceeding is Do I really
need to compile POV-Ray at all? Official POV-Ray Team executable versions are
available for MS-DOS, Windows 3.1x/95/NT, Mac 68k, Mac Power PC, Amiga, Linux
for Intel x86, and SunOS. Other unofficial compiles may soon be available for
other platforms. If you do not intend to add any custom or experimental
features to the program and if an executable already exists for your platform
then you need not compile this program yourself.
If you do want to proceed you should be aware that you are very nearly on
your own. The following sections and other related compiling documentation
assume you know what you are doing. It assumes you have an adequate C
compiler installed and working. It assumes you know how to compile and link
large, multi-part programs using a make utility or an IDE project file if
your compiler supports them. Because makefiles and project files often
specify drive, directory or path information, we cannot promise our makefiles
or projects will work on your system. We assume you know how to make changes
to makefiles and projects to specify where your system libraries and other
necessary files are located.
In general you should not expect any technical support from the POV-Ray Team
on how to compile the program. Everything is provided here as is. All we can
say with any certainty is that we were able to compile it on our systems. If
it doesn't work for you we probably cannot tell you why.
There is no technical documentation for the source code itself except for the
comments in the source files. We try our best to write clear, well- commented
code but some sections are barely commented at all and some comments may be
out dated. We do not provide any technical support to help you to add
features. We do not explain how a particular feature works. In some
instances, the person who wrote a part of the program is no longer active in
the Team and we don't know exactly how it works.
When making any custom version of POV-Ray or any unofficial compile, please
make sure you read and follow all provisions of our license in "Copyright".
In general you can modify and use POV-Ray on your own however you want but if
you distribute your unofficial version you must follow our rules. You may not
under any circumstances use portions of POV-Ray source code in other
programs.
2.3.7.1 Directory Structure
POV-Ray source code is distributed in archives with files arranged in a
particular hierarchy of directories or folders. When extracting the archives
you should do so in a way that keeps the directory structure intact. In
general we suggest you create a directory called povray3 and extract the
files from there. The extraction will create a directory called source with
many files and sub-directories.
In general, there are separate archives for each hardware platform and
operating system but each of these archives may support more than one
compiler. For example here is the directory structure for the MS-DOS archive.
SOURCE
SOURCE\LIBPNG
SOURCE\ZLIB
SOURCE\MSDOS
SOURCE\MSDOS\PMODE
SOURCE\MSDOS\BORLAND
SOURCE\MSDOS\DJGPP
SOURCE\MSDOS\WATCOM
The source directory contains source files for the generic parts of POV-Ray
that are the same on all platforms. The source\libpng contains files for
compiling a library of routines used in reading and writing PNG (Portable
Network Graphics) image files. The source\zlib contains files for compiling a
library of routines used by libpng to compress and uncompress data streams.
All of these files are used by all platforms and compilers. They are in every
version of the source archives.
The source\msDOS directory contains all source files for the MS-DOS version
common to all supported MS-DOS compilers. The pmode sub-directory contains
source files for pmode.lib which is required by all MS-DOS versions. The
borland, djgpp, and watcom sub-directories contain source, makefiles and
project files for C compilers by Borland, DJGPP and Watcom.
The source\msDOS directory is only in the MS-DOS archive. Similarly the
Windows archive contains a source\windows directory. The Unix archive
contains source/unix etc.
The source\msDOS directory contains a file cmpl_msd.doc which contains
compiling information specific to the MS-DOS version. Other platform specific
directories contain similar cmpl_xxx.doc files and the compiler specific
sub-directories also contain compiler specific cmpl_xxx.doc files. Be sure to
read all pertinent cmpl_xxx.doc files for your platform and compiler.
2.3.7.2 Configuring POV-Ray Source
Every platform has a header file config.h that is generally in the platform
specific directory but may be in the compiler specific directory. Some
platforms have multiple versions of this file and you may need to copy or
rename it as config.h. This file is included in every module of POV-Ray. It
contains any prototypes, macros or other definitions that may be needed in
the generic parts of POV-Ray but must be customized for a particular platform
or compiler.
For example different operating systems use different characters as a
separator between directories and file names. MS-DOS uses back slash, Unix a
front slash or Mac a colon. The config.h file for MS-DOS and Windows contains
the following:
#define FILENAME_SEPARATOR ''
which tells the generic part of POV-Ray to use a back slash.
Every customization that the generic part of the code needs has a default
setting in the file source\frame.h which is also included in every module
after config.h. The frame.h header contains many groups of defines such as
this:
#ifndef FILENAME_SEPARATOR
#define FILENAME_SEPARATOR '/'
#endif
which basically says if we didn't define this previously in config.h then
here's a default value. See frame.h to see what other values you might wish
to configure.
If any definitions are used to specify platform specific functions you should
also include a prototype for that function. The file source\msDOS\config.h,
for example, not only contains the macro:
#define POV_DISPLAY_INIT(w,h) MSDOS_Display_Init ((w), (h));
to define the name of the graphics display initialization function, it
contains the prototype:
void MSDOS_Display_Init (int w, int h);
If you plan to port POV-Ray to an unsupported platform you should probably
start with the simplest, non-display generic Unix version. Then add new
custom pieces via the config.h file.
2.3.7.3 Conclusion
We understand that the above sections are only the most trivial first steps
but half the fun of working on POV-Ray source is digging in and figuring it
out on your own. That's how the POV-Ray Team members got started. We've tried
to make the code as clear as we can.
Be sure to read the cmpl_xxx.doc files in your platform specific and compiler
specific directories for some more minor help if you are working on a
supported platform or compiler.
2.4 Where to Find POV-Ray Files
The latest versions of the POV-Ray software are available from the following
sources.
2.4.1 POV-Ray Forum on CompuServe
The headquarters of POV-Ray are on CompuServe in the POVRAY forum, that is
managed by some of the team members. We meet there to share information,
useful programs and utilities and graphics created by POV-Ray. Everyone is
welcome to join in on the action on CIS:POVRAY. Hope to see you there! You
can get information on joining CompuServe by calling (800)848-8990 or visit
the CompuServe home page http://www.compuserve.com. Direct CompuServe access
is also available in Japan, Europe and many other countries.
2.4.2 Internet
The internet home of POV-Ray is reachable on the World Wide Web via the
address http://www.povray.org and via ftp as ftp.povray.org. Please stop by
often for the latest files, utilities, news and images from the official
POV-Ray internet site.
The comp.graphics.rendering.raytracing newsgroup has many competent POV-Ray
users that are very willing to share their knowledge. They generally ask that
you first browse a few files to see if someone has already answered the same
question, and of course, that you follow proper "netiquette". If you have any
doubts about the qualifications of the folks that frequent the group, a few
minutes spend at the Ray Tracing Competition pages at www.povray.org will
quickly convince you!
2.4.3 PC Graphics Area on America On-Line
There's an area now on America On-Line dedicated to POV-Ray support and
information. You can find it in the PC Graphics section of AOL. Jump keyword
POV (the keyword PCGRAPHICS brings you to the top of the graphics related
section). This area includes the Apple Macintosh executables also. It is best
if messages are left in the Company Support section. Currently, Bill Pulver
(BPulver) is our representative there.
2.4.4 The Graphics Alternative BBS in El Cerrito, CA
For those on the West coast, you may want to find the POV-Ray files on The
Graphics Alternative BBS. It's a great graphics BBS run by Adam Shiffman. TGA
is high quality, active and progressive BBS system which offers both quality
messaging and files to its 1300+ users.
510-524-2780 (PM14400FXSA v.32bis 14.4k, Public)
510-524-2165 (USR DS v.32bis/HST 14.4k, Subscribers)
2.4.5 PCGNet
The Professional CAD and Graphics Network (PCGnet) serves both the CAD and
Graphics communities by making information useful to them widely available.
Formerly known as ADEnet, PCGnet is a new network created from the ground up,
incorporating new nodes and focusing evenly on both CAD and graphics related
topics, including, but not limited to the following topics: design, drafting,
engineering, 2d and 3d modeling, multimedia, systems, raster imaging,
raytracing, 3d rendering and animation.
PCGnet is designed to serve the needs of all callers by stimulating interest
and generating support forums for active users who have an interest in the
CAD and graphics related topics previously mentioned; interest and support is
generated through PCGnet's message conferences, file sharing across the
network, and industry news and press releases. PCGnet's message conference
are moderated forums designed to accommodate friendly, yet professional and
informative discussion of CAD and graphics related subjects.
TGA BBS serves as the central hub for a large network of graphics-oriented
BBS systems around the world. Following is a concise listing of active PCGNet
nodes at the time of this writing. The POV-Team can not vouch for the
currency of this information, nor verify that any of these boards may carry
POV-Ray.
USA and Canada
411-Exchange Alpharetta GA 404-345-0008
Autodesk Global Village San Rafael CA 415-507-5921
CAD/Engineering Services Hendersonville TN 615-822-2539
Canis Major Nashville TN 615-385-4268
CEAO BBS Columbus OH 614-481-3194
CHAOS BBS Columbia MO 314-874-2930
Joes CODE BBS West Bloomfield MI 810-855-0894
John's Graphics Brooklyn Park MN 612-425-4436
PC-AUG Phoenix AZ 602-952-0638
SAUG BBS Bellevue WA 206-644-7115
Space Command BBS Kennewick WA 509-735-4894
The CAD/fx BBS Mesa AZ 602-835-0274
The Drawing Board BBS Anchorage AK 907-349-5412
The Graphics Alternative El Cerrito CA 510-524-2780
The Happy Canyon Denver CO 303-759-3598
The New Graphics BBS Piscataway NJ 908-271-8878
The University Shrewsbury Twp NJ 908-544-8193
The Virtual Dimension Oceanside CA 619-722-0746
Time-Out BBS Sadsburyville PA 610-857-2648
Australia
MULTI-CAD Magazine BBS Toowong QLD 61-7-878-2940
My Computer Company Erskineville NSW 61-2-557-1489
Sydney PCUG Compaq BBS Caringbah NSW 61-2-540-1842
The Baud Room Melbourne VIC 61-3-481-8720
Austria
Austrian AutoCAD User Group Graz 43-316-574-426
Belgium
Lucas Visions BBS Boom 32-3-8447-229
Denmark
Horreby SuperBBS Nykoebing Falster 45-53-84-7074
Finland
DH-Online Jari Hiltunen 358-9-40562248
Triplex BBS Helsinki 358-9-5062277
France
CAD Connection Montesson 33-1-39529854
Zyllius BBS! Saint Paul 33-93320505
Germany
Ray BBS Munich Munich 49-89-984723
Tower of Magic Gelsenkirchen 49-209-780670
Netherlands
BBS Bennekom: Fractal Board Bennekom 31-318-415331
CAD-BBS Nieuwegein 31-30-6090287
31-30-6056353
Foundation One Baarn 31-35-5422143
New Zealand
The Graphics Connection Wellington 64-4-566-8450
The Graphics Connection II New Plymouth 64-6-757-8092
The Graphics Connection III Auckland 64-9-309-2237
Slovenia
MicroArt Koper 386-66-34986
Sweden
Autodesk On-line Gothenburg 46-31-401718
United Kingdom
CADenza BBS Leicester, UK 44-116-259-6725
Raytech BBS Tain, Scotland 44-1862-83-2020
The Missing Link Surrey, England 44-181-641-8593
Country or long distance dial numbers may require additional numbers to be
used. Consult your local phone company.
2.4.6 POV-Ray Related Books and CD-ROMs
The following items were produced by POV-Team members. Although they are only
current to POV-Ray 2.2 they will still be helpful. Steps are being taken to
update the POV-Ray CDROM to version 3.0, with a new version expected around
October 1996.
The books listed below have been recently listed as out-of-print but may
still be found in some bookstores or libraries (Visit
http://www.dnai.com:80/waite/ for more details).
Ray Tracing Creations, 2d Ed.
Chris Young and Drew Wells
ISBN 1-878739-69-7
Waite Group Press 1994
700 pages with color insert and POV-Ray 2.2 on 3.5" MS-DOS disk.
Ray Tracing Worlds with POV-Ray
Alexander Enzmann, Lutz Kretzschmar, Chris Young,
ISBN 1-878739-64-6
Waite Group Press 1994
Includes Moray 1.5x modeller and POV-Ray 2.2 on 3.5" MS-DOS disks.
Ray Tracing for the Macintosh CD
Eduard Schwan
ISBN 1-878739-72-7
Waite Group Press, 1994
Comes with a CD-ROM full of scenes, images, and QuickTime movies,
and an interactive keyword reference. Also a floppy with POV-Ray for
those who don't have a CD ROM drive.
'The Official POV-Ray CDROM' The Official POV-Ray CDROM: The Official POV-Ray
CDROM is a compilation of images, scene source, program source, utilities and
tips on POV-Ray and 3D graphics from the Internet and Compuserve. This CD is
aimed not only at those who want to create their own images or do general 3D
programming work, but also at those who want simply to experience some
high-quality renderings done by some of the best POV-Ray artists, and to
learn from their source code. The CDROM contains over 500 ray-traced images.
It's a good resource for those learning POV-Ray as well as those who are
already proficient, and contains a Microsoft Windows-based interactive
tutorial. The disk comes with a fold-out poster and reference sheet. The CD
is compatible with DOS/Windows and Macintosh formats.
The CDROM is available for free retrieval and browsing on the World Wide Web
at http://www.povray.org/pov-cdrom. For more details you may also visit
http://www.povray.org/povcd.
3 Quick Start
The next section describes how to quickly install POV-Ray and render sample
scenes on your computer. It is assumed that you are using an IBM-PC
compatible computer with MS-DOS. For other platforms you must refer to the
specific documentation included in archive that contains POV-Ray.
3.1 Installing POV-Ray
Specific installation instructions are included with the executable program
for your computer. In general, there are two ways to install POV-Ray.
[ Note that the generic word "directory" is used throughout. Your operating
system may use another word (subdirectory, folder, etc.) ]
1) The messy way: Create a directory called POVRAY and copy all POV-Ray files
into it. Edit and run all files and programs from this directory. This method
works, but is not recommended.
Or the preferred way:
2) Create a directory called POVRAY and several subdirectories called
INCLUDE, DEMO, SCENES, UTIL. The self-extracting archives used in some
versions of the program will create subdirectories for you. If you create
your own, the file tree for this should look something like this:
\--
|
+POVRAY --
|
+INCLUDE
|
+DEMO
|
+SCENES
|
+UTIL
Copy the executable file and docs into the directory POVRAY. Copy the
standard include files into the subdirectory INCLUDE. Copy the sample scene
files into the subdirectory SCENES. And copy any POV-Ray related utility
programs and their related files into the subdirectory UTIL. Your own scene
files will go into the SCENES subdirectory. Also, you'll need to add the
directories \POVRAY and \POVRAY\UTIL to your "search path" so the executable
programs can be run from any directory.
Note that some operating systems don't have an equivalent to the multi-path
search command.
The second method is a bit more difficult to set-up, but is preferred. There
are many files associated with POV-Ray and they are far easier to deal with
when separated into several directories.
3.2 Basic Usage
Notice: If you did not install the program using the install.exe system, the
examples and instructions given here may not work! The installation process
configures povray.ini and several important batch files. Without these files
configured, the examples herein may not work.
POV-Ray's basic purpose is to read a scene description written in the POV
language and to write an image file. The scene files are plain ASCII text
files that you create using a text editor. Dozens of sample files are
included with this package to illustrate the various features.
You invoke POV-Ray by typing a command at the MS-DOS prompt. The command is
povray and it must be followed by one or more command line switches. Each
switch begins with a plus or minus sign. Blanks separate the switches. The
switches may be upper or lower case.
Note: The examples in this documentation assume you installed POV-Ray in the
c:\povray3 directory. The installer will let you install POV-Ray anywhere and
will properly configure it for the drive and directory you specified. You
just substitute that drive and directory anywhere we tell you to use
c:\povray3. Change to that directory now. Then type the following command
line and press [ENTER]
POVRAY +ISHAPES +D1
The +I command (for input) tells the program what file to read as input. If
you don't give an extension on the file name, .pov is assumed. Thus +Ishapes
tells it to read in shapes.pov to be rendered.
The +D switch (for display) tells the program to turn the graphic preview
display on. A -D would turn it off. The number "1" tells it what type of
display to use. Type "1" is the old fashioned standard generic VGA at 320 by
200 resolution and just 256 colors. This is pretty much guaranteed to work on
any VGA video system.
There are other options in effect besides those you typed on the command
line. They are stored in a file called povray.ini which was created by the
install system. POV-Ray automatically looks for this file in the same
directory where povray.exe resides. See "INI Files" and "Using INI Files" for
more information on povray.ini and other INI files.
When you enter the command shown above, you will see brightly colored
geometric shapes begin to appear as POV-Ray calculates the color of each
pixel row by row. You will probably be disappointed with the graphic display
results. That is because this is only a preview display. The actual image is
in full 24-bit color but we cannot display that high quality using simple VGA
with a fixed set of 256 colors. If your hardware supports the VESA interface
standard or you have a VESA TSR driver loaded, try running with +DG rather
than +D1. This will give you access to all of the various modes your video
hardware can use. If you have 15-bit or 16- bit high color capability try
+DGH or if you have 24-bit true color capability try +DGT to see the image in
all its glory. See section "Display Types" below for more information on
graphics preview.
When the program finishes, you will hear beeps. After admiring the image,
press [ENTER]. You will see a text screen of statistics. If the text is too
much to fit on the screen you may press [CURSOR UP] or [CURSOR DOWN] keys to
read more text. Notice that there are tabs at the bottom of the screen. Press
[CURSOR LEFT] or [CURSOR RIGHT] keys to view other interesting text
information. Press [ENTER] again to exit POV-Ray.
If you do not have high color or true color ability you will have to view the
image file to see the real colors. The image file shapes.tga is written to
your current directory. By default POV-Ray creates files in TGA format. This
is a standard format for storing 24-bit true-color images. You will need an
image viewing program to view the file. Such programs are usually available
from the same place where you obtained POV-Ray but a viewer is not included
in this package.
If you cannot view TGA files you may add the switch +FN and POV-Ray will
output PNG (Portable Network Graphic) format. If PNG format viewer is not
available then type the following
T2G SHAPES
and press [ENTER]. This will run a batch file that invokes the tga2gif
program. The program will read your shapes.tga file, create an optimal 256
color palette and write a GIF format file shapes.gif. Most image viewing
programs support GIF.
3.2.1 Running Files in Other Directories
Normally POV-Ray only looks in the current directory for the files it needs.
It does not search your MS-DOS path for data files; it only searches for
programs. In the sample scene you just ran, file shapes.pov was in the
current directory so this was no problem. That scene also needed other files
but your povray.ini file tells POV-Ray other places to search for necessary
files.
If you allowed the install system to update your autoexec.bat file, then you
can change to any drive or directory and can run POV-Ray from that directory.
You will also be able to use the batch files and utilities that came with
this package in any directory. For future reference let's call the
"use-c:\povray3-in-your-path-plan" as plan one.
There are some circumstances where you may not want to put c:\povray3 in your
path. There is a limit of 128 characters in your path statement and you may
not have room for it. Try rendering the shapes example from a different
directory. If it doesn't work, then you forgot to re-boot your system so the
new path takes effect. If after re-booting it still doesn't work, it probably
means your path is too full. You will have to adopt a different plan.
Chances are, you already have several directories in your path. Most systems
have c:\DOS, c:\windows or some directory such as c:\utility already in the
path. We have provided several small batch files that you can copy to that
directory. For future reference we'll call the
"put-batch-files-in-a-directory-already-on-the-path-plan" as plan two.
At any DOS prompt, type the word path and press [ENTER]. It will show you
what directories are already on your path. Then copy the following files from
your c:\povray3 directory to any of the directories already on your path. The
files are:
RUNPOV.BAT RERUNPOV.BAT RUNPHELP.BAT T2G.BAT
Once you have copied these files, try the following example. In this case, do
not invoke the program with the command povray. Instead use runpov as
follows:
cd \POVRAY3\POV3DEMO\SHOWOFF
RUNPOV +ISUNSET3 +D1
This changes to the \povray3\pov3demo\showoff directory where the file
sunset3.pov is found. It runs the file runpov.bat. That batch file is set up
to run POV-Ray even if it is not on the DOS path. It also passes the switches
along to POV-Ray. These batch files have other uses, even if you are using
plan one as described above or plan three as described below. For more on
these batch files, see "Batch Files".
All of the early examples in this document assumed you were running POV-Ray
from the directory where it was installed such as c:\povray3. This approach
of always using the installation directory is in fact plan three. If you are
using this method, you need to tell POV-Ray where else to look for files. In
the case of sunset3.pov you could do this:
POVRAY +IC:\POVRAY3\POV3DEMO\SHOWOFF\SUNSET3 +D1
However some scenes need more than one file. For example the directory drums2
that can be found under \povray3\povscn\level3 contains three files:
drums.pov, drums.inc and rednewt.gif all of which are required for that one
scene. In this case you should use the +L switch (for library) to add new
library paths to those that POV-Ray will search. You would render the scene
with this command.
POVRAY +L\POVRAY3\POVSCN\LEVEL3\DRUMS2 +IDRUMS +D1
3.2.2 INI Files
There were more options used in these renderings than just the switches +I,
+D, and +L that you specify. When you run the program, POV- Ray automatically
looks for the file povray.ini in whatever directory that povray.exe is in.
The povray.ini file contains many options that control how POV-Ray works. We
have set this file up so that it is especially easy to run your first scene
with minimal problems. The file should be placed in the same directory as
povray.exe and it will automatically read when POV-Ray is run. If you ever
move povray.exe to a different directory, be sure to move povray.ini too.
Complete details on all of the available switches and options that can be
given on the command line or in povray.ini are given in "POV-Ray Options".
You may also create INI files of your own with switches or options similar to
povray.ini. If you put a file name on the command line without a plus or
minus sign before it, POV-Ray reads it as an INI file. Try this...
POVRAY RES120 +ISHAPES +D1
This causes POV-Ray to look for a file called res120.ini which we have
provided. It sets your resolution to 120 by 90 pixels for a quick preview.
The following INI files have been provided for you.
SLOW.INIII Turns on radiosity and anti-aliasing; very slow but
ZIPFLI.INI ZIPFLC.INICreate an FLI/FLC animation from zipped images. See
"ANIMATION TIPS" below.
You can create your own custom INI's which can contain any command in the
reference guide.
3.2.3 Alternatives to POVRAY.INI
The povray.ini file is supposed to hold your favorite global default options
that you want to use all the time. You should feel free to edit it with new
options that suit your needs. However it must be located in the same
directory as povray.exe or it won't be found. The DOS path isn't searched nor
will +L commands help because povray.ini is processed before any command line
switches.
If your povray.exe resides on a CD-ROM then you can't edit the povray.ini on
the CD. There is an alternative. You may use an environment variable to
specify an alternative global default.
In your autoexec.bat file add a line similar to this:
set POVINI=D:\DIRECT\FILE.INI
which sets the POVINI environment variable to whatever drive, directory and
INI file you choose. If you specify any POVINI environment variable then
povray.ini is not read. This is true even if the file you named doesn't
exist. Note that you are specifying an entire path and file name. This is not
a pointer to a directory containing povray.ini. It is a pointer to the actual
file itself.
Note that the POVRAYOPT environment variable in previous versions of POV-Ray
is no longer supported.
3.2.4 Batch Files
We've already described how the file runpov.bat can be used as an alternative
to running POV-Ray directly. runpov.bat also has one other use. It uses the
+GI switch to create a file called rerun.ini. This makes it very easy to run
the same file over again with the same parameters. When creating your own
scene files you will probably make dozens of test renders. This is a very
valuable feature. Here is how it works... Suppose you render a scene as
follows:
RUNPOV +IMYSCENE +D1 RES120
This renders myscene.pov at 120 by 90 resolution. Note there is no such
scene. This is hypothetical. After viewing it, you noticed a mistake which
you fixed with your text editor. To rerun the scene type:
RERUNPOV
and that's all. It will rerun the same scene you just ran. Suppose you want
more detail on the next run. You can add more switches or INI files. For
example:
RERUNPOV RES320
will rerun at higher resolution. Subsequent uses of rerunpov will be at 320
by 200 until you tell it differently. As another example, the +A switch turns
on anti-aliasing. Typing "rerunpov +A" reruns with anti- aliasing on. All
subsequent reruns will have it on until you do a "rerunpov -A" to turn it
off. Note if you do another runpov it starts over from your povray.ini
defaults and it overwrites the old rerun.ini.
Two other batch files are included. runphelp.bat is only used as an
alternative way to run povhelp from another directory. If you used
installation plan two then use runphelp.bat rather than povhelp.exe. This
batch file serves no other purpose.
Finally t2g.bat invokes the tga2gif.exe program for converting TGA files to
GIF files. You could run \FILE {tga2gif} directly but its default parameters
do not generally produce the best results. If you use T2G instead, it adds
some command line switches which work better. For a full list of switches
available for tga2gif, type tga2gif with no parameters and it will display
the available switches and options.
3.2.5 Display Types
You have already seen how to turn on graphics preview using +D1. Here are
details on other variations of the +D switch. Use -D to turn the display off.
If you use -D then you will probably want to add the +V switch to turn on
verbose status messages so you can monitor the progress of the rendering
while in progress.
The number "1" after the +D tells it what kind of video hardware to use. If
you use +D alone or +D0 then POV-Ray will attempt to auto detect your
hardware type. Use +D? to see a message about what type of hardware POV-Ray
found.
You may also explicitly tell POV-Ray what hardware to use. The following
chart lists all of the supported types.
+DIDiamond Computer Systems SpeedSTAR 24X
The most common type is a VESA standard card which uses +DG. VESA is a
standard software interface that works on a wide variety of cards. Those
cards which do not have VESA support directly built-in, generally have a
video driver that you can load to provide VESA support. The program UniVBE is
a high quality universal VESA driver that may work for you. It can be found
at http://www.povray.org or possibly other POV-Ray sites.
The options listed above had been tested worked under earlier versions of
POV-Ray but there have been many changes in the program and we cannot
guarantee these all still work. If you can use VESA then do so. It has been
well tested and will give you the most flexibility.
After the +D and the type, you may specify a 3rd character that specifies the
palette type.
+D?3Use 332 palette with dithering (default and best for VGA systems). This
is a fixed palette of 256 colors with each color consisting 3-bits of
+D?0Use HSV palette option for VGA display. This is a fixed palette of 256
colors where colors are matched according to hue, saturation and
+D?HUse HiColor option. Displays more than 32,000 colors with dithering.
Supported on VESA, SpeedSTAR 24X, ATI XL HiColor and Tseng 4000 based
+D?TFor Truecolor 24 bit cards. Use 24 bit color. Supported on the Diamond
SpeedSTAR 24X and cards with 24-bit VESA support only.
Here are some examples:
+D0H Auto detect the VGA display type and display the image to the
screen as it's being worked on. Use the 15-bit HiColor chip and
dithering to display more than 32,000 colors on screen.
+D4 Display to a TSENG 4000 chipset VGA using the 332 palette option.
+D4H Display to a TSENG 4000 chipset VGA using the HiColor option.
+DG0 Display to a VESA VGA adapter and use the HSV palette option.
+DG3 Display to a VESA VGA adapter and use the 332 palette option.
+DGH Display to a VESA VGA adapter and use the HiColor option for
over 32,000 colors.
+DGT Display to a VESA VGA adapter and use the TrueColor option for
over 16 million colors.
Note that your VESA BIOS must support these options in order for you to use
them. Some cards may support HiColor and/or TrueColor at the hardware level
but not through their VESA BIOS.
4 Beginning Tutorial
The beginning tutorial explains step by step how to use POV-Ray's scene
description language to create own scenes. The use of almost every feature of
POV-Ray's language is explained in detail. We will learn basic things like
placing cameras and light sources. We will also learn how to create a large
variety of objects and how to assign different textures to them. The more
sophisticated features like radiosity, halos and atmospheric effects will be
explained in detail.
The following sections explain the features in roughly the same order as they
are described in the reference guide.
4.1 Our First Image
We will create the scene file for a simple picture. Since ray-tracers thrive
on spheres, that is what we will render first.
4.1.1 Understanding POV-Ray's Coordinate System
First, we have to tell POV-Ray where our camera is and where it is looking.
To do this, we use 3D coordinates. The usual coordinate system for POV-Ray
has the positive y-axis pointing up, the positive x-axis pointing to the
right, and the positive z-axis pointing into the screen as follows:
^+Y
| /+Z
| /
| /
-X |/ +X
<-------|-------->
/|
/ |
/ |
-Z/ |
v-Y
The left-handed coordinate system (the z-axis is pointing away).
This kind of coordinate system is called a left-handed coordinate system. If
we use our left hand's fingers we can easily see why it is called
left-handed. We just point our thumb in the direction of the positive x-axis,
the index finger in the direction of the positive y-axis and the middle
finger in the positive z-axis direction. We can only do this with our left
hand. If we had used our right hand we would not have been able to point the
middle finger in the correct direction.
The left hand can also be used to determine rotation directions. To do this
we must perform the famous Computer Graphics Aerobics exercise. We hold up
our left hand and point our thumb in the positive direction of the axis of
rotation. Our fingers will curl in the positive direction of rotation.
Similarly if we point our thumb in the negative direction of the axis our
fingers will curl in the negative direction of rotation.
^
+Y| +Z/ _
| /_| |_ _
| _| | | |/ \
| | | | | | |
| /| | | | | V
-X |/ | | | | | +X
<----------+--|-|-|-|-|------>
/| | ____
/ | | ___|
/ | /
/ | | /
-Z/ -Y|
/ |
"Computer Graphics Aerobics" to determine the rotation direction.
In the above illustration, the left hand is curling around the x-axis. The
thumb points in the positive x direction and the fingers curl over in the
positive rotation direction.
If we want to use a right-handed system, as some CAD systems and modellers
do, the right vector in the camera specification needs to be changed. See the
detailed description in "Handedness". In a right-handed system we use our
right hand for the Aerobics.
There is some controversy over whether POV-Ray's method of doing a
right-handed system is really proper. To avoid problems we stick with the
left-handed system which is not in dispute.
4.1.2 Adding Standard Include Files
Using our personal favorite text editor, we create a file called demo.pov. We
then type in the following text. The input is case sensitive, so we have to
be sure to get capital and lowercase letters correct.
#include "colors.inc" // The include files contain
#include "shapes.inc" // pre-defined scene elements
#include "finish.inc"
#include "glass.inc"
#include "metals.inc"
#include "stones.inc"
#include "woods.inc"
The first include statement reads in definitions for various useful colors.
The second include statement reads in some useful shapes. The next read
pre-defined finishes, glass, metal, stone and wood textures. It is a good
idea to have a look through them to see but a few of the many possible shapes
and textures available.
We should only include files we really need in our scene. Some of the include
files coming with POV-Ray are quite large and we should better save the
parsing time and memory if we don't need them. In the following examples we
will only use the colors.inc, finish.inc and stones.inc include files so we
will better remove the appropriate lines from our scene file.
We may have as many include files as needed in a scene file. Include files
may themselves contain include files, but we are limited to declaring
includes nested only ten levels deep.
Filenames specified in the include statements will be searched for in the
current directory first and, if not found, will then be searched for in
directories specified by any +L or Library_Path options active. This would
facilitate keeping all our "include" (.inc) files such as shapes.inc,
colors.inc and textures.inc in an "include" subdirectory, and giving an +L
switch on the command line to where our library of include files are.
4.1.3 Adding a Camera
The camera declaration describes where and how the camera sees the scene. It
gives x-, y- and z-coordinates to indicate the position of the camera and
what part of the scene it is pointing at. We describe the coordinates using a
three-part vector. A vector is specified by putting three numeric values
between a pair of angle brackets and separating the values with commas.
We add the following camera statement to the scene.
camera {
location <0, 2, -3>
look_at <0, 1, 2>
}
Briefly, location <0,2,-3> places the camera up two units and back three
units from the center of the ray-tracing universe which is at <0,0,0>. By
default +z is into the screen and -z is back out of the screen.
Also look_at <0,1,2> rotates the camera to point at the coordinates <0,1,2>.
A point 5 units in front of and 1 unit lower than the camera. The look_at
point should be the center of attention of our image.
4.1.4 Describing an Object
Now that the camera is set up to record the scene, let's place a yellow
sphere into the scene. We add the following to our scene file:
sphere {
<0, 1, 2>, 2
texture {
pigment { color Yellow }
}
}
The first vector specifies the center of the sphere. In this example the x
coordinate is zero so it is centered left and right. It is also at y=1 or one
unit up from the origin. The z coordinate is 2 which is five units in front
of the camera, which is at z=-3. After the center vector is a comma followed
by the radius which in this case is two units. Since the radius is half the
width of a sphere, the sphere is four units wide.
4.1.5 Adding Texture to an Object
After we have defined the location and size of the sphere, we need to
describe the appearance of the surface. The texture block specifies these
parameters. Texture blocks describe the color, bumpiness and finish
properties of an object. In this example we will specify the color only. This
is the minimum we must do. All other texture options except color will use
default values.
The color we define is the way we want an object to look if fully
illuminated. If we were painting a picture of a sphere we would use dark
shades of a color to indicate the shadowed side and bright shades on the
illuminated side. However ray-tracing takes care of that. We pick the basic
color inherent in the object and POV-Ray brightens or darkens it depending on
the lighting in the scene. Because we are defining the basic color the object
actually has rather than how it looks the parameter is called pigment.
Many types of color patterns are available for use in a pigment statement.
The keyword color specifies that the whole object is to be one solid color
rather than some pattern of colors. We can use one of the color identifiers
previously defined in the standard include file colors.inc.
If no standard color is available for our needs, we may define our own color
by using the color keyword followed by red, green and blue keywords
specifying the amount of red, green and blue to be mixed. For example a nice
shade of pink can be specified by:
color red 1.0 green 0.8 blue 0.8
The values after each keyword should be in the range from 0.0 to 1.0. Any of
the three components not specified will default to 0. A shortcut notation may
also be used. The following produces the same shade of pink:
color rgb <1.0, 0.8, 0.8>
4.1.6 Defining a Light Source
One more detail is needed for our scene. We need a light source. Until we
create one, there is no light in this virtual world. Thus we add the line
light_source { <2, 4, -3> color White}
to the scene file to get our first complete POV-Ray scene file as shown
below.
#include "colors.inc"
background { color Cyan }
camera {
location <0, 2, -3>
look_at <0, 1, 2>
}
sphere {
<0, 1, 2>, 2
texture {
pigment { color Yellow }
}
}
light_source { <2, 4, -3> color White}
The vector in the light_source statement specifies the location of the light
as two units to our right, four units above the origin and three units back
from the origin. The light source is invisible, it only casts light, so no
texture is needed.
That's it! We close the file and render a small picture of it using the
command
povray +w160 +h120 +p +x +d0 -v -idemo.pov
If our computer does not use the command line, we have to read the platform
specific docs for the correct command to render the scene.
We may also set any other command line options we like. The scene is written
to the image file demo.tga (or some suffix other than .tga if our computer
uses a different default file format).
The scene we just traced isn't quite state of the art but we will have to
start with the basics before we soon get to much more fascinating features
and scenes.
4.2 Using the Camera
4.2.1 Using Focal Blur
Let's construct a simple scene to illustrate the use of focal blur. For this
example we will use a pink sphere, a green box and a blue cylinder with the
sphere placed in the foreground, the box in the center and the cylinder in
the background. A checkered floor for perspective and a couple of light
sources will complete the scene.
We create a new file called focaldem.pov and enter the following text
#include "colors.inc"
#include "shapes.inc"
#include "textures.inc"
#version 3.0
global_settings {
assumed_gamma 2.2 // for most PC monitors
max_trace_level 5
}
sphere { <1, 0, -6>, 0.5
finish {
ambient 0.1
diffuse 0.6
}
pigment { NeonPink }
}
box { <-1, -1, -1>, < 1, 1, 1>
rotate <0, -20, 0>
finish {
ambient 0.1
diffuse 0.6
}
pigment { Green }
}
cylinder { <-6, 6, 30>, <-6, -1, 30>, 3
finish {
ambient 0.1
diffuse 0.6
}
pigment {NeonBlue}
}
plane { y, -1.0
pigment {
checker color Gray65 color Gray30
}
}
light_source { <5, 30, -30> color White }
light_source { <-5, 30, -30> color White }
Now we can proceed to place our focal blur camera to an appropriate viewing
position. Straight back from our three objects will yield a nice view.
Adjusting the focal point will move the point of focus anywhere in the scene.
We just add the following lines to the file:
camera {
location <0.0, 1.0, -10.0>
look_at <0.0, 1.0, 0.0>
// focal_point <-6, 1, 30> // blue cylinder in focus
// focal_point < 0, 1, 0> // green box in focus
focal_point < 1, 1, -6> // pink sphere in focus
aperture 0.4 // a nice compromise
// aperture 0.05 // almost everything is in focus
// aperture 1.5 // much blurring
// blur_samples 4 // fewer samples, faster to render
blur_samples 20 // more samples, higher quality image
}
The focal point is simply the point at which the focus of the camera is at
its sharpest. We position this point in our scene and assign a value to the
aperture to adjust how close or how far away we want the focal blur to occur
from the focused area.
The aperture setting can be considered an area of focus. Opening up the
aperture has the effect of making the area of focus smaller while giving the
aperture a smaller value makes the area of focus larger. This is how we
control where focal blur begins to occur around the focal point.
The blur samples setting determines how many rays are used to sample each
pixel. Basically, the more rays that are used the higher the quality of the
resultant image, but consequently the longer it takes to render. Each scene
is different so we have to experiment. This tutorial has examples of 4 and 20
samples but we can use more for high resolution images. We should not use
more samples than is necessary to achieve the desired quality - more samples
take more time to render. The confidence and variance settings are covered in
section "Focal Blur".
We experiment with the focal point, aperture, and blur sample settings. The
scene has lines with other values that we can try by commenting out the
default line with double slash marks and un-commenting the line we wish to
try out. We make only one change at a time to see the effect on the scene.
Two final points when tracing a scene using a focal blur camera. We needn't
specify anti-aliasing (the \Clo{+A} switch) because the focal blur code uses
its one sampling method that automatically takes care of anti-aliasing. Focal
blur can only be used with the perspective camera.
4.3 Simple Shapes
So far we have just used the sphere shape. There are many other types of
shapes that can be rendered by POV-Ray. The following sections will describe
how to use some of the more simple objects as a replacement for the sphere
used above.
4.3.1 Box Object
The box is one of the most common objects used. We try this example in place
of the sphere:
box {
<-1, 0, -1>, // Near lower left corner
< 1, 0.5, 3> // Far upper right corner
texture {
T_Stone25 // Pre-defined from stones.inc
scale 4 // Scale by the same amount in all
// directions
}
rotate y*20 // Equivalent to "rotate <0,20,0>"
}
In the example we can see that a box is defined by specifying the 3D
coordinates of its opposite corners. The first vector must be the minimum x-,
y- and z-coordinates and the 2nd vector must be the maximum x-, y- and
z-values. Box objects can only be defined parallel to the axes of the world
coordinate system. We can later rotate them to any angle. Note that we can
perform simple math on values and vectors. In the rotate parameter we
multiplied the vector identifier y by 20. This is the same as <0,1,0>*20 or
<0,20,0>.
4.3.2 Cone Object
Here's another example showing how to use a cone:
cone {
<0, 1, 0>, 0.3 // Center and radius of one end
<1, 2, 3>, 1.0 // Center and radius of other end
texture { T_Stone25 scale 4 }
}
The cone shape is defined by the center and radius of each end. In this
example one end is at location <0,1,0> and has a radius of 0.3 while the
other end is centered at <1,2,3> with radius=1. If we want the cone to come
to a sharp point we must use radius=0. The solid end caps are parallel to
each other and perpendicular to the cone axis. If we want an open cone with
no end caps we have to add the keyword open after the 2nd radius like this:
cone {
<0, 1, 0>, 0.3 // Center and radius of one end
<1, 2, 3>, 1.0 // Center and radius of other end
open // Removes end caps
texture { T_Stone25 scale 4 }
}
4.3.3 Cylinder Object
We may also define a cylinder like this:
cylinder {
<0, 1, 0>, // Center of one end
<1, 2, 3>, // Center of other end
0.5 // Radius
open // Remove end caps
texture { T_Stone25 scale 4 }
}
4.3.4 Plane Object
Let's try out a computer graphics standard - The Checkered Floor. We add the
following object to the first version of the demo.pov file, the one including
the sphere.
plane { <0, 1, 0>, -1
pigment {
checker color Red, color Blue
}
}
The object defined here is an infinite plane. The vector <0,1,0> is the
surface normal of the plane (i.e. if we were standing on the surface, the
normal points straight up). The number afterward is the distance that the
plane is displaced along the normal from the origin - in this case, the floor
is placed at y=-1 so that the sphere at y=1, radius=2, is resting on it.
We note that even though there is no texture statement there is an implied
texture here. We might find that continually typing statements that are
nested like texture {pigment} can get to be tiresome so POV-Ray let's us
leave out the texture statement under many circumstances. In general we only
need the texture block surrounding a texture identifier (like the T_Stone25
example above), or when creating layered textures (which are covered later).
This pigment uses the checker color pattern and specifies that the two colors
red and blue should be used.
Because the vectors <1,0,0>, <0,1,0> and <0,0,1> are used frequently, POV-Ray
has three built-in vector identifiers x, y and z respectively that can be
used as a shorthand. Thus the plane could be defined as:
plane { y, -1
pigment { ... }
}
Note that we do not use angle brackets around vector identifiers.
Looking at the floor, we notice that the ball casts a shadow on the floor.
Shadows are calculated very accurately by the ray-tracer, which creates
precise, sharp shadows. In the real world, penumbral or "soft" shadows are
often seen. Later we will learn how to use extended light sources to soften
the shadows.
4.3.5 Standard Include Objects
The standard include file shapes.inc contains some pre-defined shapes that
are about the size of a sphere with a radius of one unit. We can invoke them
like this:
#include "shapes.inc"
object {
UnitBox
texture { T_Stone25 scale 4 }
scale 0.75
rotate <-20,25,0>
translate y
}
4.4 Advanced Shapes
After we have gained some experience with the simpler shapes available in
POV-Ray it is time to go on to the more advanced, thrilling shapes.
We should be aware that the shapes described below are not trivial to
understand. We needn't be worried though if we do not know how to use them or
how they work. We just try the examples and play with the features described
in the reference chapter. There is nothing better than learning by doing.
4.4.1 Bicubic Patch Object
Bicubic or Bezier patches are useful surface representations because they
allow an easy definition of surfaces using only a few control points. The
control points serve to determine the shape of the patch. Instead of defining
the vertices of triangles, we simply give the coordinates of the control
points. A single patch has 16 control points, four at each corner, and the
rest positioned to divide the patch into smaller sections. For ray-tracing
(or rendering) the patches are approximated using triangles. Bezier patches
are almost always created using a third party modeller so for this tutorial,
we will use moray (any other modeller that supports Bezier patches and
POV-Ray can also be used). We will use moray only to create the patch itself,
not the other elements of the scene.
Bezier patches are actually very useful and, with a little practice, some
pretty amazing things can be created with them. For our first tutorial, let's
make a sort of a teepee/tent shape using a single sheet patch.
First, we start moray and, from the main edit screen, we click on "CREATE".
We Name our object Teepee. The "CREATE BEZIER PATCH" dialogue box will
appear. We have to make sure that "SHEET" is depressed. We click on "OK,
CREATE". At the bottom of the main edit screen, we click on "EXTENDED EDIT".
We hold the cursor over the "TOP" view and right click to make the pop-up
menu appear. We click on "MAXIMIZE". We [ALT]-drag to zoom in a little. We
click on "MARK ALL", and under the transformation mode box, "UFRM SCL". We
drag the mouse to scale the patch until it is approximately four units wide.
We click on "TRANSLATE", and move the patch so that its center is over the
origin. We right click "MINIMIZE" and "UNMARK ALL".
We [SHIFT]-drag a box around the lower right control point to mark it. We
[ALT]-zoom into the "FRONT" view so that we can see the patch better. In the
"FRONT" view, we "TRANSLATE" that point 10 units along the negative z-axis
(we note that in MORAY z is up). We "UNMARK ALL". We repeat this procedure
for each of the other three corner points. We make sure we remember to
"UNMARK ALL" once each point has been translated. We should have a shape that
looks as though it is standing on four pointed legs. We "UNMARK ALL".
Working once again in the "TOP" view, we [SHIFT]-drag a box around the four
center control points to mark them. We right-click over the "TOP" view and
"MAXIMIZE". We click on "UFRM SCL" and drag the mouse to scale the four
points close together. We [ALT]-drag to zoom closer and get them as close
together as we can. We [ALT]-drag to zoom out, right click and "MINIMIZE".
In the "FRONT" view, we "TRANSLATE" the marked points 10 units along the
positive z-axis. We "UNMARK ALL". The resulting shape is quite interesting,
was simple to model, and could not be produced using CSG primitives. Now
let's use it in a scene.
We click on "DONE" to return to the main edit screen. We note that U_STEPS
and V_STEPS are both set to 3 and flatness is set to 0.01. We leave them
alone for now. We click on "FILES" and then "SAVE SEL" (save selection). We
name our new file teepee1.mdl. We press [F3] and open teepee1.mdl. There is
no need to save the original file. When teepee1 is open, we create a quick
"dummy" texture (moray will not allow us to export data without a texture).
We use white with default finish and name it TeePeeTex. We apply it to the
object, save the file and press [CTRL-F9]. moray will create two files:
teepee1.inc and teepee1.pov.
We exit moray and copy teepee1.inc and teepee1.pov into our working directory
where we are doing these tutorials. We create a new file called bezdemo.pov
and edit it as follows:
#include "colors.inc"
camera {
location <0, .1, -60>
look_at 0
angle 40
}
background { color Gray25 } //to make the patch easier to see
light_source { <300, 300, -700> White }
plane { y, -12
texture {
pigment {
checker
color Green
color Yellow
}
}
}
Using a text editor, we create and declare a simple texture for our teepee
object:
#declare TeePeeTex = texture {
pigment {
color rgb <1, 1, 1,>
}
finish {
ambient .2
diffuse .6
}
}
We paste in the bezier patch data from teepee1.pov (the additional object
keywords added by moray were removed):
bicubic_patch {
type 1 flatness 0.0100 u_steps 3 v_steps 3,
<-5.174134, 5.528420, -13.211995>,
<-1.769023, 5.528420, 0.000000>,
<1.636088, 5.528420, 0.000000>,
<5.041199, 5.528420, -13.003932>,
<-5.174134, 1.862827, 0.000000>,
<0.038471, 0.031270, 18.101474>,
<0.036657, 0.031270, 18.101474>,
<5.041199, 1.862827, 0.000000>,
<-5.174134, -1.802766, 0.000000>,
<0.038471, 0.028792, 18.101474>,
<0.036657, 0.028792, 18.101474>,
<5.041199, -1.802766, 0.000000>,
<-5.174134, -5.468359, -13.070366>,
<-1.769023, -5.468359, 0.000000>,
<1.636088, -5.468359, 0.000000>,
<4.974128, -5.468359, -12.801446>
texture {
TeePeeTex
}
rotate -90*x // to orient the object to LHC
rotate 25*y // to see the four "legs" better
}
We add the above rotations so that the patch is oriented to POV-Ray's
left-handed coordinate system (remember the patch was made in moray in a
right handed coordinate system), so we can see all four legs. Rendering this
at 200x150 -a we see pretty much what we expect, a white teepee over a green
and yellow checkered plane. Let's take a little closer look. We render it
again, this time at 320x200.
Now we see that something is amiss. There appears to be sharp angling, almost
like faceting, especially near the top. This is indeed a kind of faceting and
is due to the U_STEPS and V_STEPS parameters. Let's change these from 3 to 4
and see what happens.
That's much better, but it took a little longer to render. This is an
unavoidable tradeoff. If we want even finer detail, we must use a U_STEPS and
V_STEPS value of 5 and set flatness to 0. But we must expect to use lots of
memory and an even longer tracing time.
Well, we can't just leave this scene without adding a few items just for
interest. We declare the patch object and scatter a few of them around the
scene:
#declare TeePee = bicubic_patch {
type 1 flatness 0.0100 u_steps 3 v_steps 3,
<-5.174134, 5.528420, -13.211995>,
<-1.769023, 5.528420, 0.000000>,
<1.636088, 5.528420, 0.000000>,
<5.041199, 5.528420, -13.003932>,
<-5.174134, 1.862827, 0.000000>,
<0.038471, 0.031270, 18.101474>,
<0.036657, 0.031270, 18.101474>,
<5.041199, 1.862827, 0.000000>,
<-5.174134, -1.802766, 0.000000>,
<0.038471, 0.028792, 18.101474>,
<0.036657, 0.028792, 18.101474>,
<5.041199, -1.802766, 0.000000>,
<-5.174134, -5.468359, -13.070366>,
<-1.769023, -5.468359, 0.000000>,
<1.636088, -5.468359, 0.000000>,
<4.974128, -5.468359, -12.801446>
texture {
TeePeeTex
}
rotate -90*x // to orient the object to LHC
rotate 25*y // to see the four "legs" better
}
object { TeePee }
object { TeePee translate <8, 0, 8> }
object { TeePee translate <-9, 0, 9> }
object { TeePee translate <18, 0, 24> }
object { TeePee translate <-18, 0, 24> }
That looks good. Let's do something about that boring gray background. We
delete the background declaration and replace it with:
plane { y, 500
texture {
pigment { SkyBlue }
finish { ambient 1 diffuse 0}
}
texture {
pigment {
bozo
turbulence .5
color_map {
[0 White]
[1 White filter 1]
}
}
finish { ambient 1 diffuse 0 }
scale <1000, 250, 250>
rotate <5, 45, 0>
}
}
This adds a pleasing cirrus-cloud filled sky. Now, let's change the checkered
plane to rippled sand dunes:
plane {y,-12
texture {
pigment {
color <.85, .5, .15>
}
finish {
ambient .25
diffuse .6
crand .5
}
normal {
ripples .35
turbulence .25
frequency 5
}
scale 10
translate 50*x
}
}
We render this at 320x240 -a. Not bad! Let's just add one more element. Let's
place a golden egg under each of the teepees. And since this is a bezier
patch tutorial, let's make the eggs out of bezier patches.
We return to moray and create another bezier patch. We name it Egg1 and
select "CYLINDRICAL 2 - PATCH" from the "CREATE BEZIER PATCH" dialogue box.
We click on "EXTENDED EDIT". We "MARK ALL" and rotate the patch so that the
cylinder lays on its side. We "UNMARK ALL". In the "FRONT" view, we
[SHIFT]-drag a box around the four points on the right end to mark them. In
the "SIDE" view, we right click and "MAXIMIZE". We [ALT]-drag to zoom in a
little closer. We "UFRM SCL" the points together as close as possible. We
zoom in closer to get them nice and tight. We zoom out, right click and
"MINIMIZE".
We click on "TRANSLATE" and drag the points to the left so that they are
aligned on the z-axis with the next group of four points. This should create
a blunt end to the patch. We repeat this procedure for the other end. We
"UNMARK ALL".
In the "FRONT" view, the control grid should be a rectangle now and the patch
should
be an ellipsoid. We [SHIFT]-drag a box around the upper right corner of the
control grid to mark those points. We then [SHIFT]-drag a box around the
lower right corner to mark those points as well. In the "SIDE" view, we "UFRM
SCL" the points apart a little to make that end of the egg a little wider
than the other. We "UNMARK ALL".
The egg may need a little proportional adjustment. We should be able to "MARK
ALL" and "LOCAL SCL" in the three views until we get it to look like an egg.
When we are satisfied that it does, we "UNMARK ALL" and click on done.
Learning from our teepee object, we now go ahead and change U_STEPS and
V_STEPS to 4.
We create a dummy texture, white with default finish, name it EggTex and
apply it to the egg. From the FILES menu, we "SAVE SEL" to filename egg1.mdl.
We load this file and export ([CTRL F9]). We exit moray and copy the files
egg1.inc and egg1.pov into our working directory.
Back in bezdemo.pov, we create a nice, shiny gold texture:
#declare EggTex = texture {
pigment { BrightGold }
finish {
ambient .1
diffuse .4
specular 1
roughness 0.001
reflection .5
metallic
}
}
And while we're at it, let's dandy up our TeePeeTex texture:
#declare TeePeeTex = texture {
pigment { Silver }
finish {
ambient .1
diffuse .4
specular 1
roughness 0.001
reflection .5
metallic
}
}
Now we paste in our egg patch data and declare our egg:
#declare Egg = union { // Egg1
bicubic_patch {
type 1 flatness 0.0100 u_steps 4 v_steps 4,
<2.023314, 0.000000, 4.355987>,
<2.023314, -0.000726, 4.355987>,
<2.023312, -0.000726, 4.356867>,
<2.023312, 0.000000, 4.356867>,
<2.032037, 0.000000, 2.734598>,
<2.032037, -1.758562, 2.734598>,
<2.027431, -1.758562, 6.141971>,
<2.027431, 0.000000, 6.141971>,
<-1.045672, 0.000000, 3.281572>,
<-1.045672, -1.758562, 3.281572>,
<-1.050279, -1.758562, 5.414183>,
<-1.050279, 0.000000, 5.414183>,
<-1.044333, 0.000000, 4.341816>,
<-1.044333, -0.002947, 4.341816>,
<-1.044341, -0.002947, 4.345389>,
<-1.044341, 0.000000, 4.345389>
}
bicubic_patch {
type 1 flatness 0.0100 u_steps 4 v_steps 4,
<2.023312, 0.000000, 4.356867>,
<2.023312, 0.000726, 4.356867>,
<2.023314, 0.000726, 4.355987>,
<2.023314, 0.000000, 4.355987>,
<2.027431, 0.000000, 6.141971>,
<2.027431, 1.758562, 6.141971>,
<2.032037, 1.758562, 2.734598>,
<2.032037, 0.000000, 2.734598>,
<-1.050279, 0.000000, 5.414183>,
<-1.050279, 1.758562, 5.414183>,
<-1.045672, 1.758562, 3.281572>,
<-1.045672, 0.000000, 3.281572>,
<-1.044341, 0.000000, 4.345389>,
<-1.044341, 0.002947, 4.345389>,
<-1.044333, 0.002947, 4.341816>,
<-1.044333, 0.000000, 4.341816>
}
texture { EggTex }
translate <0.5, 0, -5> // centers the egg around the origin
translate -9.8*y // places the egg on the ground
}
We now place a copy of the egg under each teepee. This should require only
the x- and z-coordinates of each teepee to be changed:
object { Egg }
object { Egg translate <8, 0, 8> }
object { Egg translate <-9, 0, 9> }
object { Egg translate <18, 0, 24> }
object { Egg translate <-18, 0, 24> }
Scene build with different Bezier patches.
We render this at 320x240 -A. Everything looks good so we run it again at
640x480 +A. Now we see that there is still some faceting near the top of the
teepees and on the eggs as well. The only solution is to raise U_STEPS and
V_STEPS from 4 to 5 and set flatness to 0 for all our bezier objects. We make
the changes and render it again at 640x480 +A.
4.4.2 Blob Object
Blobs are described as spheres and cylinders covered with "goo" which
stretches to smoothly join them (see section "Blob"). Ideal for modelling
atoms and molecules, blobs are also powerful tools for creating many smooth
flowing "organic" shapes.
A slightly more mathematical way of describing a blob would be to say that it
is one object made up of two or more component pieces. Each piece is really
an invisible field of force which starts out at a particular strength and
falls off smoothly to zero at a given radius. Where ever these components
overlap in space, their field strength gets added together (and yes, we can
have negative strength which gets subtracted out of the total as well). We
could have just one component in a blob, but except for seeing what it looks
like there is little point, since the real beauty of blobs is the way the
components interact with one another.
Let us take a simple example blob to start. Now, in fact there are a couple
different types of components but we will look at them a little later. For
the sake of a simple first example, let us just talk about spherical
components. Here is a sample POV-Ray code showing a basic camera, light, and
a simple two component blob (this scene is called blobdem1.pov):
#include "colors.inc"
camera {
angle 15
location <0,2,-10>
look_at <0,0,0>
}
light_source { <10, 20, -10> color White }
blob {
threshold .65
sphere { <.5,0,0>, .8, 1 pigment {Blue} }
sphere { <-.5,0,0>,.8, 1 pigment {Pink} }
finish { phong 1 }
}
A simple, two-part blob.
The threshold is simply the overall strength value at which the blob becomes
visible. Any points within the blob where the strength matches the threshold
exactly form the surface of the blob shape. Those less than the threshold are
outside and those greater than are inside the blob.
We note that the spherical component looks a lot like a simple sphere object.
We have the sphere keyword, the vector representing the location of the
center of the sphere and the float representing the radius of the sphere. But
what is that last float value? That is the individual strength of that
component. In a spherical component, that is how strong the component's field
is at the center of the sphere. It will fall off in a linear progression
until it reaches exactly zero at the radius of the sphere.
Before we render this test image, we note that we have given each component a
different pigment. POV-Ray allows blob components to be given separate
textures. We have done this here to make it clearer which parts of the blob
are which. We can also texture the whole blob as one, like the finish
statement at the end, which applies to all components since it appears at the
end, outside of all the components. We render the scene and get a basic
kissing spheres type blob.
The image we see shows the spheres on either side, but they are smoothly
joined by that bridge section in the center. This bridge represents where the
two fields overlap, and therefore stay above the threshold for longer than
elsewhere in the blob. If that is not totally clear, we add the following two
objects to our scene and re-render (see file blobdem2.pov). We note that
these are meant to be entered as separate sphere objects, not more components
in the blob.
sphere { <.5,0,0>, .8
pigment { Yellow transmit .75 }
}
sphere { <-.5,0,0>, .8
pigment { Green transmit .75 }
}
The spherical components made visible.
Now the secrets of the kissing spheres are laid bare. These semi-transparent
spheres show where the components of the blob actually are. If we have not
worked with blobs before, we might be surprised to see that the spheres we
just added extend way farther out than the spheres that actually show up on
the blobs. That of course is because our spheres have been assigned a
starting strength of one, which gradually fades to zero as we move away from
the sphere's center. When the strength drops below the threshold (in this
case 0.65) the rest of the sphere becomes part of the outside of the blob and
therefore is not visible.
See the part where the two transparent spheres overlap? We note that it
exactly corresponds to the bridge between the two spheres. That is the region
where the two components are both contributing to the overall strength of the
blob at that point. That is why the bridge appears: that region has a high
enough strength to stay over the threshold, due to the fact that the combined
strength of two spherical components is overlapping there.
4.4.2.1 Component Types and Other New Features
The shape shown so far is interesting, but limited. POV-Ray has a few extra
tricks that extend its range of usefulness however. For example, as we have
seen, we can assign individual textures to blob components, we can also apply
individual transformations (translate, rotate and scale) to stretch, twist,
and squash pieces of the blob as we require. And perhaps most interestingly,
the blob code has been extended to allow cylindrical components.
Before we move on to cylinders, it should perhaps be mentioned that the old
style of components used in previous versions of POV-Ray still work. Back
then, all components were spheres, so it was not necessary to say sphere or
cylinder. An old style component had the form:
component STRENGTH, RADIUS,
This has the same effect as a spherical component, just as we already saw
above. This is only useful for backwards compatibility. If we already have
POV-Ray files with blobs from earlier versions, this is when we would need to
recognize these components. We note that the old style components did not put
braces around the strength, radius and center, and of course, we cannot
independantly transform or texture them, so if we are modifying an older work
into a new version, it may arguably be of benefit to convert old style
components into spherical components anyway.
Now for something new and different: cylindrical components. It could be
argued that all we ever needed to do to make a roughly cylindrical portion of
a blob was string a line of spherical components together along a straight
line. Which is fine, if we like having extra to type, and also assuming that
the cylinder was oriented along an axis. If not, we would have to work out
the mathematical position of each component to keep it is a straight line.
But no more! Cylindrical components have arrived.
We replace the blob in our last example with the following and re-render. We
can get rid of the transparent spheres too, by the way.
blob {
threshold .65
cylinder { <-.75,-.75,0>, <.75,.75,0>, .5, 1 }
pigment { Blue }
finish { phong 1 }
}
We only have one component so that we can see the basic shape of the
cylindrical component. It is not quite a true cylinder - more of a sausage
shape, being a cylinder capped by two hemi-spheres. We think of it as if it
were an array of spherical components all closely strung along a straight
line.
As for the component declaration itself: simple, logical, exactly as we would
expect it to look (assuming we have been awake so far): it looks pretty much
like the declaration of a cylinder object, with vectors specifying the two
endpoints and a float giving the radius of the cylinder. The last float, of
course, is the strength of the component. Just as with spherical components,
the strength will determine the nature and degree of this component's
interaction with its fellow components. In fact, next let us give this fellow
something to interact with, shall we?
4.4.2.2 Complex Blob Constructs and Negative Strength
Beginning a new POV-Ray file called blobdem3.pov, we enter this somewhat more
complex example:
#include "colors.inc"
camera {
angle 20
location<0,2,-10>
look_at<0,0,0>
}
light_source { <10, 20, -10> color White }
blob {
threshold .65
sphere { <-.23,-.32,0>,.43, 1 scale <1.95,1.05,.8> } //palm
sphere { <+.12,-.41,0>,.43, 1 scale <1.95,1.075,.8> } //palm
sphere { <-.23,-.63,0>, .45, .75 scale <1.78, 1.3,1> } //midhand
sphere { <+.19,-.63,0>, .45, .75 scale <1.78, 1.3,1> } //midhand
sphere { <-.22,-.73,0>, .45, .85 scale <1.4, 1.25,1> } //heel
sphere { <+.19,-.73,0>, .45, .85 scale <1.4, 1.25,1> } //heel
cylinder { <-.65,-.28,0>, <-.65,.28,-.05>, .26, 1 } //lower pinky
cylinder { <-.65,.28,-.05>, <-.65, .68,-.2>, .26, 1 } //upper pinky
cylinder { <-.3,-.28,0>, <-.3,.44,-.05>, .26, 1 } //lower ring
cylinder { <-.3,.44,-.05>, <-.3, .9,-.2>, .26, 1 } //upper ring
cylinder { <.05,-.28,0>, <.05, .49,-.05>, .26, 1 } //lower middle
cylinder { <.05,.49,-.05>, <.05, .95,-.2>, .26, 1 } //upper middle
cylinder { <.4,-.4,0>, <.4, .512, -.05>, .26, 1 } //lower index
cylinder { <.4,.512,-.05>, <.4, .85, -.2>, .26, 1 } //upper index
cylinder { <.41, -.95,0>, <.85, -.68, -.05>, .25, 1 } //lower thumb
cylinder { <.85,-.68,-.05>, <1.2, -.4, -.2>, .25, 1 } //upper thumb
pigment { Flesh }
}
A hand made with blobs.
As we can guess from the comments, we are building a hand here. After we
render this image, we can see there are a few problems with it. The palm and
heel of the hand would look more realistic if we used a couple dozen smaller
components rather than the half dozen larger ones we have used, and each
finger should have three segments instead of two, but for the sake of a
simplified demonstration, we can overlook these points. But there is one
thing we really need to address here: This poor fellow appears to have
horrible painful swelling of the joints!
A review of what we know of blobs will quickly reveal what went wrong. The
joints are places where the blob components overlap, therefore the combined
strength of both components at that point causes the surface to extend
further out, since it stays over the threshold longer. To fix this, what we
need are components corresponding to the overlap region which have a negative
strength to counteract part of the combined field strength. We add the
following components to our blob (see file blobdem4.pov).
sphere { <-.65,.28,-.05>, .26, -1 } //counteract pinky knuckle bulge
sphere { <-.65,-.28,0>, .26, -1 } //counteract pinky palm bulge
sphere { <-.3,.44,-.05>, .26, -1 } //counteract ring knuckle bulge
sphere { <-.3,-.28,0>, .26, -1 } //counteract ring palm bulge
sphere { <.05,.49,-.05>, .26, -1 } //counteract middle knuckle bulge
sphere { <.05,-.28,0>, .26, -1 } //counteract middle palm bulge
sphere { <.4,.512,-.05>, .26, -1 } //counteract index knuckle bulge
sphere { <.4,-.4,0>, .26, -1 } //counteract index palm bulge
sphere { <.85,-.68,-.05>, .25, -1 } //counteract thumb knuckle bulge
sphere { <.41,-.7,0>, .25, -.89 } //counteract thumb heel bulge
The hand without the swolen joints.
Much better! The negative strength of the spherical components counteracts
approximately half of the field strength at the points where to components
overlap, so the ugly, unrealistic (and painful looking) bulging is cut out
making our hand considerably improved. While we could probably make a yet
more realistic hand with a couple dozen additional components, what we get
this time is a considerable improvement. Any by now, we have enough basic
knowledge of blob mechanics to make a wide array of smooth, flowing organic
shapes!
4.4.3 Height Field Object
A height field is an object that has a surface that is determined by the
color value or palette index number of an image designed for that purpose.
With height fields, realistic mountains and other types of terrain can easily
be made. First, we need an image from which to create the height field. It
just so happens that POV-Ray is ideal for creating such an image.
We make a new file called image.pov and edit it to contain the following:
#include "colors.inc"
global_settings {
assumed_gamma 2.2
hf_gray_16
}
The hf_gray_16 keyword causes the output to be in a special 16 bit grayscale
that is perfect for generating height fields. The normal 8 bit output will
lead to less smooth surfaces.
Now we create a camera positioned so that it points directly down the z-axis
at the origin.
camera {
location <0, 0, -10>
look_at 0
}
We then create a plane positioned like a wall at z=0. This plane will
completely fill the screen. It will be colored with white and gray wrinkles.
plane { z, 10
pigment {
wrinkles
color_map {
[0 0.3*White]
[1 White]
}
}
}
Finally, create a light source.
light_source { <0, 20, -100> color White }
We render this scene at 640x480 +A0.1 +FT. We will get an image that will
produce an excellent height field. We create a new file called hfdemo.pov and
edit it as follows:
#include "colors.inc"
We add a camera that is two units above the origin and ten units back ...
camera{
location <0, 2, -10>
look_at 0
angle 30
}
... and a light source.
light_source{ <1000,1000,-1000> White }
Now we add the height field. In the following syntax, a Targa image file is
specified, the height field is smoothed, it is given a simple white pigment,
it is translated to center it around the origin and it is scaled so that it
resembles mountains and fills the screen.
height_field {
tga "image.tga"
smooth
pigment { White }
translate <-.5, -.5, -.5>
scale <17, 1.75, 17>
}
We save the file and render it at 320x240 -A. Later, when we are satisfied
that the height field is the way we want it, we render it at a higher
resolution with anti-aliasing.
A height field created completely with POV-Ray.
4.4.4 Lathe Object
In the real world, lathe refers to a process of making patterned rounded
shapes by spinning the source material in place and carving pieces out as it
turns. The results can be elaborate, smoothly rounded, elegant looking
artifacts such as table legs, pottery, etc. In POV-Ray, a lathe object is
used for creating much the same kind of items, although we are refering to
the object itself rather than the means of production.
Here is some source for a really basic lathe (called lathdem1.pov).
#include "colors.inc"
camera {
angle 10
location <1, 9, -50>
look_at <0, 2, 0>
}
light_source {
<20, 20, -20> color White
}
lathe {
linear_spline
6,
<0,0>, <1,1>, <3,2>, <2,3>, <2,4>, <0,4>
pigment { Blue }
finish {
ambient .3
phong .75
}
}
A simple lathe object.
We render this, and what we see is a fairly simply type of lathe, which looks
like a child's top. Let's take a look at how this code produced the effect.
First, a set of six points are declared which the raytracer connects with
lines. We note that there are only two components in the vectors which
describe these points. The lines that are drawn are assumed to be in the
x-y-plane, therefore it is as if all the z-components were assumed to be
zero. The use of a two-dimensional vector is mandatory (Attempting to use a
3D vector would trigger an error... with one exception, which we will explore
later in the discussion of splines).
Once the lines are determined, the ray-tracer rotates this line around the
y-axis, and we can imagine a trail being left through space as it goes, with
the surface of that trail being the surface of our object.
The specified points are connected with straight lines because we used the
linear_spline keyword. There are other types of splines available with the
lathe, which will result in smooth curving lines, and even rounded curving
points of transition, but we will get back to that in a moment.
First, we would like to digress a moment to talk about the difference between
a lathe and a surface of revolution object (SOR). The SOR object, described
in a separate tutorial, may seem terribly similar to the lathe at first
glance. It too declares a series of points and connects them with curving
lines and then rotates them around the y-axis. The lathe has certain
advantages, such as different kinds of splines, linear, quadratic and cubic,
and one more thing:
The simpler mathematics used by a SOR doesn't allow the curve to double back
over the same y-coordinates, thus, if using a SOR, any sudden twist which
cuts back down over the same heights that the curve previously covered will
trigger an error. For example, suppose we wanted a lathe to arc up from <0,0>
to <2,2>, then to dip back down to <4,0>. Rotated around the y-axis, this
would produce something like a gelatin mold - a rounded semi torus, hollow in
the middle. But with the SOR, as soon as the curve doubled back on itself in
the y-direction, it would become an illegal declaration.
Still, the SOR has one powerful strong point: because it uses simpler order
mathematics, it generally tends to render faster than an equivalent lathe. So
in the end, its a matter of: we use a SOR if its limitations will allow, but
when we need a more flexible shape, we go with the lathe instead.
4.4.4.1 Understanding The Concept of Splines
It would be helpful, in order to understand splines, if we had a sort of
Spline Workshop where we could practice manipulating types and points of
splines and see what the effects were like. So let's make one! Now that we
know how to create a basic lathe, it will be easy (see file lathdem2.pov):
#include "colors.inc"
camera {
orthographic
up <0, 5, 0>
right <5, 0, 0>
location <2.5, 2.5, -100>
look_at <2.5, 2.5, 0>
}
/* set the control points to be used */
#declare Red_Point = <1.00, 0.00, 0>
#declare Orange_Point = <1.75, 1.00, 0>
#declare Yellow_Point = <2.50, 2.00, 0>
#declare Green_Point = <2.00, 3.00, 0>
#declare Blue_Point = <1.50, 4.00, 0>
/* make the control points visible */
cylinder { Red_Point, Red_Point - 20*z, .1
pigment { Red }
finish { ambient 1 }
}
cylinder { Orange_Point, Orange_Point - 20*z, .1
pigment { Orange }
finish { ambient 1 }
}
cylinder { Yellow_Point, Yellow_Point - 20*z, .1
pigment { Yellow }
finish { ambient 1 }
}
cylinder { Green_Point, Green_Point - 20*z, .1
pigment { Green }
finish { ambient 1 }
}
cylinder { Blue_Point, Blue_Point- 20*z, .1
pigment { Blue }
finish { ambient 1 }
}
/* something to make the curve show up */
lathe {
linear_spline
5,
Red_Point,
Orange_Point,
Yellow_Point,
Green_Point,
Blue_Point
pigment { White }
finish { ambient 1 }
}
A simple "Spline Workshop".
Now, we take a deep breath. We know that all looks a bit weird, but with some
simple explanations, we can easily see what all this does.
First, we are using the orthographic camera. If we haven't read up on that
yet, a quick summary is: it renders the scene flat, eliminating perspective
distortion so that in a side view, the objects look like they were drawn on a
piece of graph paper (like in the side view of a modeller or CAD package).
There are several uses for this practical new type of camera, but here it is
allowing us to see our lathe and cylinders edge on, so that what we see is
almost like a cross section of the curve which makes the lathe, rather than
the lathe itself. To further that effect, we eliminated shadowing with the
ambient 1 finish, which of course also eliminates the need for lighting. We
have also positioned this particular side view so that <0,0> appears at the
lower left of our scene.
Next, we declared a set of points. We note that we used 3D vectors for these
points rather than the 2D vectors we expect in a lathe. That's the exception
we mentioned earlier. When we declare a 3D point, then use it in a lathe, the
lathe only uses the first two components of the vector, and whatever is in
the third component is simply ignored. This is handy here, since it makes
this example possible.
Next we do two things with the declared points. First we use them to place
small diameter cylinders at the locations of the points with the circular
caps facing the camera. Then we re-use those same vectors to determine the
lathe. Since trying to declare a 2D vector can have some odd results, and
isn't really what our cylinder declarations need anyway, we can take
advantage of the lathe's tendancy to ignore the third component by just
setting the z-coordinate in these 3D vectors to zero.
The end result is: when we render this code, we see a white lathe against a
black background showing us how the curve we've declared looks, and the
circular ends of the cylinders show us where along the x-y-plane our control
points are. In this case, it's very simple. The linear spline has been used
so our curve is just straight lines zig-zagging between the points. We change
the declarations of Red_Point and Blue_Point to read as follows (see file
lathdem3.pov).
#declare Red_Point = <2.00, 0.00, 0>
#declare Blue_Point = <0.00, 4.00, 0>
Moving some points of the spline.
We re-render and, as we can see, all that happens is that the straight line
segments just move to accomodate the new position of the red and blue points.
Linear splines are so simple, we could manipulate them in our sleep, no?
Let's try something different. First, we change the points to the following
(see file lathdem4.pov).
#declare Red_Point = <1.00, 0.00, 0>
#declare Orange_Point = <2.00, 1.00, 0>
#declare Yellow_Point = <3.50, 2.00, 0>
#declare Green_Point = <2.00, 3.00, 0>
#declare Blue_Point = <1.50, 4.00, 0>
A quadratic spline lathe.
We then go down to the lathe declaration and change linear_spline to
quadratic_spline. We re-render and what do we have? Well, there's a couple of
things worthy of note this time. First, we will see that instead of straight
lines we have smooth arcs connecting the points. These arcs are made from
quadratic curves, so our lathe looks much more interesting this time. Also,
Red_Point is no longer connected to the curve. What happened?
Well, while any two points can determine a straight line, it takes three to
determine a quadratic curve. POV-Ray looks not only to the two points to be
connected, but to the point immediately preceeding them to determine the
formula of the quadratic curve that will be used to connect them. The problem
comes in at the beginning of the curve. Beyond the first point in the curve
there is no previous point. So we need to declare one. Therefore, when using
a quadratic spline, we must remember that the first point we specify is only
there so that POV-Ray can determine what curve to connect the first two
points with. It will not show up as part of the actual curve.
There's just one more thing about this lathe example. Even though our curve
is now put together with smooth curving lines, the transitions between those
lines is... well, kind of choppy, no? This curve looks like the lines between
each individual point have been terribly mismatched. Depending on what we are
trying to make, this could be acceptable, or, we might long for a more
smoothly curving shape. Fortunately, if the latter is true, we have another
option.
The quadratic spline takes longer to render than a linear spline. The math is
more complex. Still longer needs the cubic spline, yet, for a really smoothed
out shape, this is the only way to go. We go back into our example, and
simply replace quadratic_spline with cubic_spline (see file lathdem5.pov). We
render one more time, and take a look at what we have.
A cubic spline lathe.
While a quadratic spline takes three points to determine the curve, a cubic
needs four. So, as we might expect, Blue_Point has now dropped out of the
curve, just as Red_Point did, as the first and last points of our curve are
now only control points for shaping the curves between the remaining points.
But look at the transition from Orange_Point to Yellow_Point and then back to
Green_Point. Now, rather than looking mismatched, our curve segements look
like one smoothly joined curve.
The concept of splines is a handy and necessary one, which will be seen again
in the prism and polygon objects. But with a little tinkering we can quickly
get a feel for working with them.
4.4.5 Mesh Object
Mesh objects are very useful because they allow us to create objects
containing hundreds or thousands of triangles. Compared to a simple union of
triangles the mesh object stores the triangles more efficiently. Copies of
mesh objects need only a little additional memory because the triangles are
stored only once.
Almost every object can be approximated using triangles but we may need a lot
of triangles to create more complex shapes. Thus we will only create a very
simple mesh example. This example will show a very useful feature of the
triangles meshes though: a different texture can be assigned to each triangle
in the mesh.
Now let's begin. We will create a simple box with differently colored sides.
We create an empty file called meshdemo.pov and add the following lines.
camera {
location <20, 20, -50>
look_at <0, 5, 0>
}
light_source { <50, 50, -50> color rgb<1, 1, 1> }
#declare Red = texture {
pigment { color rgb<0.8, 0.2, 0.2> }
finish { ambient 0.2 diffuse 0.5 }
}
#declare Green = texture {
pigment { color rgb<0.2, 0.8, 0.2> }
finish { ambient 0.2 diffuse 0.5 }
}
#declare Blue = texture {
pigment { color rgb<0.2, 0.2, 0.8> }
finish { ambient 0.2 diffuse 0.5 }
}
We must declare all textures we want to use inside the mesh before the mesh
is created. Textures cannot be specified inside the mesh due to the poor
memory performance that would result.
Now we add the mesh object. Three sides of the box will use individual
textures while the other will use the global mesh texture.
mesh {
/* top side */
triangle { <-10, 10, -10>, <10, 10, -10>, <10, 10, 10>
texture { Red }
}
triangle { <-10, 10, -10>, <-10, 10, 10>, <10, 10, 10>
texture { Red }
}
/* bottom side */
triangle { <-10, -10, -10>, <10, -10, -10>, <10, -10, 10> }
triangle { <-10, -10, -10>, <-10, -10, 10>, <10, -10, 10> }
/* left side */
triangle { <-10, -10, -10>, <-10, -10, 10>, <-10, 10, 10> }
triangle { <-10, -10, -10>, <-10, 10, -10>, <-10, 10, 10> }
/* right side */
triangle { <10, -10, -10>, <10, -10, 10>, <10, 10, 10>
texture { Green }
}
triangle { <10, -10, -10>, <10, 10, -10>, <10, 10, 10>
texture { Green }
}
/* front side */
triangle { <-10, -10, -10>, <10, -10, -10>, <-10, 10, -10>
texture { Blue }
}
triangle { <-10, 10, -10>, <10, 10, -10>, <10, -10, -10>
texture { Blue }
}
/* back side */
triangle { <-10, -10, 10>, <10, -10, 10>, <-10, 10, 10> }
triangle { <-10, 10, 10>, <10, 10, 10>, <10, -10, 10> }
texture {
pigment { color rgb<0.9, 0.9, 0.9> }
finish { ambient 0.2 diffuse 0.7 }
}
}
Tracing the scene at 320x240 we will see that the top, right and front side
of the box have different textures. Though this is not a very impressive
example it shows what we can do with mesh objects. More complex examples,
also using smooth triangles, can be found under the scene directory as
chesmsh.pov and robotmsh.pov.
4.4.6 Polygon Object
The polygon object can be used to create any planar, n-sided shapes like
squares, rectangles, pentagons, hexagons, octagons, etc.
A polygon is defined by a number of points that describe its shape. Since
polygons have to be closed the first point has to be repeated at the end of
the point sequence.
In the following example we will create the word POV using just one polygon
statement.
We start with thinking about the points we need to describe the desired
shape. We want the letters to lie in the x-y-plane with the letter O being at
the center. The letters extend from y=0 to y=1. Thus we get the following
points for each letter (the z coordinate is automatically set to zero).
Letter P (outer polygon):
<-0.8, 0.0>, <-0.8, 1.0>,
<-0.3, 1.0>, <-0.3, 0.5>,
<-0.7, 0.5>, <-0.7, 0.0>
Letter P (inner polygon):
<-0.7, 0.6>, <-0.7, 0.9>,
<-0.4, 0.9>, <-0.4, 0.6>
Letter O (outer polygon):
<-0.25, 0.0>, <-0.25, 1.0>,
< 0.25, 1.0>, < 0.25, 0.0>
Letter O (inner polygon):
<-0.15, 0.1>, <-0.15, 0.9>,
< 0.15, 0.9>, < 0.15, 0.1>
Letter V:
<0.45, 0.0>, <0.30, 1.0>,
<0.40, 1.0>, <0.55, 0.1>,
<0.70, 1.0>, <0.80, 1.0>,
<0.65, 0.0>
Both letters P and O have a hole while the letter V consists of only one
polygon. We'll start with the letter V because it is easier to define than
the other two letters.
We create a new file called polygdem.pov and add the following text.
camera {
orthographic
location <0, 0, -10>
right 1.3 * 4/3 * x
up 1.3 * y
look_at <0, 0.5, 0>
}
light_source { <25, 25, -100> color rgb 1 }
polygon {
8,
<0.45, 0.0>, <0.30, 1.0>, // Letter "V"
<0.40, 1.0>, <0.55, 0.1>,
<0.70, 1.0>, <0.80, 1.0>,
<0.65, 0.0>,
<0.45, 0.0>
pigment { color rgb <1, 0, 0> }
}
As noted above the polygon has to be closed by appending the first point to
the point sequence. A closed polygon is always defined by a sequence of
points that ends when a point is the same as the first point.
After we have created the letter V we'll continue with the letter P. Since it
has a hole we have to find a way of cutting this hole into the basic shape.
This is quite easy. We just define the outer shape of the letter P, which is
a closed polygon, and add the sequence of points that describes the hole,
which is also a closed polygon. That's all we have to do. There'll be a hole
where both polygons overlap.
In general we will get holes whenever an even number of sub-polygons inside a
single polygon statement overlap. A sub-polygon is defined by a closed
sequence of points.
The letter P consists of two sub-polygons, one for the outer shape and one
for the hole. Since the hole polygon overlaps the outer shape polygon we'll
get a hole.
After we have understood how multiple sub-polygons in a single polygon
statement work, it is quite easy to add the missing O letter.
Finally, we get the complete word POV.
polygon {
30,
<-0.8, 0.0>, <-0.8, 1.0>, // Letter "P"
<-0.3, 1.0>, <-0.3, 0.5>, // outer shape
<-0.7, 0.5>, <-0.7, 0.0>,
<-0.8, 0.0>,
<-0.7, 0.6>, <-0.7, 0.9>, // whole
<-0.4, 0.9>, <-0.4, 0.6>,
<-0.7, 0.6>
<-0.25, 0.0>, <-0.25, 1.0>, // Letter "O"
< 0.25, 1.0>, < 0.25, 0.0>, // outer shape
<-0.25, 0.0>,
<-0.15, 0.1>, <-0.15, 0.9>, // whole
< 0.15, 0.9>, < 0.15, 0.1>,
<-0.15, 0.1>,
<0.45, 0.0>, <0.30, 1.0>, // Letter "V"
<0.40, 1.0>, <0.55, 0.1>,
<0.70, 1.0>, <0.80, 1.0>,
<0.65, 0.0>,
<0.45, 0.0>
pigment { color rgb <1, 0, 0> }
}
4.4.7 Prism Object
The prism is essentially a polygon or closed curve which is swept along a
linear path. We can imagine the shape so swept leaving a trail in space, and
the surface of that trail is the surface of our prism. The curve or polygon
making up a prism's face can be a composite of any number of sub-shapes, can
use any kind of three different splines, and can either keep a constant width
as it is swept, or slowly tapering off to a fine point on one end. But before
this gets too confusing, let's start one step at a time with the simplest
form of prism. We enter and render the following POV code (see file
prismdm1.pov).
#include "colors.inc"
camera {
angle 20
location <2, 10, -30>
look_at <0, 1, 0>
}
light_source { <20, 20, -20> color White }
prism {
linear_sweep
linear_spline
0, // sweep the following shape from here ...
1, // ... up through here
7, // the number of points making up the shape ...
<3,5>, <-3,5>, <-5,0>, <-3,-5>, <3, -5>, <5,0>, <3,5>
pigment { Green }
}
A hexagonal prism shape.
This produces a hexagonal polygon, which is then swept from y=0 through y=1.
In other words, we now have an extruded hexagon. One point to note is that
although this is a six sided figure, we have used a total of seven points.
That is because the polygon is supposed to be a closed shape, which we do
here by making the final point the same as the first. Technically, with
linear polygons, if we didn't do this, POV-Ray would automatically join the
two ends with a line to force it to close, although a warning would be
issued. However, this only works with linear splines, so we mustn't get too
casual about those warning messages!
4.4.7.1 Teaching An Old Spline New Tricks
If we followed the section on splines covered under the lathe tutorial (see
section "Understanding The Concept of Splines"), we know that there are two
additional kinds of splines besides linear: the quadratic and the cubic
spline. Sure enough, we can use these with prisms to make a more free form,
smoothly curving type of prism.
There is just one catch, and we should read this section carefully to keep
from tearing our hair out over mysterious too few points in prism messages
which keep our prism from rendering. We can probably guess where this is
heading: how to close a non-linear spline. Unlike the linear spline, which
simply draws a line between the last and first points if we forget to make
the last point equal to the first, quadratic and cubic splines are a little
more fussy.
First of all, we remember that quadratic splines determine the equation of
the curve which connects any two points based on those two points and the
previous point, so the first point in any quadratic spline is just a control
point and won't actually be part of the curve. What this means is: when we
make our shape out of a quadratic spline, we must match the second point to
the last, since the first point is not on the curve - it's just a control
point needed for computational purposes.
Likewise, cubic splines need both the first and last points to be control
points, therefore, to close a shape made with a cubic spline, we must match
the second point to the second from last point. If we don't match the correct
points on a quadratic or cubic shape, that's when we will get the too few
points in prism error. POV-Ray is still waiting for us to close the shape,
and when it runs out of points without seeing the closure, an error is
issued.
Confused? Okay, how about an example? We replace the prism in our last bit of
code with this one (see file prismdm2.pov).
prism {
cubic_spline
0, // sweep the following shape from here ...
1, // ... up through here
6, // the number of points making up the shape ...
< 3, -5>, // point#1 (control point... not on curve)
< 3, 5>, // point#2 ... THIS POINT ...
<-5, 0>, // point#3
< 3, -5>, // point#4
< 3, 5>, // point#5 ... MUST MATCH THIS POINT
<-5, 0> // point#6 (control point... not on curve)
pigment { Green }
}
A cubic, triangular prism shape.
This simple prism produces what looks like an extruded triangle with its
corners sanded smoothly off. Points two, three and four are the corners of
the triangle and point five closes the shape by returning to the location of
point two. As for points one and six, they are our control points, and aren't
part of the shape - they're just there to help compute what curves to use
between the other points.
4.4.7.2 Smooth Transitions
Now a handy thing to note is that we have made point one equal point four,
and also point six equals point three. Yes, this is important. Although this
prism would still be legally closed if the control points were not what we've
made them, the curve transitions between points would not be as smooth. We
change points one and six to <4,6> and <0,7> respectively and re-render to
see how the back edge of the shape is altered (see file prismdm3.pov).
To put this more generally, if we want a smooth closure on a cubic spline, we
make the first control point equal to the third from last point, and the last
control point equal to the third point. On a quadratic spline, the trick is
similar, but since only the first point is a control point, make that equal
to the second from last point.
4.4.7.3 Multiple Sub-Shapes
Just as with the polygon object (see section "Polygon Object") the prism is
very flexible, and allows us to make one prism out of several sub-prisms. To
do this, all we need to do is keep listing points after we have already
closed the first shape. The second shape can be simply an add on going off in
another direction from the first, but one of the more interesting features is
that if any even number of sub-shapes overlap, that region where they overlap
behaves as though it has been cut away from both sub-shapes. Let's look at
another example. Once again, same basic code as before for camera, light and
so forth, but we substitute this complex prism (see file prismdm4.pov).
prism {
linear_sweep
cubic_spline
0, // sweep the following shape from here ...
1, // ... up through here
18, // the number of points making up the shape ...
<3,-5>, <3,5>, <-5,0>, <3, -5>, <3,5>, <-5,0>, // sub-shape #1
<2,-4>, <2,4>, <-4,0>, <2,-4>, <2,4>, <-4,0>, // sub-shape #2
<1,-3>, <1,3>, <-3,0>, <1, -3>, <1,3>, <-3,0> // sub-shape #3
pigment { Green }
}
Using sub-shapes to create a more complex shape.
For readability purposes, we have started a new line every time we moved on
to a new sub-shape, but the ray-tracer of course tells where each shape ends
based on whether the shape has been closed (as described earlier). We render
this new prism, and look what we've got. It's the same familiar shape, but it
now looks like a smaller version of the shape has been carved out of the
center, then the carved piece was sanded down even smaller and set back in
the hole.
Simply, the outer rim is where only sub-shape one exists, then the carved out
part is where sub-shapes one and two overlap. In the extreme center, the
object reappears because sub-shapes one, two, and three overlap, returning us
to an odd number of overlapping pieces. Using this technique we could make
any number of extremely complex prism shapes!
4.4.7.4 Conic Sweeps And The Tapering Effect
In our original prism, the keyword linear_sweep is actually optional. This is
the default sweep assumed for a prism if no type of sweep is specified. But
there is another, extremely useful kind of sweep: the conic sweep. The basic
idea is like the original prism, except that while we are sweeping the shape
from the first height through the second height, we are constantly expanding
it from a single point until, at the second height, the shape has expanded to
the original points we made it from. To give a small idea of what such
effects are good for, we replace our existing prism with this (see file
prismdm5.pov):
prism {
conic_sweep
linear_spline
0, // height 1
1, // height 2
5, // the number of points making up the shape...
<4,4>,<-4,4>,<-4,-4>,<4,-4>,<4,4>
rotate <180, 0, 0>
translate <0, 1, 0>
scale <1, 4, 1>
pigment { gradient y scale .2 }
}
Creating a pyramid using conic sweeping.
The gradient pigment was selected to give some definition to our object
without having to fix the lights and the camera angle right at this moment,
but when we render it, we what we've created? A horizontally striped pyramid!
By now we can recognize the linear spline connecting the four points of a
square, and the familiar final point which is there to close the spline.
Notice all the transformations in the object declaration. That's going to
take a little explanation. The rotate and translate are easy. Normally, a
conic sweep starts full sized at the top, and tapers to a point at y=0, but
of course that would be upside down if we're making a pyramid. So we flip the
shape around the x-axis to put it rightside up, then since we actually
orbitted around the point, we translate back up to put it in the same
position it was in when we started.
The scale is to put the proportions right for this example. The base is eight
units by eight units, but the height (from y=1 to y=0) is only one unit, so
we've stretched it out a little. At this point, we're probably thinking, "why
not just sweep up from y=0 to y=4 and avoid this whole scaling thing?"
That is a very important gotcha! with conic sweeps. To see what's wrong with
that, let's try and put it into practice (see file prismdm6.pov). We must
make sure to remove the scale statement, and then replace the line which
reads
1, // height 2
with
1, // height 2
This sets the second height at y=4, so let's re-render and see if the effect
is the same.
Choosing a second height larger than one for the conic sweep.
Whoa! Our height is correct, but our pyramid's base is now huge! What went
wrong here? Simple. The base, as we described it with the points we used
actually occurs at y=1 no matter what we set the second height for. But if we
do set the second height higher than one, once the sweep passes y=1, it keeps
expanding outward along the same lines as it followed to our original base,
making the actual base bigger and bigger as it goes.
To avoid losing control of a conic sweep prism, it is usually best to let the
second height stay at y=1, and use a scale statement to adjust the height
from its unit size. This way we can always be sure the base's corners remain
where we think they are.
That leads to one more interesting thing about conic sweeps. What if we for
some reason don't want them to taper all the way to a point? What if instead
of a complete pyramid, we want more of a ziggurat step? Easily done. After
putting the second height back to one, and replacing our scale statment, we
change the line which reads
0, // height 1
to
0, // height 1
Increasing the first height for the conic sweep.
When we re-render, we see that the sweep stops short of going all the way to
its point, giving us a pyramid without a cap. Exactly how much of the cap is
cut off depends on how close the first height is to the second height.
4.4.8 Superquadric Ellipsoid Object
Sometimes we want to make an object that does not have perfectly sharp edges
like a box does. Then, the superquadric ellipsoid is a useful object. It is
described by the simple syntax:
superellipsoid { }
Where r and n are float values greater than zero and less than or equal to
one. Let's make a superellipsoid and experiment with the values of r and n to
see what kind of shapes we can make.
We create a file called supellps.pov and edit it as follows:
#include "colors.inc"
camera {
location <10, 5, -20>
look_at 0
angle 15
}
background { color rgb <.5, .5, .5> }
light_source { <10, 50, -100> White }
The addition of a gray background makes it a little easier to see our object.
We now type:
superellipsoid { <.25, .25>
pigment { Red }
}
We save the file and trace it at 200x150 -A to see the shape. It will look
like a box, but the edges will be rounded off. Now let's experiment with
different values of r and n. For the next trace, try <1, 0.2>. The shape now
looks like a cylinder, but the top edges are rounded. Now try <0.1, 1>. This
shape is an odd one! We don't know exactly what to call it, but it is
interesting. Finally, lets try <1, 1>. Well, this is more familiar... a
sphere!
There are a couple of facts about superellipsoids we should know. First, we
should not use a value of 0 for either r nor n. This will cause POV-Ray to
incorrectly make a black box instead of our desired shape. Second, very small
values of r and n may yield strange results so they should be avoided.
Finally, the Sturmian root solver will not work with superellipsoids.
Superellipsoids are finite objects so they respond to auto-bounding and can
be used in CSG.
Now let's use the superellipsoid to make something that would be useful in a
scene. We will make a tiled floor and place a couple of superellipsoid
objects hovering over it. We can start with the file we have already made.
We rename it to tiles.pov and edit it so that it reads as follows:
#include "colors.inc"
#include "textures.inc"
camera {
location <10, 5, -20>
look_at 0
angle 15
}
background { color rgb <.5, .5, .5> }
light_source{ <10, 50, -100> White }
Note that we have added #include "textures.inc" so we can use pre-defined
textures. Now we want to define the superellipsoid which will be our tile.
#declare Tile = superellipsoid { <0.5, 0.1>
scale <1, .05, 1>
}
Superellipsoids are roughly 2*2*2 units unless we scale them otherwise. If we
wish to lay a bunch of our tiles side by side, they will have to be offset
from each other so they don't overlap. We should select an offset value that
is slightly more than 2 so that we have some space between the tiles to fill
with grout. So we now add this:
#declare Offset = 2.1
We now want to lay down a row of tiles. Each tile will be offset from the
original by an ever-increasing amount in both the +z and -z directions. We
refer to our offset and multiply by the tile's rank to determine the position
of each tile in the row. We also union these tiles into a single object
called Row like this:
#declare Row = union {
object { Tile }
object { Tile translate z*Offset }
object { Tile translate z*Offset*2 }
object { Tile translate z*Offset*3 }
object { Tile translate z*Offset*4 }
object { Tile translate z*Offset*5 }
object { Tile translate z*Offset*6 }
object { Tile translate z*Offset*7 }
object { Tile translate z*Offset*8 }
object { Tile translate z*Offset*9 }
object { Tile translate z*Offset*10 }
object { Tile translate -z*Offset }
object { Tile translate -z*Offset*2 }
object { Tile translate -z*Offset*3 }
object { Tile translate -z*Offset*4 }
object { Tile translate -z*Offset*5 }
object { Tile translate -z*Offset*6 }
}
This gives us a single row of 17 tiles, more than enough to fill the screen.
Now we must make copies of the Row and translate them, again by the offset
value, in both the +x and -x directions in ever increasing amounts in the
same manner.
object { Row }
object { Row translate x*Offset }
object { Row translate x*Offset*2 }
object { Row translate x*Offset*3 }
object { Row translate x*Offset*4 }
object { Row translate x*Offset*5 }
object { Row translate x*Offset*6 }
object { Row translate x*Offset*7 }
object { Row translate -x*Offset }
object { Row translate -x*Offset*2 }
object { Row translate -x*Offset*3 }
object { Row translate -x*Offset*4 }
object { Row translate -x*Offset*5 }
object { Row translate -x*Offset*6 }
object { Row translate -x*Offset*7 }
Finally, our tiles are complete. But we need a texture for them. To do this
we union all of the Rows together and apply a White Marble pigment and a
somewhat shiny reflective surface to it:
union{
object { Row }
object { Row translate x*Offset }
object { Row translate x*Offset*2 }
object { Row translate x*Offset*3 }
object { Row translate x*Offset*4 }
object { Row translate x*Offset*5 }
object { Row translate x*Offset*6 }
object { Row translate x*Offset*7 }
object { Row translate -x*Offset }
object { Row translate -x*Offset*2 }
object { Row translate -x*Offset*3 }
object { Row translate -x*Offset*4 }
object { Row translate -x*Offset*5 }
object { Row translate -x*Offset*6 }
object { Row translate -x*Offset*7 }
pigment { White_Marble }
finish { phong 1 phong_size 50 reflection .35 }
}
We now need to add the grout. This can simply be a white plane. We have
stepped up the ambient here a little so it looks whiter.
plane { y, 0 //this is the grout
pigment { color White }
finish { ambient .4 diffuse .7 }
}
To complete our scene, let's add five different superellipsoids, each a
different color, so that they hover over our tiles and are reflected in them.
superellipsoid {
<0.1, 1>
pigment { Red }
translate <5, 3, 0>
scale .45
}
superellipsoid {
<1, 0.25>
pigment { Blue }
translate <-5, 3, 0>
scale .45
}
superellipsoid {
<0.2, 0.6>
pigment { Green }
translate <0, 3, 5>
scale .45
}
superellipsoid {
<0.25, 0.25>
pigment { Yellow }
translate <0, 3, -5>
scale .45
}
superellipsoid {
<1, 1>
pigment { Pink }
translate y*3
scale .45
}
Some superellipsoids hovering above a tiled floor.
We trace the scene at 320x200 -A to see the result. If we are happy with
that, we do a final trace at 640x480 +A0.2.
4.4.9 Surface of Revolution Object
Bottles, vases and glasses make nice objects in ray-traced scenes. We want to
create a golden cup using the surface of revolution object (SOR object).
We first start by thinking about the shape of the final object. It is quite
difficult to come up with a set of points that describe a given curve without
the help of a modelling program supporting POV-Eay's surface of revolution
object. If such a program is available we should take advantage of it.
The point configuration of our cup object.
We will use the point configuration shown in the figure above. There are
eight points describing the curve that will be rotated about the y-axis to
get our cup. The curve was calculated using the method described in the
reference section (see "Surface of Revolution").
Now it is time to come up with a scene that uses the above SOR object. We
edit a file called sordemo.pov and enter the following text.
#include "colors.inc"
#include "golds.inc"
global_settings { assumed_gamma 2.2 }
camera {
location <10, 15, -20>
look_at <0, 5, 0>
angle 45
}
background { color rgb<0.2, 0.4, 0.8> }
light_source { <100, 100, -100> color rgb 1 }
plane { y, 0
pigment { checker color Red, color Green scale 10 }
}
sor {
8,
<0.0, -0.5>,
<3.0, 0.0>,
<1.0, 0.2>,
<0.5, 0.4>,
<0.5, 4.0>,
<1.0, 5.0>,
<3.0, 10.0>,
<4.0, 11.0>
texture { T_Gold_1B }
}
The scene contains our cup object resting on a checkered plane. Tracing this
scene at a resolution of 320x200 results in the image below.
A surface of revolution object.
The surface of revolution is described by starting with the number of points
followed by the points with ascending heights. Each point determines the
radius the curve for a given height. E. g. the first point tells POV-Ray that
at height -0.5 the radius is 0. We should take care that each point has a
larger height than its predecessor. If this is not the case the program will
abort with an error message.
4.4.10 Text Object
Creating text objects using POV-Ray always used to mean that the letters had
to be built either from CSG, a painstaking process or by using a black and
white image of the letters as a height field, a method that was only somewhat
satisfactory. Now, for POV-Ray 3.0, a new primitive has been introduced that
can use any TrueType font to create text objects. These objects can be used
in CSG, transformed and textured just like any other POV primitive.
For this tutorial, we will make two uses of the text object. First, let's
just make some block letters sitting on a checkered plane. Any TTF font
should do, but for this tutorial, we will use the ones bundled with POV-Ray
3.0.
We create a file called textdemo.pov and edit it as follows:
#include "colors.inc"
camera {
location <0, 1, -10>
look_at 0
angle 35
}
light_source { <500,500,-1000> White }
plane { y,0
pigment { checker Green White }
}
Now let's add the text object. We will use the font timrom.ttf and we will
create the string POV-RAY 3.0. For now, we will just make the letters red.
The syntax is very simple. The first string in quotes is the font name, the
second one is the string to be rendered. The two floats are the thickness and
offset values. The thickness float determines how thick the block letters
will be. Values of .5 to 2 are usually best for this. The offset value will
add to the kerning distance of the letters. We will leave this a 0 for now.
text { ttf "timrom.ttf" "POV-RAY 3.0" 1, 0
pigment { Red }
}
Rendering this at 200x150 -A, we notice that the letters are off to the right
of the screen. This is because they are placed so that the lower left front
corner of the first letter is at the origin. To center the string we need to
translate it -x some distance. But how far? In the docs we see that the
letters are all 0.5 to 0.75 units high. If we assume that each one takes
about 0.5 units of space on the x-axis, this means that the string is about 6
units long (12 characters and spaces). Let's translate the string 3 units
along the negative x-axis.
text { ttf "timrom.ttf" "POV-RAY 3.0" 1, 0
pigment { Red }
translate -3*x
}
That's better. Now let's play around with some of the parameters of the text
object. First, let's raise the thickness float to something outlandish... say
25!
text { ttf "timrom.ttf" "POV-RAY 3.0" 25, 0
pigment { Red }
translate -2.25*x
}
Actually, that's kind of cool. Now let's return the thickness value to 1 and
try a different offset value. Change the offset float from 0 to 0.1 and
render it again.
Wait a minute?! The letters go wandering off up at an angle! That is not what
the docs describe! It almost looks as if the offset value applies in both the
x- and y-axis instead of just the x axis like we intended. Could it be that a
vector is called for here instead of a float? Let's try it. We replace 0.1
with 0.1*x and render it again.
That works! The letters are still in a straight line along the x-axis, just a
little further apart. Let's verify this and try to offset just in the y-axis.
We replace 0.1*x with 0.1*y. Again, this works as expected with the letters
going up to the right at an angle with no additional distance added along the
x-axis. Now let's try the z-axis. We replace 0.1*y with 0.1*z. Rendering this
yields a disappointment. No offset occurs! The offset value can only be
applied in the x- and y-directions.
Let's finish our scene by giving a fancier texture to the block letters,
using that cool large thickness value, and adding a slight y-offset. For fun,
we will throw in a sky sphere, dandy up our plane a bit, and use a little
more interesting camera viewpoint (we render the following scene at 640x480
+A0.2):
#include "colors.inc"
camera {
location <-5,.15,-2>
look_at <.3,.2,1>
angle 35
}
light_source { <500,500,-1000> White }
plane { y,0
texture {
pigment { SeaGreen }
finish { reflection .35 specular 1 }
normal { ripples .35 turbulence .5 scale .25 }
}
}
text { ttf "timrom.ttf" "POV-RAY 3.0" 25, 0.1*y
pigment { BrightGold }
finish { reflection .25 specular 1 }
translate -3*x
}
#include "skies.inc"
sky_sphere { S_Cloud5 }
Let's try using text in a CSG object. We will attempt to create an inlay in a
stone block using a text object. We create a new file called textcsg.pov and
edit it as follows:
#include "colors.inc"
#include "stones.inc"
background { color rgb 1 }
camera {
location <-3, 5, -15>
look_at 0
angle 25
}
light_source { <500,500,-1000> White }
Now let's create the block. We want it to be about eight units across because
our text string (POV-RAY 3.0) is about six units long. We also want it about
four units high and about one unit deep. But we need to avoid a potential
coincident surface with the text object so we will make the first
z-coordinate 0.1 instead of 0. Finally, we will give this block a nice stone
texture.
box { <-3.5, -1, 0.1>, <3.5, 1, 1>
texture { T_Stone10 }
}
Next, we want to make the text object. We can use the same object we used in
the first tutorial except we will use slightly different thickness and offset
values.
text { ttf "timrom.ttf" "POV-RAY 3.0" 0.15, 0
pigment { BrightGold }
finish { reflection .25 specular 1 }
translate -3*x
}
We remember that the text object is placed by default so that its front
surface lies directly on the x-y-plane. If the front of the box begins at
z=0.1 and thickness is set at 0.15, the depth of the inlay will be 0.05
units. We place a difference block around the two objects.
difference {
box { <-3.5, -1, 0.1>, <3.5, 1, 1>
texture { T_Stone10 }
}
text { ttf "timrom.ttf" "POV-RAY 3.0" 0.15, 0
pigment { BrightGold }
finish { reflection .25 specular 1 }
translate -3*x
}
}
Text carved from stone.
We render this at 200x150 -A. We can see the inlay clearly and that it is
indeed a bright gold color. We re-render at 640x480 +A0.2 to see the results
more clearly, but be forewarned... this trace will take a little time.
4.4.11 Torus Object
A torus can be thought of as a donut or an inner-tube. It is a shape that is
vastly useful in many kinds of CSG so POV-Ray has adopted this 4th order
quartic polynomial as a primitive shape. The syntax for a torus is so simple
that it makes it a very easy shape to work with once we learn what the two
float values mean. Instead of a lecture on the subject, let's create one and
do some experiments with it.
We create a file called tordemo.pov and edit it as follows:
#include "colors.inc"
camera {
location <0, .1, -25>
look_at 0
angle 30
}
background { color Gray50 } // to make the torus easy to see
light_source{ <300, 300, -1000> White }
torus { 4, 1 // major and minor radius
rotate -90*x // so we can see it from the top
pigment { Green }
}
We trace the scene. Well, it's a donut alright. Let's try changing the major
and minor radius values and see what happens. We change them as follows:
torus { 5, .25 // major and minor radius
That looks more like a hula-hoop! Let's try this:
torus { 3.5, 2.5 // major and minor radius
Whoa! A donut with a serious weight problem!
With such a simple syntax, there isn't much else we can do to a torus besides
change its texture... or is there? Let's see...
Torii are very useful objects in CSG. Let's try a little experiment. We make
a difference of a torus and a box:
difference {
torus { 4, 1
rotate x*-90 // so we can see it from the top
}
box { <-5, -5, -1>, <5, 0, 1> }
pigment { Green }
}
Interesting... a half-torus. Now we add another one flipped the other way.
Only, let's declare the original half-torus and the necessary transformations
so we can use them again:
#declare Half_Torus = difference {
torus { 4, 1
rotate -90*x // so we can see it from the top
}
box { <-5, -5, -1>, <5, 0, 1> }
pigment { Green }
}
#declare Flip_It_Over = 180*x
#declare Torus_Translate = 8 // twice the major radius
Now we create a union of two Half_Torus objects:
union {
object { Half_Torus }
object { Half_Torus
rotate Flip_It_Over
translate Torus_Translate*x
}
}
This makes an S-shaped object, but we can't see the whole thing from our
present camera. Let's add a few more links, three in each direction, move the
object along the +z-direction and rotate it about the +y-axis so we can see
more of it. We also notice that there appears to be a small gap where the
half torii meet. This is due to the fact that we are viewing this scene from
directly on the x-z-plane. We will change the camera's y-coordinate from 0 to
0.1 to eliminate this.
union {
object { Half_Torus }
object { Half_Torus
rotate Flip_It_Over
translate x*Torus_Translate
}
object { Half_Torus
translate x*Torus_Translate*2
}
object { Half_Torus
rotate Flip_It_Over
translate x*Torus_Translate*3
}
object { Half_Torus
rotate Flip_It_Over
translate -x*Torus_Translate
}
object { Half_Torus
translate -x*Torus_Translate*2
}
object { Half_Torus
rotate Flip_It_Over
translate -x*Torus_Translate*3
}
object { Half_Torus
translate -x*Torus_Translate*4
}
rotate y*45
translate z*20
}
Rendering this we see a cool, undulating, snake-like something-or-other.
Neato. But we want to model something useful, something that we might see in
real
life. How about a chain?
Thinking about it for a moment, we realize that a single link of a chain can
be easily modeled using two half toruses and two cylinders. We create a new
file. We can use the same camera, background, light source and declared
objects and transformations as we used in tordemo.pov:
#include "colors.inc"
camera {
location <0, .1, -25>
look_at 0
angle 30
}
background { color Gray50 }
light_source{ <300, 300, -1000> White }
#declare Half_Torus = difference {
torus { 4,1
sturm
rotate x*-90 // so we can see it from the top
}
box { <-5, -5, -1>, <5, 0, 1> }
pigment { Green }
}
#declare Flip_It_Over = x*180
#declare Torus_Translate = 8
Now, we make a complete torus of two half toruses:
union {
object { Half_Torus }
object { Half_Torus rotate Flip_It_Over }
}
This may seem like a wasteful way to make a complete torus, but we are really
going to move each half apart to make room for the cylinders. First, we add
the declared cylinder before the union:
#declare Chain_Segment = cylinder { <0, 4, 0>, <0, -4, 0>, 1
pigment { Green }
}
We then add two chain segments to the union and translate them so that they
line up with the minor radius of the torus on each side:
union {
object { Half_Torus }
object { Half_Torus rotate Flip_It_Over }
object { Chain_Segment translate x*Torus_Translate/2 }
object { Chain_Segment translate -x*Torus_Translate/2 }
}
Now we translate the two half toruses +y and -y so that the clipped ends meet
the ends of the cylinders. This distance is equal to half of the previously
declared Torus_Translate:
union {
object { Half_Torus
translate y*Torus_Translate/2
}
object { Half_Torus
rotate Flip_It_Over
translate -y*Torus_Translate/2
}
object { Chain_Segment
translate x*Torus_Translate/2
}
object { Chain_Segment
translate -x*Torus_Translate/2
}
}
We render this and viola! A single link of a chain. But we aren't done yet!
Whoever heard of a green chain? We would rather use a nice metallic color
instead. First, we remove any pigment blocks in the declared toruses and
cylinders. Then we add the following before the union:
#declare Chain_Gold = texture {
pigment { BrightGold }
finish {
ambient .1
diffuse .4
reflection .25
specular 1
metallic
}
}
We then add the texture to the union and declare the union as a single link:
#declare Link = union {
object { Half_Torus
translate y*Torus_Translate/2
}
object { Half_Torus
rotate Flip_It_Over
translate -y*Torus_Translate/2
}
object { Chain_Segment
translate x*Torus_Translate/2
}
object { Chain_Segment
translate -x*Torus_Translate/2
}
texture { Chain_Gold }
}
Now we make a union of two links. The second one will have to be translated
+y so that its inner wall just meets the inner wall of the other link, just
like the links of a chain. This distance turns out to be double the
previously declared Torus_Translate minus 2 (twice the minor radius). This
can be described by the expression:
Torus_Translate*2-2*y
We declare this expression as follows:
#declare Link_Translate = Torus_Translate*2-2*y
In the object block, we will use this declared value so that we can multiply
it to create other links. Now, we rotate the second link 90*y so that it is
perpendicular to the first, just like links of a chain. Finally, we scale the
union by 1/4 so that we can see the whole thing:
union {
object { Link }
object { Link translate y*Link_Translate rotate y*90 }
scale .25
}
We render this and we will see a very realistic pair of links. If we want to
make an entire chain, we must declare the above union and then create another
union of this declared object. We must be sure to remove the scaling from the
declared object:
#declare Link_Pair =
union {
object { Link }
object { Link translate y*Link_Translate rotate y*90 }
}
Now we declare our chain:
#declare Chain = union {
object { Link_Pair}
object { Link_Pair translate y*Link_Translate*2 }
object { Link_Pair translate y*Link_Translate*4 }
object { Link_Pair translate y*Link_Translate*6 }
object { Link_Pair translate -y*Link_Translate*2 }
object { Link_Pair translate -y*Link_Translate*4 }
object { Link_Pair translate -y*Link_Translate*6 }
}
And finally we create our chain with a couple of transformations to make it
easier to see. These include scaling it down by a factor of 1/10, and
rotating it so that we can clearly see each link:
object { Chain scale .1 rotate <0, 45, -45> }
The torus object can be used to create chains.
We render this and we should see a very realistic gold chain stretched
diagonally across the screen.
4.5 CSG Objects
Constructive Solid Geometry, CSG, is a powerful tool to combine primitive
objects to create more complex objects as shown in the following sections.
4.5.1 What is CSG?
CSG stands for Constructive Solid Geometry. POV-Ray allows us to construct
complex solids by combining primitive shapes in four different ways. These
are union, where two or more shapes are added together. Intersection, where
two or more shapes are combined to make a new shape that consists of the area
common to both shapes. Difference, where subsequent shapes are subtracted
from the first shape. And last not least merge, which is like a union where
the surfaces inside the union are removed (useful in transparent CSG
objects). We will deal with each of these in detail in the next few sections.
CSG objects can be extremely complex. They can be deeply nested. In other
words there can be unions of differences or intersections of merges or
differences of intersections or even unions of intersections of differences
of merges... ad infinitum. CSG objects are (almost always) finite objects and
thus respond to auto-bounding and can be transformed like any other POV
primitive shape.
4.5.2 CSG Union
Let's try making a simple union. Create a file called csgdemo.pov and edit it
as follows:
#include "colors.inc"
camera {
location <0, 1, -10>
look_at 0
angle 36
}
light_source { <500, 500, -1000> White }
plane { y, -1.5
pigment { checker Green White }
}
Let's add two spheres each translated 0.5 units along the x-axis in each
direction. We color one blue and the other red.
sphere { <0, 0, 0>, 1
pigment { Blue }
translate -0.5*x
}
sphere { <0, 0, 0>, 1
pigment { Red }
translate 0.5*x
}
We trace this file at 200x150 -A. Now we place a union block around the two
spheres. This will create a single CSG union out of the two objects.
union{
sphere { <0, 0, 0>, 1
pigment { Blue }
translate -0.5*x
}
sphere { <0, 0, 0>, 1
pigment { Red }
translate 0.5*x
}
}
We trace the file again. The union will appear no different from what each
sphere looked like on its own, but now we can give the entire union a single
texture and transform it as a whole. Let's do that now.
union{
sphere { <0, 0, 0>, 1
translate -0.5*x*
}
sphere { <0, 0, 0>, 1
translate 0.5*x
}
pigment { Red }
scale <1, .25, 1>
rotate <30, 0, 45>
}
We trace the file again. As we can see, the object has changed dramatically.
We experiment with different values of scale and rotate and try some
different textures.
There are many advantages of assigning only one texture to a CSG object
instead of assigning the texture to each individual component. First, it is
much easier to use one texture if our CSG object has a lot of components
because changing the objects appearance involves changing only one single
texture. Second, the file parses faster because the texture has to be parsed
only once. This may be a great factor when doing large scenes or animations.
Third, using only one texture saves memory because the texture is only stored
once and referenced by all components of the CSG object. Assigning the
texture to all n components means that it is stored n times.
4.5.3 CSG Intersection
Now let's use these same spheres to illustrate the next kind of CSG object,
the intersection. We change the word union to intersection and delete the
scale and rotate statements:
intersection {
sphere { <0, 0, 0>, 1
translate -0.5*x
}
sphere { <0, 0, 0>, 1
translate 0.5*x
}
pigment { Red }
}
We trace the file and will see a lens-shaped object instead of the two
spheres. This is because an intersection consists of the area shared by both
shapes, in this case the lens-shaped area where the two spheres overlap. We
like this lens-shaped object so we will use it to demonstrate differences.
4.5.4 CSG Difference
We rotate the lens-shaped intersection about the y-axis so that the broad
side is facing the camera.
intersection{
sphere { <0, 0, 0>, 1
translate -0.5*x
}
sphere { <0, 0, 0>, 1
translate 0.5*x
}
pigment { Red }
rotate 90*y
}
Let's create a cylinder and stick it right in the middle of the lens.
cylinder { <0, 0, -1> <0, 0, 1>, .35
pigment { Blue }
}
We render the scene to see the position of the cylinder. We will place a
difference block around both the lens-shaped intersection and the cylinder
like this:
difference {
intersection {
sphere { <0, 0, 0>, 1
translate -0.5*x
}
sphere { <0, 0, 0>, 1
translate 0.5*x
}
pigment { Red }
rotate 90*y
}
cylinder { <0, 0, -1> <0, 0, 1>, .35
pigment { Blue }
}
}
We render the file again and see the lens-shaped intersection with a neat
hole in the middle of it where the cylinder was. The cylinder has been
subtracted from the intersection. Note that the pigment of the cylinder
causes the surface of the hole to be colored blue. If we eliminate this
pigment the surface of the hole will be red.
OK, let's get a little wilder now. Let's declare our perforated lens object
to give it a name. Let's also eliminate all textures in the declared object
because we will want them to be in the final union instead.
#declare Lens_With_Hole = difference {
intersection {
sphere { <0, 0, 0>, 1
translate -0.5*x
}
sphere { <0, 0, 0>, 1
translate 0.5*x
}
rotate 90*y
}
cylinder { <0, 0, -1> <0, 0, 1>, .35 }
}
Let's use a union to build a complex shape composed of copies of this object.
union {
object { Lens_With_Hole translate <-.65, .65, 0> }
object { Lens_With_Hole translate <.65, .65, 0> }
object { Lens_With_Hole translate <-.65, -.65, 0> }
object { Lens_With_Hole translate <.65, -.65, 0> }
pigment { Red }
}
We render the scene. An interesting object to be sure. But let's try
something more. Let's make it a partially-transparent object by adding some
filter to the pigment block.
union {
object { Lens_With_Hole translate <-.65, .65, 0> }
object { Lens_With_Hole translate <.65, .65, 0> }
object { Lens_With_Hole translate <-.65, -.65, 0> }
object { Lens_With_Hole translate <.65, -.65, 0> }
pigment { Red filter .5 }
}
We render the file again. This looks pretty good... only... we can see parts
of each of the lens objects inside the union! This is not good.
4.5.5 CSG Merge
This brings us to the fourth kind of CSG object, the merge. Merges are the
same as unions, but the geometry of the objects in the CSG that is inside the
merge is not traced. This should eliminate the problem with our object. Let's
try it.
merge {
object { Lens_With_Hole translate <-.65, .65, 0> }
object { Lens_With_Hole translate <.65, .65, 0> }
object { Lens_With_Hole translate <-.65, -.65, 0> }
object { Lens_With_Hole translate <.65, -.65, 0> }
pigment { Red filter .5 }
}
4.5.6 CSG Pitfalls
4.5.6.1 Coincidence Surfaces
POV-Ray uses inside/outside tests to determine the points at which a ray
intersects a CSG object. A problem arises when the surfaces of two different
shapes coincide because there is no way (due to numerical problems) to tell
whether a point on the coincident surface belongs to one shape or the other.
Look at the following example where a cylinder is used to cut a hole in a
larger box.
difference {
box { -1, 1 pigment { Red } }
cylinder { -z, z, 0.5 pigment { Green } }
}
If we trace this object we see red speckles where the hole is supposed to be.
This is caused by the coincident surfaces of the cylinder and the box. One
time the cylinder's surface is hit first by a viewing ray, resulting in the
correct rendering of the hole, and another time the box is hit first, leading
to a wrong result where the hole vanishes and red speckles appear.
This problem can be avoided by increasing the size of the cylinder to get rid
of the coincidence surfaces. This is done by:
difference {
box { -1, 1 pigment { Red } }
cylinder { -1.001*z, 1.001*z, 0.5 pigment { Green } }
}
In general we have to make the subtracted object a little bit larger in a CSG
difference. We just have to look for coincident surfaces and increase the
subtracted object appropriately to get rid of those surfaces.
The same problem occurs in CSG intersections and is also avoided by scaling
some of the involved objects.
4.6 The Light Source
In any ray-traced scene, the light needed to illuminate our objects and their
surfaces must come from a light source. There are many kinds of light sources
available in POV-Ray and careful use of the correct kind can yield very
impressive results. Let's take a moment to explore some of the different
kinds of light sources and their various parameters.
4.6.1 The Ambient Light Source
The ambient light source is used to simulate the effect of inter-diffuse
reflection. If there wasn't inter-diffuse reflection all areas not directly
lit by a light source would be completely dark. POV-Ray uses the ambient
keyword to determine how much light coming from the ambient light source is
reflected by a surface.
By default the ambient light source, which emits its light everywhere and in
all directions, is pure white (rgb <1,1,1>). Changing its color can be used
to create interesting effects. First of all the overall light level of the
scene can be adjusted easily. Instead of changing all ambient values in every
finish only the ambient light source is modified. By assigning different
colors we can create nice effects like a moody reddish ambient lighting. For
more details about the ambient light source see "Ambient Light".
Below is an example of a red ambient light source.
global_settings { ambient_light rgb<1, 0, 0> }
4.6.2 The Pointlight Source
Pointlights are exactly what the name indicates. A pointlight has no size, is
invisible and illuminates everything in the scene equally no matter how far
away from the light source it may be (this behavior can be changed). This is
the simplest and most basic light source. There are only two important
parameters, location and color. Let's design a simple scene and place a
pointlight source in it.
We create a new file and name it litedemo.pov. We edit it as follows:
#include "colors.inc"
#include "textures.inc"
camera {
location <-4, 3, -9>
look_at <0, 0, 0>
angle 48
}
We add the following simple objects:
plane { y, -1
texture {
pigment {
checker
color rgb<0.5, 0, 0>
color rgb<0, 0.5, 0.5>
}
finish {
diffuse 0.4
ambient 0.2
phong 1
phong_size 100
reflection 0.25
}
}
}
torus { 1.5, 0.5
texture { Brown_Agate }
rotate <90, 160, 0>
translate <-1, 1, 3>
}
box { <-1, -1, -1>, <1, 1, 1>
texture { DMFLightOak }
translate <2, 0, 2.3>
}
cone { <0,1,0>, 0, <0,0,0>, 1
texture { PinkAlabaster }
scale <1, 3, 1>
translate <-2, -1, -1>
}
sphere { <0,0,0>,1
texture { Sapphire_Agate }
translate <1.5, 0, -2>
}
Now we add a pointlight:
light_source {
<2, 10, -3>
color White
}
We render this at 200x150 -A and see that the objects are clearly visible
with sharp shadows. The sides of curved objects nearest the light source are
brightest in color with the areas that are facing away from the light source
being darkest. We also note that the checkered plane is illuminated evenly
all the way to the horizon. This allows us to see the plane, but it is not
very realistic.
4.6.3 The Spotlight Source
Spotlights are a very useful type of light source. They can be used to add
highlights and illuminate features much as a photographer uses spots to do
the same thing. There are a few more parameters with spotlights than with
pointlights. These are radius, falloff, tightness and point_at. The radius
parameter is the angle of the fully illuminated cone. The falloff parameter
is the angle of the umbra cone where the light falls off to darkness. The
tightness is a parameter that determines the rate of the light falloff. The
point_at parameter is just what it says, the location where the spotlight is
pointing to. Let's change the light in our scene as follows:
light_source {
<0, 10, -3>
color White
spotlight
radius 15
falloff 20
tightness 10
point_at <0, 0, 0>
}
We render this at 200x150 -A and see that only the objects are illuminated.
The rest of the plane and the outer portions of the objects are now unlit.
There is a broad falloff area but the shadows are still razor sharp. Let's
try fiddling with some of these parameters to see what they do. We change the
falloff value to 16 (it must always be larger than the radius value) and
render again. Now the falloff is very narrow and the objects are either
brightly lit or in total darkness. Now we change falloff back to 20 and
change the tightness value to 100 (higher is tighter) and render again. The
spotlight appears to have gotten much smaller but what has really happened is
that the falloff has become so steep that the radius actually appears
smaller.
We decide that a tightness value of 10 (the default) and a falloff value of
18 are best for this spotlight and we now want to put a few spots around the
scene for effect. Let's place a slightly narrower blue and a red one in
addition to the white one we already have:
light_source {
<10, 10, -1>
color Red
spotlight
radius 12
falloff 14
tightness 10
point_at <2, 0, 0>
}
light_source {
<-12, 10, -1>
color Blue
spotlight
radius 12
falloff 14
tightness 10
point_at <-2, 0, 0>
}
Rendering this we see that the scene now has a wonderfully mysterious air to
it. The three spotlights all converge on the objects making them blue on one
side and red on the other with enough white in the middle to provide a
balance.
4.6.4 The Cylindrical Light Source
Spotlights are cone shaped, meaning that their effect will change with
distance. The farther away from the spotlight an object is, the larger the
apparent radius will be. But we may want the radius and falloff to be a
particular size no matter how far away the spotlight is. For this reason,
cylindrical light sources are needed. A cylindrical light source is just like
a spotlight, except that the radius and falloff regions are the same no
matter how far from the light source our object is. The shape is therefore a
cylinder rather than a cone. We can specify a cylindrical light source by
replacing the spotlight keyword with the cylinder keyword. We try this now
with our scene by replacing all three spotlights with cylinder lights and
rendering again. We see that the scene is much dimmer. This is because the
cylindrical constraints do not let the light spread out like in a spotlight.
Larger radius and falloff values are needed to do the job. We try a radius of
20 and a falloff of 30 for all three lights. That's the ticket!
4.6.5 The Area Light Source
So far all of our light sources have one thing in common. They produce sharp
shadows. This is because the actual light source is a point that is
infinitely small. Objects are either in direct sight of the light, in which
case they are fully illuminated, or they are not, in which case they are
fully shaded. In real life, this kind of stark light and shadow situation
exists only in outer space where the direct light of the sun pierces the
total blackness of space. But here on Earth, light bends around objects,
bounces off objects, and usually the source has some dimension, meaning that
it can be partially hidden from sight (shadows are not sharp anymore). They
have what is known as an umbra, or an area of fuzziness where there is
neither total light or shade. In order to simulate these soft shadows, a
ray-tracer must give its light sources dimension. POV-Ray accomplishes this
with a feature known as an area light.
Area lights have dimension in two axis'. These are specified by the first two
vectors in the area light syntax. We must also specify how many lights are to
be in the array. More will give us cleaner soft shadows but will take longer
to render. Usually a 3*3 or a 5*5 array will suffice. We also have the option
of specifying an adaptive value. The adaptive keyword tells the ray-tracer
that it can adapt to the situation and send only the needed rays to determine
the value of the pixel. If adaptive is not used, a separate ray will be sent
for every light in the area light. This can really slow things down. The
higher the adaptive value the cleaner the umbra will be but the longer the
trace will take. Usually an adaptive value of 1 is sufficient. Finally, we
probably should use the jitter keyword. This tells the ray-tracer to slightly
move the position of each light in the area light so that the shadows appear
truly soft instead of giving us an umbra consisting of closely banded
shadows.
OK, let's try one. We comment out the cylinder lights and add the following:
light_source {
<2, 10, -3>
color White
area_light <5, 0, 0>, <0, 0, 5>, 5, 5
adaptive 1
jitter
}
This is a white area light centered at <2,10,-3>. It is 5 units (along the
x-axis) by 5 units (along the z-axis) in size and has 25 (5*5) lights in it.
We have specified adaptive 1 and jitter. We render this at 200x150 -A.
Right away we notice two things. The trace takes quite a bit longer than it
did with a point or a spotlight and the shadows are no longer sharp! They all
have nice soft umbrae around them. Wait, it gets better.
Spotlights and cylinder lights can be area lights too! Remember those sharp
shadows from the spotlights in our scene? It would not make much sense to use
a 5*5 array for a spotlight, but a smaller array might do a good job of
giving us just the right amount of umbra for a spotlight. Let's try it. We
comment out the area light and change the cylinder lights so that they read
as follows:
light_source {
<2, 10, -3>
color White
spotlight
radius 15
falloff 18
tightness 10
area_light <1, 0, 0>, <0, 0, 1>, 2, 2
adaptive 1
jitter
point_at <0, 0, 0>
}
light_source {
<10, 10, -1>
color Red
spotlight
radius 12
falloff 14
tightness 10
area_light <1, 0, 0>, <0, 0, 1>, 2, 2
adaptive 1
jitter
point_at <2, 0, 0>
}
light_source {
<-12, 10, -1>
color Blue
spotlight
radius 12
falloff 14
tightness 10
area_light <1, 0, 0>, <0, 0, 1>, 2, 2
adaptive 1
jitter
point_at <-2, 0, 0>
}
We now have three area-spotlights, one unit square consisting of an array of
four (2*2) lights, three different colors, all shining on our scene. We
render this at 200x150 -A. It appears to work perfectly. All our shadows have
small, tight umbrae, just the sort we would expect to find on an object under
a real spotlight.
4.6.6 Assigning an Object to a Light Source
Light sources are invisible. They are just a location where the light appears
to be coming from. They have no true size or shape. If we want our light
source to be a visible shape, we can use the looks_like keyword. We can
specify that our light source can look like any object we choose. When we use
looks_like, no_shadow is applied to the object automatically. This is done so
that the object will not block any illumination from the light source. If we
want some blocking to occur (as in a lampshade), it is better to simply use a
union to do the same thing. Let's add such an object to our scene. Here is a
light bulb we have made just for this purpose:
#declare Lightbulb = union {
merge {
sphere { <0,0,0>,1 }
cylinder { <0,0,1>, <0,0,0>, 1
scale <0.35, 0.35, 1.0>
translate 0.5*z
}
texture {
pigment {color rgb <1, 1, 1>}
finish {ambient .8 diffuse .6}
}
}
cylinder { <0,0,1>, <0,0,0>, 1
scale <0.4, 0.4, 0.5>
texture { Brass_Texture }
translate 1.5*z
}
rotate -90*x
scale .5
}
Now we add the light source:
light_source {
<0, 2, 0>
color White
looks_like { Lightbulb }
}
Rendering this we see that a fairly believable light bulb now illuminates the
scene. However, if we do not specify a high ambient value, the light bulb is
not lit by the light source. On the plus side, all of the shadows fall away
from the light bulb, just as they would in a real situation. The shadows are
sharp, so let's make our bulb an area light:
light_source {
<0, 2, 0>
color White
area_light <1, 0, 0>, <0, 1, 0>, 2, 2
adaptive 1
jitter
looks_like { Lightbulb }
}
We note that we have placed this area light in the x-y-plane instead of the
x-z-plane. We also note that the actual appearance of the light bulb is not
affected in any way by the light source. The bulb must be illuminated by some
other light source or by, as in this case, a high ambient value. More
interesting results might therefore be obtained in this case by using halos
(see section "Halos").
4.6.7 Light Source Specials
4.6.7.1 Using Shadowless Lights
Light sources can be assigned the shadowless keyword and no shadows will be
cast due to its presence in a scene. Sometimes, scenes are difficult to
illuminate properly using the lights we have chosen to illuminate our
objects. It is impractical and unrealistic to apply a higher ambient value to
the texture of every object in the scene. So instead, we would place a couple
of fill lights around the scene. Fill lights are simply dimmer lights with
the shadowless keyword that act to boost the illumination of other areas of
the scene that may not be lit well. Let's try using one in our scene.
Remember the three colored area spotlights? We go back and un-comment them
and comment out any other lights we have made. Now we add the following: li
<0, 20, 0>
color Gray50
shadowless
}
This is a fairly dim light 20 units over the center of the scene. It will
give a dim illumination to all objects including the plane in the background.
We render it and see.
4.6.7.2 Using Light Fading
If it is realism we want, it is not realistic for the plane to be evenly
illuminated off into the distance. In real life, light gets scattered as it
travels so it diminishes its ability to illuminate objects the farther it
gets from its source. To simulate this, POV-Ray allows us to use two
keywords: fade_distance, which specifies the distance at which full
illumination is achieved, and fade_power, an exponential value which
determines the actual rate of attenuation. Let's apply these keywords to our
fill light.
First, we make the fill light a little brighter by changing Gray50 to Gray75.
Now we change that fill light as follows:
light_source {
<0, 20, 0>
color Gray75
fade_distance 5
fade_power 1
shadowless
}
This means that the full value of the fill light will be achieved at a
distance of 5 units away from the light source. The fade power of 1 means
that the falloff will be linear (the light falls of at a constant rate). We
render this to see the result.
That definitely worked! Now let's try a fade power of 2 and a fade distance
of 10. Again, this works well. The falloff is much faster with a fade power
of 2 so we had to raise the fade distance to 10.
4.6.7.3 Light Sources and Atmosphere
By definition more than default, light sources are affected by atmosphere,
i.e. their light is scattered by the atmosphere. This can be turned off by
adding atmosphere off to the light source block. The light emitted by a light
source can also be attenuated by the atmosphere (and also fog), that is it
will be diminished as it travels through it, by adding
atmospheric_attenuation on. The falloff is exponential and depends on the
distance parameter of the atmosphere (or fog). We note that this feature only
affects light coming directly from the light source. Reflected and refracted
light is ignored.
Let's experiment with these keywords. First we must add an atmosphere to our
scene:
#include "atmos.inc"
atmosphere { Atmosphere2 }
We comment out the three lines that turn each of the three spotlights into
area lights. Otherwise the trace will take to long.
//area_light <1, 0, 0>, <0, 0, 1>, 2, 2
//adaptive 1
//jitter
Tracing the scene at 200x150 -A we see that indeed the spotlights are
visible. We can see where the blue and red spots cross each other and where
the white overhead light shines down through the center of the scene. We also
notice that the spotlights appear to diminish in their intensity as the light
descends from the light source to the objects. The red light is all but gone
in the lower left part of the scene and the blue light all but gone in the
lower right. This is due to the atmospheric attenuation and lends a further
realism to the scene. The atmosphere-light source interaction gives our scene
a smoky, mysterious appearance, but the trace took a long time. Making those
spotlights area lights and it will take even longer. This is an inevitable
trade-off - tracing speed for image quality.
4.7 Simple Texture Options
The pictures rendered so far where somewhat boring regarding the appearance
of the objects. Let's add some fancy features to the texture.
4.7.1 Surface Finishes
One of the main features of a ray-tracer is its ability to do interesting
things with surface finishes such as highlights and reflection. Let's add a
nice little Phong highlight (shiny spot) to the sphere. To do this we need to
add a finish keyword followed by a parameter. We change the definition of the
sphere to this:
sphere { <0, 1, 2>, 2
texture {
pigment { color Yellow } // Yellow is pre-defined in COLORS.INC
finish { phong 1 }
}
}
We render the scene. The phong keyword adds a highlight the same color of the
light shining on the object. It adds a lot of credibility to the picture and
makes the object look smooth and shiny. Lower values of phong will make the
highlight less bright (values should be between 0 and 1).
4.7.2 Adding Bumpiness
The highlight we have added illustrates how 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 us see complex details that aren't
really there.
Suppose we wanted a very bumpy surface on the object. It would be very
difficult to mathematically model lots of bumps. We can however simulate the
way bumps look by altering the way light reflects off of the surface.
Reflection calculations depend on a vector called surface normal. This is a
vector which points away from the surface and is perpendicular to it. By
artificially modifying (or perturbing) this normal vector we can simulate
bumps. We change the scene to read as follows and render it:
sphere { <0, 1, 2>, 2
texture {
pigment { color Yellow }
normal { bumps 0.4 scale 0.2 }
finish { phong 1}
}
}
This tells POV-Ray to use a bump pattern to modify the surface normal. The
value 0.4 controls the apparent depth of the bumps. Usually the bumps are
about 1 unit wide which doesn't work very well with a sphere of radius 2. The
scale makes the bumps 1/5th as wide but does not affect their depth.
4.7.3 Creating Color Patterns
We can do more than assigning a solid color to an object. We can create
complex patterns in the pigment block like in this example:
sphere { <0, 1, 2>, 2
texture {
pigment {
wood
color_map {
[0.0 color DarkTan]
[0.9 color DarkBrown]
[1.0 color VeryDarkBrown]
}
turbulence 0.05
scale <0.2, 0.3, 1>
}
finish { phong 1 }
}
}
The keyword wood specifies a pigment pattern of concentric rings like rings
in wood. The color_map keyword specifies that the color of the wood should
blend from DarkTan to DarkBrown over the first 90% of the vein and from
DarkBrown to VeryDarkBrown over the remaining 10%. The turbulence keyword
slightly stirs up the pattern so the veins aren't perfect circles and the
scale keyword adjusts the size of the pattern.
Most patterns are set up by default to give us one feature across a sphere of
radius 1.0. A feature is very roughly defined as a color transition. For
example, a wood texture would have one band on a sphere of radius 1.0. In
this example we scale the pattern using the scale keyword followed by a
vector. In this case we scaled 0.2 in the x direction, 0.3 in the y direction
and the z direction is scaled by 1, which leaves it unchanged. Scale values
larger than one will stretch an element. Scale values smaller than one will
squish an element. A scale value of one will leave an element unchanged.
4.7.4 Pre-defined Textures
POV-Ray has some very sophisticated textures pre-defined in the standard
include files glass.inc, metals.inc, stones.inc and woods.inc. Some are
entire textures with pigment, normal and/or finish parameters already
defined. Some are just pigments or just finishes. We change the definition of
our sphere to the following and then re-render it:
sphere { <0, 1, 2>, 2
texture {
pigment {
DMFWood4 // pre-defined in textures.inc
scale 4 // scale by the same amount in all
// directions
}
finish { Shiny } // pre-defined in finish.inc
}
}
The pigment identifier DMFWood4 has already been scaled down quite small when
it was defined. For this example we want to scale the pattern larger. Because
we want to scale it uniformly we can put a single value after the scale
keyword rather than a vector of x, y, z scale factors.
We look through the file textures.inc to see what pigments and finishes are
defined and try them out. We just insert the name of the new pigment where
DMFWood4 is now or try a different finish in place of Shiny and re-render our
file.
Here is an example of using a complete texture identifier rather than just
the pieces.
sphere { <0, 1, 2>, 2
texture { PinkAlabaster }
}
4.8 Advanced Texture Options
The extremely powerful texturing ability is one thing that really sets
POV-Ray apart from other raytracers. So far we have not really tried anything
too complex but by now we should be comfortable enough with the program's
syntax to try some of the more advanced texture options.
Obviously, we cannot try them all. It would take a tutorial a lot more pages
to use every texturing option available in POV-Ray. For this limited
tutorial, we will content ourselves to just trying a few of them to give an
idea of how textures are created. With a little practice, we will soon be
creating beautiful textures of our own.
4.8.1 Pigment and Normal Patterns
Previous versions of POV-Ray made a distinction between pigment and normal
patterns, i. e. patterns that could be used inside a normal or pigment
statement. With POV-Ray 3.0 this restriction was removed so that all patterns
listed in section "Patterns" can be used as a pigment or normal pattern.
4.8.2 Pigments
Every surface must have a color. In POV-Ray this color is called a pigment.
It does not have to be a single color. It can be a color pattern, a color
list or even an image map. Pigments can also be layered one on top of the
next so long as the uppermost layers are at least partially transparent so
the ones beneath can show through. Let's play around with some of these kinds
of pigments.
We create a file called texdemo.pov and edit it as follows:
#include "colors.inc"
camera {
location <1, 1, -7>
look_at 0
angle 36
}
light_source { <1000, 1000, -1000> White }
plane { y, -1.5
pigment { checker Green, White }
}
sphere { <0,0,0>, 1
pigment { Red }
}
Giving this file a quick test render at 200x150 -A we see that it is a simple
red sphere against a green and white checkered plane. We will be using the
sphere for our textures.
4.8.2.1 Using Color List Pigments
Before we begin we should note that we have already made one kind of pigment,
the color list pigment. In the previous example we have used a checkered
pattern on our plane. There are two other kinds of color list pigments, brick
and hexagon. Let's quickly try each of these. First, we change the plane's
pigment as follows:
pigment { hexagon Green, White, Yellow }
Rendering this we see a three-color hexagonal pattern. Note that this pattern
requires three colors. Now we change the pigment to...
pigment { brick Gray75, Red rotate -90*x scale .25 }
Looking at the resulting image we see that the plane now has a brick pattern.
We note that we had to rotate the pattern to make it appear correctly on the
flat plane. This pattern normally is meant to be used on vertical surfaces.
We also had to scale the pattern down a bit so we could see it more easily.
We can play around with these color list pigments, change the colors, etc.
until we get a floor that we like.
4.8.2.2 Using Pigment and Patterns
Let's begin texturing our sphere by using a pattern and a color map
consisting of three colors. wE replace the pigment block with the following.
pigment {
gradient x
color_map {
[0.00 color Red]
[0.33 color Blue]
[0.66 color Yellow]
[1.00 color Red]
}
}
Rendering this we see that it gives us an interesting pattern of vertical
stripes. We change the gradient direction to y. The stripes are horizontal
now. We change the gradient direction to z. The stripes are now more like
concentric rings. This is because the gradient direction is directly away
from the camera. We change the direction back to x and add the following to
the pigment block.
pigment {
gradient x
color_map {
[0.00 color Red]
[0.33 color Blue]
[0.66 color Yellow]
[1.00 color Red]
}
rotate -45*z // <- add this line
}
The vertical bars are now slanted at a 45 degree angle. All patterns can be
rotated, scaled and translated in this manner. Let's now try some different
types of patterns. One at a time, we substitute the following keywords for
gradient x and render to see the result: bozo, marble, agate, granite,
leopard, spotted and wood (if we like we can test all patterns listed in
section "Patterns").
Rendering these we see that each results in a slightly different pattern. But
to get really good results each type of pattern requires the use of some
pattern modifiers.
4.8.2.3 Using Pattern Modifiers
Let's take a look at some pattern modifiers. First, we change the pattern
type to bozo. Then we add the following change.
pigment {
bozo
frequency 3 // <- add this line
color_map {
[0.00 color Red]
[0.33 color Blue]
[0.66 color Yellow]
[1.00 color Red]
}
rotate -45*z
}
The frequency modifier determines the number of times the color map repeats
itself per unit of size. This change makes the bozo pattern we saw earlier
have many more bands in it. Now we change the pattern type to marble. When we
rendered this earlier, we saw a banded pattern similar to gradient y that
really did not look much like marble at all. This is because marble really is
a kind of gradient and it needs another pattern modifier to look like marble.
This modifier is called turbulence. We change the line frequency 3 to
turbulence 1 and render again. That's better! Now let's put frequency 3 back
in right after the turbulence and take another look. Even more interesting!
But wait, it get's better! Turbulence itself has some modifiers of its own.
We can adjust the turbulence several ways. First, the float that follows the
turbulence keyword can be any value with higher values giving us more
turbulence. Second, we can use the keywords omega, lambda and octaves to
change the turbulence parameters. Let's try this now:
pigment {
marble
turbulence 0.5
lambda 1.5
omega 0.8
octaves 5
frequency 3
color_map {
[0.00 color Red]
[0.33 color Blue]
[0.66 color Yellow]
[1.00 color Red]
}
rotate 45*z
}
Rendering this we see that the turbulence has changed and the pattern looks
different. We play around with the numerical values of turbulence, lambda,
omega and octaves to see what they do.
4.8.2.4 Using Transparent Pigments and Layered Textures
Pigments are described by numerical values that give the rgb value of the
color to be used (like color rgb <1, 0, 0> giving us a red color). But this
syntax will give us more than just the rgb values. We can specify filtering
transparency by changing it as follows: color rgbf<1, 0, 0, 1>. The f stands
for filter, POV-Ray's word for filtered transparency. A value of one means
that the color is completely transparent, but still filters the light
according to what the pigment is. In this case, the color will be a
transparent red, like red cellophane.
There is another kind of transparency in POV-Ray. It is called transmittance
or non-filtering transparency (the keyword is transmit). It is different from
filter in that it does not filter the light according to the pigment color.
It instead allows all the light to pass through unchanged. It can be
specified like this: rgbt <1, 0, 0, 1>.
Let's use some transparent pigments to create another kind of texture, the
layered texture. Returning to our previous example, declare the following
texture.
#declare LandArea = texture {
pigment {
agate
turbulence 1
lambda 1.5
omega .8
octaves 8
color_map {
[0.00 color rgb <.5, .25, .15>]
[0.33 color rgb <.1, .5, .4>]
[0.86 color rgb <.6, .3, .1>]
[1.00 color rgb <.5, .25, .15>]
}
}
}
}
This texture will be the land area. Now let's make the oceans by declaring
the following.
#declare OceanArea = texture {
pigment {
bozo
turbulence .5
lambda 2
color_map {
[0.00, 0.33 color rgb <0, 0, 1>
color rgb <0, 0, 1>]
[0.33, 0.66 color rgbf <1, 1, 1, 1>
color rgbf <1, 1, 1, 1>]
[0.66, 1.00 color rgb <0, 0, 1>
color rgb <0, 0, 1>]
}
}
}
}
Note how the ocean is the opaque blue area and the land is the clear area
which will allow the underlying texture to show through.
Now, let's declare one more texture to simulate an atmosphere with swirling
clouds.
#declare CloudArea = texture {
pigment {
agate
turbulence 1
lambda 2
frequency 2
color_map {
[0.0 color rgbf <1, 1, 1, 1>]
[0.5 color rgbf <1, 1, 1, .35>]
[1.0 color rgbf <1, 1, 1, 1>]
}
}
}
Now apply all of these to our sphere.
sphere { <0,0,0>, 1
texture { LandArea }
texture { OceanArea }
texture { CloudArea }
}
We render this and have a pretty good rendition of a little planetoid. But it
could be better. We don't particularly like the appearance of the clouds.
There is a way they could be done that would be much more realistic.
4.8.2.5 Using Pigment Maps
Pigments may be blended together in the same way as the colors in a color map
using the same pattern keywords that we can use for pigments. Let's just give
it a try.
We add the following declarations, making sure they appear before the other
declarations in the file.
#declare Clouds1 = pigment {
bozo
turbulence 1
color_map {
[0.0 color White filter 1]
[0.5 color White]
[1.0 color White filter 1]
}
}
#declare Clouds2 = pigment {
agate
turbulence 1
color_map {
[0.0 color White filter 1]
[0.5 color White]
[1.0 color White filter 1]
}
}
#declare Clouds3 = pigment {
marble
turbulence 1
color_map {
[0.0 color White filter 1]
[0.5 color White]
[1.0 color White filter 1]
}
}
#declare Clouds4 = pigment {
granite
turbulence 1
color_map {
[0.0 color White filter 1]
[0.5 color White]
[1.0 color White filter 1]
}
}
Now we use these declared pigments in our cloud layer on our planetoid. We
replace the declared cloud layer with.
#declare CloudArea = texture {
pigment {
gradient y
pigment_map {
[0.00 Clouds1]
[0.25 Clouds2]
[0.50 Clouds3]
[0.75 Clouds4]
[1.00 Clouds1]
}
}
}
We render this and see a remarkable pattern that looks very much like weather
patterns on the planet earth. They are separated into bands, simulating the
different weather types found at different latitudes.
4.8.3 Normals
Objects in POV-Ray have very smooth surfaces. This is not very realistic so
there are several ways to disturb the smoothness of an object by perturbing
the surface normal. The surface normal is the vector that is perpendicular to
the angle of the surface. By changing this normal the surface can be made to
appear bumpy, wrinkled or any of the many patterns available. Let's try a
couple of them.
4.8.3.1 Using Basic Normal Modifiers
We comment out the planetoid sphere for now and, at the bottom of the file,
create a new sphere with a simple, single color texture.
sphere { <0,0,0>, 1
pigment { Gray75 }
normal { bumps 1 scale .2 }
}
Here we have added a normal block in addition to the pigment block (note that
these do not have to be included in a texture block unless they need to be
transformed together or need to be part of a layered texture). We render this
to see what it looks like. Now, one at a time, we substitute for the keyword
bumps the following keywords: dents, wrinkles, ripples and waves (we can also
use any of the patterns listed in "Patterns"). We render each to see what
they look like. We play around with the float value that follows the keyword.
We also experiment with the scale value.
For added interest, we change the plane texture to a single color with a
normal as follows.
plane { y, -1.5
pigment { color rgb <.65, .45, .35> }
normal { dents .75 scale .25 }
}
4.8.3.2 Blending Normals
Normals can be layered similar to pigments but the results can be unexpected.
Let's try that now by editing the sphere as follows.
sphere { <0,0,0>, 1
pigment { Gray75 }
normal { radial frequency 10 }
normal { gradient y scale .2 }
}
As we can see, the resulting pattern is neither a radial nor a gradient. It
is instead the result of first calculating a radial pattern and then
calculating a gradient pattern. The results are simply additive. This can be
difficult to control so POV-Ray gives the user other ways to blend normals.
One way is to use normal maps. A normal map works the same way as the pigment
map we used earlier. Let's change our sphere texture as follows.
sphere { <0,0,0>, 1
pigment { Gray75 }
normal {
gradient y
frequency 3
turbulence .5
normal_map {
[0.00 granite]
[0.25 spotted turbulence .35]
[0.50 marble turbulence .5]
[0.75 bozo turbulence .25]
[1.00 granite]
}
}
}
Rendering this we see that the sphere now has a very irregular bumpy surface.
The gradient pattern type separates the normals into bands but they are
turbulated, giving the surface a chaotic appearance. But this give us an
idea.
Suppose we use the same pattern for a normal map that we used to create the
oceans on our planetoid and applied it to the land areas. Does it follow that
if we use the same pattern and modifiers on a sphere the same size that the
shape of the pattern would be the same? Wouldn't that make the land areas
bumpy while leaving the oceans smooth? Let's try it. First, let's render the
two spheres side-by-side so we can see if the pattern is indeed the same. We
un-comment the planetoid sphere and make the following changes.
sphere { <0,0,0>, 1
texture { LandArea }
texture { OceanArea }
//texture { CloudArea } // <-comment this out
translate -x // <- add this transformation
}
Now we change the gray sphere as follows.
sphere { <0,0,0>, 1
pigment { Gray75 }
normal {
bozo
turbulence .5
lambda 2
normal_map {
[0.4 dents .15 scale .01]
[0.6 agate turbulence 1]
[1.0 dents .15 scale .01]
}
}
translate x // <- add this transformation
}
We render this to see if the pattern is the same. We see that indeed it is.
So let's comment out the gray sphere and add the normal block it contains to
the land area texture of our planetoid. We remove the transformations so that
the planetoid is centered in the scene again.
#declare LandArea = texture {
pigment {
agate
turbulence 1
lambda 1.5
omega .8
octaves 8
color_map {
[0.00 color rgb <.5, .25, .15>]
[0.33 color rgb <.1, .5, .4>]
[0.86 color rgb <.6, .3, .1>]
[1.00 color rgb <.5, .25, .15>]
}
}
normal {
bozo
turbulence .5
lambda 2
normal_map {
[0.4 dents .15 scale .01]
[0.6 agate turbulence 1]
[1.0 dents .15 scale .01]
}
}
}
Looking at the resulting image we see that indeed our idea works! The land
areas are bumpy while the oceans are smooth. We add the cloud layer back in
and our planetoid is complete.
There is much more that we did not cover here due to space constraints. On
our own, we should take the time to explore slope maps, average and bump
maps.
4.8.4 Finishes
The final part of a POV-Ray texture is the finish. It controls the properties
of the surface of an object. It can make it shiny and reflective, or dull and
flat. It can also specify what happens to light that passes through
transparent pigments, what happens to light that is scattered by
less-than-perfectly-smooth surfaces and what happens to light that is
reflected by surfaces with thin-film interference properties. There are
twelve different properties available in POV-Ray to specify the finish of a
given object. These are controlled by the following keywords: ambient,
diffuse, brilliance, phong, specular, metallic, reflection, refraction,
caustics, attenuation, crand and iridescence. Let's design a couple of
textures that make use of these parameters.
4.8.4.1 Using Ambient
Since objects in POV-Ray are illuminated by light sources, the portions of
those objects that are in shadow would be completely black were it not for
the first two finish properties, ambient and diffuse. Ambient is used to
simulate the light that is scattered around the scene that does not come
directly from a light source. Diffuse determines how much of the light that
is seen comes directly from a light source. These two keywords work together
to control the simulation of ambient light. Let's use our gray sphere to
demonstrate this. Let's also change our plane back to its original green and
white checkered pattern.
plane {y,-1.5
pigment {checker Green, White}
}
sphere { <0,0,0>, 1
pigment {Gray75}
finish {
ambient .2
diffuse .6
}
In the above example, the default values for ambient and diffuse are used. We
render this to see what the effect is and then make the following change to
the finish.
ambient 0
diffuse 0
The sphere is black because we have specified that none of the light coming
from any light source will be reflected by the sphere. Let's change diffuse
back to the default of 0.6.
Now we see the gray surface color where the light from the light source falls
directly on the sphere but the shaded side is still absolutely black. Now
let's change diffuse to 0.3 and ambient to 0.3.
The sphere now looks almost flat. This is because we have specified a fairly
high degree of ambient light and only a low amount of the light coming from
the light source is diffusely reflected towards the camera. The default
values of ambient and diffuse are pretty good averages and a good starting
point. In most cases, an ambient value of 0.1 ... 0.2 is sufficient and a
diffuse value of 0.5 ... 0.7 will usually do the job. There are a couple of
exceptions. If we have a completely transparent surface with high refractive
and/or reflective values, low values of both ambient and diffuse may be best.
Here is an example.
sphere { <0,0,0>, 1
pigment { White filter 1 }
finish {
ambient 0
diffuse 0
reflection .25
refraction 1
ior 1.33
specular 1
roughness .001
}
}
}
This is glass, obviously. Glass is a material that takes nearly all of its
appearance from its surroundings. Very little of the surface is seen because
it transmits or reflects practically all of the light that shines on it. See
glass.inc for some other examples.
If we ever need an object to be completely illuminated independently of the
lighting situation in a given scene we can do this artificially by specifying
an ambient value of 1 and a diffuse value of 0. This will eliminate all
shading and simply give the object its fullest and brightest color value at
all points. This is good for simulating objects that emit light like
lightbulbs and for skies in scenes where the sky may not be adequately lit by
any other means.
Let's try this with our sphere now.
sphere { <0,0,0>, 1
pigment { White }
finish {
ambient 1
diffuse 0
}
}
}
Rendering this we get a blinding white sphere with no visible highlights or
shaded parts. It would make a pretty good streetlight.
4.8.4.2 Using Surface Highlights
In the glass example above, we noticed that there were bright little hotspots
on the surface. This gave the sphere a hard, shiny appearance. POV-Ray gives
us two ways to specify surface specular highlights. The first is called Phong
highlighting. Usually, Phong highlights are described using two keywords:
phong and phong_size. The float that follows phong determines the brightness
of the highlight while the float following phong_size determines its size.
Let's try this.
sphere { <0,0,0>, 1
pigment { Gray50 }
finish {
ambient .2
diffuse .6
phong .75
phong_size 25
}
}
Rendering this we see a fairly broad, soft highlight that gives the sphere a
kind of plastic appearance. Now let's change phong_size to 150. This makes a
much smaller highlight which gives the sphere the appearance of being much
harder and shinier.
There is another kind of highlight that is calculated by a different means
called specular highlighting. It is specified using the keyword specular and
operates in conjunction with another keyword called roughness. These two
keywords work together in much the same way as phong and phong_size to create
highlights that alter the apparent shininess of the surface. Let's try using
specular in our sphere.
sphere { <0,0,0>, 1
pigment { Gray50 }
finish {
ambient .2
diffuse .6
specular .75
roughness .1
}
}
}
Looking at the result we see a broad, soft highlight similar to what we had
when we used phong_size of 25. Change roughness to .001 and render again. Now
we see a small, tight highlight similar to what we had when we used
phong_size of 150. Generally speaking, specular is slightly more accurate and
therefore slightly more realistic than phong but you should try both methods
when designing a texture. There are even times when both phong and specular
may be used on a finish.
4.8.4.3 Using Reflection and Metallic
There is another surface parameter that goes hand in hand with highlights,
reflection. Surfaces that are very shiny usually have a degree of reflection
to them. Let's take a look at an example.
sphere { <0,0,0>, 1
pigment { Gray50 }
finish {
ambient .2
diffuse .6
specular .75
roughness .001
reflection .5
}
}
}
We see that our sphere now reflects the green and white checkered plane and
the black background but the gray color of the sphere seems out of place.
This is another time when a lower diffuse value is needed. Generally, the
higher reflection is the lower diffuse should be. We lower the diffuse value
to 0.3 and the ambient value to 0.1 and render again. That is much better.
Let's make our sphere as shiny as a polished gold ball bearing.
sphere { <0,0,0>, 1
pigment { BrightGold }
finish {
ambient .1
diffuse .1
specular 1
roughness .001
reflection .75
}
}
}
That is very close but there is something wrong with the highlight. To make
the surface appear more like metal the keyword metallic is used. We add it
now to see the difference.
sphere { <0,0,0>, 1
pigment { BrightGold }
finish {
ambient .1
diffuse .1
specular 1
roughness .001
reflection .75
metallic
}
}
}
We see that the highlight has taken on the color of the surface rather than
the light source. This gives the surface a more metallic appearance.
4.8.4.4 Using Refraction
Objects that are transparent allow light to pass through them. With some
substances, the light is bent as it travels from one substance into the other
because of the differing optical densities of the objects. This is called
refraction. Water and glass both bend light in this manner. To create water
or glass, POV-Ray gives us a way to specify refraction. This is done with the
keywords refraction and ior. The amount of light that passes through an
object is determined by the value of the filtering and/or transmittance
channel in the pigment. We should use the refraction value only to switch
refraction on or off using values of 1 or 0 respectively (or the boolean
values on and off). See section "Refraction" for a detailed explanation of
the reasons.
The degree of refraction, i. e. the amount of bending that occurs, is given
by the keyword ior, short for index of refraction. If we know the index of
refraction of the substance we are trying to create, we may just use that.
For instance, water is 1.33, glass is around 1.45 and diamond is 1.75. Let's
return to the example of a glass sphere we used earlier.
sphere { <0,0,0>, 1
pigment { White filter 1 }
finish {
ambient 0
diffuse 0
reflection .25
refraction 1
ior 1.45
specular 1
roughness .001
}
}
}
We render this again and notice how the plane that is visible through the
sphere is distorted and turned upside-down. This is because the light passing
through the sphere is being bent or refracted to the degree specified. We
reduce ior to 1.25 and re-render. We increase it to 1.75 and re-render. We
notice how the distortion changes.
4.8.4.5 Adding Light Attenuation
Transparent objects can be made to cause the intensity of light passing
through them to be reduced. In reality, this is due to impurities in
scattering the light. Two float values determine the effect: fade_distance is
the distance the light has to travel to reach one-half its original intensity
and fade_power is the degree of falloff. Let's try an example of this.
sphere { <0,0,0>, 1
pigment { White filter 1 }
finish {
ambient .1
diffuse .1
reflection .15
refraction 1
ior 1.45
specular 1
roughness .001
fade_distance 5
fade_power 1
}
}
The caustics of a translucent sphere.
This gives the sphere a slightly clouded look as if not all of the light was
able to pass through it. For interesting variations of this texture, try
lowering ior to 1.15 and raising reflection to 0.5.
4.8.4.6 Using Faked Caustics
4.8.4.6.1 What are Caustics?
First, let us raid our kitchen cupboard. We are looking for transparent glass
or crystal drinking glasses. If they have a pattern etched in their surface,
so much the better. One by one, we place them under a bright lamp and observe
the shadow they cast on the desk or table beneath. If we look closely we will
make out bright regions within the shadow. These will be places where the
refractive properties of the drinking glass are concentrating light
sufficiently to make the bright spots. If there is a pattern in the surface
of the glass we will see the pattern formed out of the bright areas. Those
bright regions are the caustics caused by refraction, the refractice
caustics. There will also be bright patterns of light on the table that are
caused by light reflected off the glass. These are called reflective
caustics.
Once we know what we are looking for we will be able to spot caustics in many
everyday situations: the shadow cast by a magnifying glass has one, light
streaming through an aquarium might makes them, the light passing through a
piece of crumpled cellophane might cast them on the table top, etc. We will
even see them in the bottom of a swimming pool on a bright sunny day.
Caustics are a subtle lighting effect that can really lend realism to
raytraced images of such items.
POV-Ray uses algorithms that fake refractive caustics (reflective caustices
are not possible).There are inherant limitations on the process of (standard)
ray-tracing in general which make it unsuitable for certain light simulation
applications, such as optical testing and a few very particular architectural
lighting projects. Methods which do the considerably more extensive
calculations needed to do full light simulation including caustics (like
path-tracing, photon-tracing or bi-directional ray-tracing) are very slow and
impractical on average platforms.
This means that we have to tinker with the caustics to get the best possible
look, but with a little experimentation, we will see we can very closely
emulate the real thing. The best way to go is, where ever possible, to study
an example of the thing we are trying to trace. We need to get to know its
pattern of caustics and then adjust our final picture until we are satisfied.
4.8.4.6.2 Applying Caustics to a Scene
Caustics is a new texture property under the area of finishes. We apply it to
the shadows of a transparent, refractive object by adding in the caustics
keyword to the finish. We try the following simple example for a start (see
file caustic1.pov).
#include "colors.inc"
#include "textures.inc"
camera {
location <0, 15, -40>
look_at <-2, 0, 1>
angle 10
}
light_source { <10, 20, 10> color White }
// lay down a boring floor to view the shadow against
plane { y, 0
pigment { Grey }
}
// here's something to have caustics property applied
sphere { <0, 3, 0>, 2
texture {
Glass3
finish { caustics .6 }
}
}
The caustics in a swimming-pool.
When we render this we will see our sphere in the upper right corner of the
image, floating a little over the plane, and the shadow it casts is sprawled
across the central part of our view. And there in the center is a basic
caustic. That bright area in the center represents the light which normally
refractivity would concentrate in the middle of the shadow.
The only question this leaves is: what is with the floating point value which
follows the caustics keyword? Well, that's where our discussion above on
adjusting the caustic comes in. Remember the drinking glasses? If we had one
that had fairly thin walls and then a thick glass base we will see what we
mean in the shadows it casts. Above, with the thinner walls (with less
refraction) the caustics are less pronounced and more evenly diffused through
the shadow, but when we get to the part of the shadow cast by the thicker,
more refractive base, suddenly the caustic becomes more pronounced and more
tightly focused near the center.
Of course, since this is a simulated caustic, there is no correspondence
between the degree to which the caustic is focused or diffused and the shape,
size and refractivity of the object. But we can manually control it with the
floating point value following the caustic keyword. The closer this value
gets to zero, the more diffused and dimmer the caustic gets, while the nearer
it becomes to 1, the more tightly focused and pronounced the caustic gets. At
1, we have the caustic of a thick, highly refractive piece of lead crystal,
while at 0.1 it is more like a hollow glass sphere. We try this by
re-rendering the above scene, with a range of values from 0.1 to 1.0 and
watching the different caustics we get.
Out of range values work also. Numbers higher than 1 just lead to more and
more tightly focused caustics. Negative numbers are just plain weird, but
interesting. Essentially, the object becomes illuminated in all sorts of
bizzare ways and the shadow becomes like a photographic negative of itself.
Kind of like a 1950's sci-fi raygun effect. It looks strange, and not at all
photo-realistic, but if we like the surreal we may want to try it at least
once and file away the effect in our mind in case we ever want it.
4.8.4.6.3 Caustics And Normals
POV-Ray makes use of surface normal perturbation in a way that is more unique
than people generally stop to think. When we apply a surface normal in a
texture we are actually not altering the surface at all, but rather telling
POV-Ray to treat the surface as if it were altered, for purposes of computing
the illumination falling on each individual spot. In short, it is a trick of
the light and shadow which, supposing only that we don't see it at too sharp
a viewing angle, effectively creates the illusion of distortions in the
surface of an object.
Caustics are also a synthetic trick, as we saw above, and sure enough, they
have been designed to react to texture normal patterns as if those patterns
were genuinely there. Remember the drinking glass experiment? If we found a
glass with patterns etched into the surface we probably noted that the
pattern showed up in the caustics cast by the glass too. When we have a
transparent surface with a normal applied to it, it causes the caustics cast
by that surface to mimick the normal pattern, so that it shows up in the
shadows.
Following is an example of what we mean: it is a simply meant to represent
water in a swimming pool. We have distilled this down to a plane above to
represent the water, one below to represent the floor of the pool, a camera
just below the waterline, looking at the floor, and a light source high above
(see caustic2.pov).
#include "colors.inc"
// Our camera is underwater, looking at the bottom of
// the pool for the best view of the caustics produced
camera {
location <0, -5, 0>
look_at <0, -10, -5>
}
light_source { <0, 100, 49.5> color White }
// the bottom of the pool...
plane { y, -10
texture {
pigment { color rgb <0.6, 0.7, 0.7> }
finish { ambient 0.1 diffuse 0.7 }
scale 0.01
}
}
// and the surface of the water
plane { y, 0
texture {
pigment { rgbf <0.6, 0.67, 0.72, 0.9> }
normal {
bumps .6
scale <.75, .25, .25>
rotate <0, 45, 0>
}
finish { caustics .9 }
}
}
The bumps we have given the water plane are meant to represent the small,
random crests and troughs that form on a pool when a light breeze blows over
it. We could have used ripples or waves as well, like something had recently
splashed into it at some point, but the bumps will work well enough for an
example.
We notice that our view of the pool floor shows dozens of tiny caustic light
spots, corresponding approximately to a random bump pattern. If we like we
can try putting in ripples or waves and watch the pattern of the caustics
change. Even though a flat plane itself would cast no caustics (we could try
without the normal), POV-Ray's faked caustic generation knows that if the
surface was really bumped like this normal is indicating, the refraction of
the bumped surface would be just enough to concentrate light in caustics
throughout the bottom of the pool.
We see that just as with a curved surface, such as the sphere previously,
normal patterns also trigger the appearance of caustics cast by an object.
Interestingly enough, this alone would be proof that the caustics really are
faked: our water hasn't even been given any refraction properties in its
finish, yet the caustics are still there just the same!
4.8.4.7 Using Iridescence
Iridescence is what we see on the surface of an oil slick when the sun shines
on it. The rainbow effect is created by something called thin-film
interference (read section "Iridescence" for details). For now let's just try
using it. Iridescence is specified by the irid keyword and three values:
amount, thickness and turbulence. The amount is the contribution to the
overall surface color. Usually 0.1 to 0.5 is sufficient here. The thickness
affects the busyness of the effect. Keep this between 0.25 and 1 for best
results. The turbulence is a little different from pigment or normal
turbulence. We cannot set octaves, lambda or omega but we can specify an
amount which will affect the thickness in a slightly different way from the
thickness value. Values between 0.25 and 1 work best here too. Finally,
iridescence will respond to the surface normal since it depends on the angle
of incidence of the light rays striking the surface. With all of this in
mind, let's add some iridescence to our glass sphere.
sphere { <0,0,0>, 1
pigment { White filter 1 }
finish {
ambient .1
diffuse .1
reflection .2
refraction 1
ior 1.5
specular 1
roughness .001
fade_distance 5
fade_power 1
caustics 1
irid {
0.35
thickness .5
turbulence .5
}
}
}
We try to vary the values for amount, thickness and turbulence to see what
changes they make. We also try to add a normal block to see what happens.
4.8.5 Halos
Important notice: The halo feature in POV-Ray 3.0 is somewhat experimental.
There is a high probability that the design and implementation of these
features will be changed in future versions. We cannot guarantee that scenes
using these features in 3.0 will render identically in future releases or
that full backwards compatibility of language syntax can be maintained.
Halos are a powerful feature that can be used to create a lot of different
effects like clouds, fogs, fire, lasers, etc. The name actually comes from
the ability to render halos with it, like the ones seen around the moon or
the sun.
Due to the complexity of the halo feature and the large amount of parameters
provided it is very difficult to get satisfying results. The following
sections will help to create a halo step by step, starting with the basic
things and going to the more subtle stuff.
It is also helpful to read the halo reference sections to get a better
understanding of the halo feature. One should especially read the sections
"Empty and Solid Objects" and "Halo Mapping" because they are essential for
understanding halos.
4.8.5.1 What are Halos?
Halos are a texture feature allowing us to fill the interior of an object
with particles. The distribution of these particles can be modified using
several density mappings and density functions. The particles can emit light
to give fire- or laser-like effects or they can absorb light to create clouds
or fog.
A halo is attached to an object, the so called container object, just like a
pigment, normal or finish. The container object is completely filled by the
halo but we will not see anything if we do not make sure that the object is
hollow and the surface is translucent. How this is accomplished will be shown
in the next section.
When working with halos we always have to keep in mind that the container
object has to be hollow and translucent.
4.8.5.2 The Emitting Halo
We start with one of the simpler types, the emitting halo. It uses particles
that only emit light. There are no particles that absorb the light coming
from other particles or light sources.
4.8.5.2.1 Starting with a Basic Halo
A clever approach in designing a nice halo effect is to start with a simple,
unit-sized shape that sits on the coordinate system's origin.
In the first example (halo01.pov) we try to create a fiery explosion, which
the sphere is best suited for. We start with a simple scene consisting of a
camera, a light source (we don't care about shadows so we add the shadowless
keyword), a checkered plane and a unit-sized sphere containing the halo.
camera {
location <0, 0, -2.5>
look_at <0, 0, 0>
}
light_source { <10, 10, -10> color rgb 1 shadowless }
plane { z, 2
pigment { checker color rgb 0, color rgb 1 }
finish { ambient 1 diffuse 0 }
scale 0.5
hollow
}
sphere { 0, 1
pigment { color rgbt <1, 1, 1, 1> }
halo {
emitting
spherical_mapping
linear
color_map {
[ 0 color rgbt <1, 0, 0, 1> ]
[ 1 color rgbt <1, 1, 0, 0> ]
}
samples 10
}
hollow
}
We note that the sphere is set to be hollow and has a translucent surface
(the transmittance channel in the pigment's color is 1), just like it is
required for halos. We also note that the plane has a hollow keyword even
though it has no halo. Why is this necessary?
The reason is quite simple. As described in section "Empty and Solid Objects"
there can be no halo inside any other non-hollow object. Since the camera is
inside the plane object, i. e. it is on the side of the plane that is
considered to be inside, the halo will never be visible unless the plane is
made hollow (or the negative keyword is added to bring the camera on the
outside side of the plane).
What do all those halo keywords and values mean? At the beginning of the halo
the emitting keyword is used to specify what type of halo we want to use. The
emitting halo emits light. That is what is best suited for our fiery
explosion.
The spherical_mapping and linear keywords need a more detailed explanation of
how a halo works (this is also done in chapter "Halo" in more detail).
As noted above the halo is made up of lots of small particles. The
distribution of these particles is described by a density function. In
general, a density function tells us how much particles we'll find at a given
location.
Instead of using an explicitly, mathematical density function, halos rely on
a given set of density mappings and density functions to model a variety of
particle distributions.
The first step in this model is the density mapping function that is used to
map three-dimensional points onto a one-dimensional range of values. In our
example we use a spherical mapping, i.e. we take the distance of a point from
the center of the coordinate system. This is the reason why it is clever to
start with a container object sitting on the coordinate system's center.
Since all density mappings are made relative to this center we won't see
anything if we start with an object sitting somewhere else. Moving the whole
object (including textures and halos) to another location is the correct way
of placing a container object.
Now we have a single value in the range from 0 to 1. This value will be
transformed using a density function to get density values instead of
distance values. Just using this single value won't work because we want to
have particle distributions were the density decreases as we move from the
center of the container object to the outside.
This is done by the density function. There are several alternatives
available as described in the halo reference (see section "Density Function"
). We use the simple linear function that just maps values between 0 and 1
onto a 1 to 0 range. Thus we get a density value of 1 at the center of our
sphere and a value of 0 at its surface.
Now that we have a density function what do we do to see something? This is
where the colour_map keyword comes into play. It is used to describe a color
map that actually tells the program what colors are to be used for what
density. The relation is quite simple: colors at the beginning of the color
map (with small values) will be used for low density values and colors at the
end of the map (high values) will be used for high densities. In our example
the halo will be yellow at the center of the sphere where the density is
greatest and it will blend to red at the surface of the sphere where the
density approaches zero.
The transmittance channel of the colors in the color map is used to model the
translucency of the density field. A value of 0 represents no translucency,
i. e. that areas with the corresponding density will be (almost) opaque,
while a value of 1 means (almost) total translucency.
In our example we use
color_map {
[ 0 color rgbt <1, 0, 0, 1> ]
[ 1 color rgbt <1, 1, 0, 0> ]
}
which results in a halo with a very translucent, reddish outer area and a
nearly opaque, yellowish inner areas as we can see after tracing the example
image.
The basic halo used in modelling a fiery explosion.
There is one parameter that still needs to be explained: the samples keyword.
This keyword tells POV-Ray how many samples have to be taken along any ray
traveling through the halo to calculate its effect. Using a low value will
result in a high tracing speed while a high value will lead to a low speed.
The sample value has to be increased if the halo looks somewhat noisy, i. e.
if some artifacts of the low sampling rate appear. For more details see
section "Halo Sampling".
4.8.5.2.2 Increasing the Brightness
The colors of the halo in the above image are somewhat dim. There is too much
of the background visible through the halo. That does not look much like
fire, does it? An easy way to fix this is to decrease the transparency of the
particles in the areas of high density. We do this by using use the following
color map instead of the old one (the negative transmittance is correct).
color_map {
[ 0 color rgbt <1, 0, 0, 1> ]
[ 1 color rgbt <1, 1, 0, -1> ]
}
Looking at the result of halo02.pov we see that the halo is indeed much
brighter.
4.8.5.2.3 Adding Some Turbulence
What we now have does not look like a fiery explosion. It's more a glowing
ball than anything else. Somehow we have to make it look more chaotic, we
have to add some turbulence to it.
This is done by using the turbulence keyword together with the amount of
turbulence we want to add. Just like in the following example.
sphere { 0, 1
pigment { color rgbt <1, 1, 1, 1> }
halo {
emitting
spherical_mapping
linear
turbulence 1.5
color_map {
[ 0 color rgbt <1, 0, 0, 1> ]
[ 1 color rgbt <1, 1, 0, -1> ]
}
samples 10
}
hollow
}
Adding turbulence to the halo moves all points inside the halo container in a
pseudo-random manner. This results in a particle distribution that looks like
there was some kind of flow in the halo (depending on the amount of
turbulence we'll get a laminar or turbulent flow). The high turbulence value
is used because an explosion is highly turbulent.
Looking at the example image (halo03.pov) we'll see that this looks more like
a fiery explosion than the glowing ball we got until now.
Adding some turbulence makes the fiery explosion more realistic.
We notice that the time it took to render the image increased after we added
the turbulence. This is due to the fact that for every sample taken from the
halo the slow turbulence function has to be evaluated.
4.8.5.2.4 Resizing the Halo
There is one strange thing about our fiery explosion though. It still looks
like a sphere. Why does this happen and what can we do to avoid it?
As noted above adding turbulence moves the particles inside the halo
container around. The problem is that some of the particles are actually
moved out of the container object. This leads to high densities at the
surface of the container object revealing the shape of the object (all
particles outside the container are lost and will not visible resulting in a
large, highly visible density change at the surface).
An easy way of avoiding this is to make sure that the particles stay inside
the container object even if we add some turbulence. This is done by scaling
the halo to reduce its size. We do not scale the container object, just the
halo.
This is done by adding the scale keyword inside the halo statement.
sphere { 0, 1
pigment { color rgbt <1, 1, 1, 1> }
halo {
emitting
spherical_mapping
linear
turbulence 1.5
color_map {
[ 0 color rgbt <1, 0, 0, 1> ]
[ 1 color rgbt <1, 1, 0, -1> ]
}
samples 10
scale 0.5
}
hollow
scale 1.5
}
The scale 0.5 command tells POV-Ray to scale all points inside the halo by
this amount. This effectively scales the radius we get after the density
mapping to a range of 0 to 0.5 instead of 0 to 1 (without turbulence). If we
now add the turbulence the points are allowed to move half a unit in every
direction without leaving the container object. That is exactly what we want.
To compensate for the smaller halo we would get we scale the sphere (and the
halo inside) by 1.5.
Looking at the new example image (halo04.pov) we will no longer see any signs
of the container sphere. We finally have a nice fiery explosion.
Resizing the halo makes it look much better.
The amount by which to scale the halo depends on the amount of turbulence we
use. The higher the turbulence value the smaller the halo has to be scaled.
That is something to experiment with.
Another way to avoid that points move out of the sphere is to use a larger
sphere, i. e. a sphere with a radius larger than one. It is important to
re-size the sphere before the halo is added because otherwise the halo will
also be scaled.
We note that this only works for spherical and box mapping (and a
non-constant density function). All other mapping types are (partially)
infinite, i. e. the resulting particle distribution covers an infinite space
(see also "Halo Mapping").
4.8.5.2.5 Using Frequency to Improve Realism
Another very good way of improving the realism of our explosion is to use a
frequency value other than one. The way frequency works is explained in
section "Frequency Modifier" in the reference part.
The rather mathematical explanation used there doesn't help much in
understanding how this feature is used. It is quite simple though. The
frequency value just tells the program how many times the color map will be
repeated in the density range from 0 to 1. If a frequency of one (the
default) is specified the color map will be visible once in the density
field, e. g. the color at 0 will be used for density 0, color at 0.5 will be
used for density 0.5 and the color at 1 will be used for density 1. Simple,
isn't it?
If we choose a frequency of two, the color at 0 will be used for density 0,
the color at 0.5 will be used for density 0.25 and the color at 1 will be
used for density 0.5. What about the densities above 0.5? Since there are no
entries in the color map for values above 1 we just start at 0 again. Thus
the color at 0.1 will be used for density 0.55 ((2*0.55) mod 1 = 1.1 mod 1 =
0.1), the color at 0.5 will be used for density 0.75 and the color at 1 will
be used for density 1.
If we are good at mathematics we'll note that the above example is not quite
right because (1 * 2) mod 1 = 0 and not 1. We just think that we used a value
slightly smaller than one and everything will be fine.
We may have noticed that in order to avoid sudden changes in the halo color
for frequencies larger than one we'll have to used a periodic color map, i.e.
a color map whose entries at 0 and 1 are the same.
We'll change our example by using a periodic color map and changing the
frequency value to two.
sphere { 0, 1
pigment { color rgbt <1, 1, 1, 1> }
halo {
emitting
spherical_mapping
linear
turbulence 1.5
color_map {
[ 0.0 color rgbt <1, 0, 0, 1> ]
[ 0.5 color rgbt <1, 1, 0, -1> ]
[ 1.0 color rgbt <1, 0, 0, 1> ]
}
frequency 2
samples 20
scale 0.5
}
hollow
scale 1.5
}
Using a periodic color map and a frequency of two gives a much nicer
explosion.
Looking at the result of (halo05.pov) we can be quite satisfied with the
explosion we just have created, can't we?
There's one thing left we should be aware of when increasing the frequency
value. It is often necessary to increase the sample rate in (nearly) the same
way as we change the frequency. If we don't do this we'll probably get some
severe aliasing artifacts (like color jumps or strange bands of colors). If
this happens just change the samples value according to the frequency value
(twice sampling rate for a doubled frequency).
4.8.5.2.6 Changing the Halo Color
We have a nice fiery explosion but we want to try to add some science fiction
touch to it by using different colors. How about a nice green, less turbulent
explosion that gets red at its borders?
Nothing easier than that!
sphere { 0, 1.5
pigment { color rgbt <1, 1, 1, 1> }
halo {
emitting
spherical_mapping
linear
turbulence 0.5
color_map {
[ 0 color rgbt <0, 1, 0, 1> ]
[ 1 color rgbt <1, 0, 0, -1> ]
}
samples 10
scale 0.75
}
hollow
scale 1.5
}
Using red and green colors gives an unexpected result.
This should do the trick. Looking at the result of halo06.pov we may be
disappointed. Where is the red center of the explosion? The borders are green
as expected but there is a lot of yellow in the center and only a little bit
red. What is happening?
We use an emitting halo in our example. According to the corresponding
section in the halo reference chapter (see "Emitting") this type of halo uses
very small particles that do not attenuate light passing through the halo.
Especially particles near the viewer do not attenuate the light coming from
particles far away from the viewer.
During the calculation of the halo's color near the center of the container
sphere, the ray steps through nearly all possible densities of the particle
distribution. Thus we get red and green colors as we march on, depending on
the current position in the halo. The sum of these colors is used which will
gives as a yellow color (the sum of red and green is yellow). This is what is
happening here.
How can we still get what we want? The answer is to use a glowing halo
instead of the emitting halo. The glowing halo is very similar to the
emitting one except that it attenuates the light passing through. Thus the
light of particles lying behind other particles will be attenuated by the
particles in front.
4.8.5.3 The Glowing Halo
We have mentioned the glowing halo in the section about the emitting halo as
one way to avoid the color mixing that is happening with emitting halos.
The glowing halo is very similar to the emitting halo except that it also
absorbs light. We can view it as a combination of the emitting and the
attenuating halo described in section "The Attenuating Halo".
By just replacing the emitting keyword in the example in section "Changing
the Halo Color" with the glowing keyword we get the desired effect as shown
in the example image (halo11.pov).
Using a glowing halo gives the expected result.
Even though the red color of the high density areas is not very visible
because the green colored, lower density areas lying in front absorb most of
the red light, we don't get yellow color where we would have expected a red
one.
Due to its similarity with the emitting halo we have to make some experiments
with this halo type. We just have to keep all those things we learned in the
previous sections in mind to get some satisfying results.
4.8.5.4 The Attenuating Halo
Another simple halo type is the attenuating halo that only absorbs light. It
doesn't radiate on its own.
A great difference between the attenuating halo and the other halo types is
that the color of the attenuating halo is calculated from the halo's color
map using the total particle density along a given ray. The other types
calculated a (weighted) average of the colors calculated from the density at
each sample.
4.8.5.4.1 Making a Cloud
Attenuating halos are ideal to create clouds and smoke. In the following
examples we will try to make a neat little cloud. We start again by using a
unit-sized sphere that is filled with a basic attenuating halo (halo21.pov).
camera {
location <0, 0, -2.5>
look_at <0, 0, 0>
}
light_source { <10, 10, -10> color rgb 1 shadowless }
plane { z, 2
pigment { checker color rgb 0, color rgb 1 }
finish { ambient 1 diffuse 0 }
scale 0.5
hollow
}
sphere { 0, 1
pigment { color rgbt <1, 1, 1, 1> }
halo {
attenuating
spherical_mapping
linear
color_map {
[ 0 color rgbt <1, 0, 0, 1> ]
[ 1 color rgbt <1, 0, 0, 0> ]
}
samples 10
}
hollow
}
Even though clouds normally are not red but white or gray, we use the red
color to make it more visible against the black/white checkerboard
background.
The color of an attenuating halo is calculated from the total accumulated
density after a ray has marched through the complete particle field. This has
to be kept in mind when creating the color map. We want the areas of the
cloud with a low density to have a high translucency so we use a color of
rgbt<1,0,0,1> and we want the high density areas to be opaque so we choose a
color of rgbt<1,0,0,0>.
4.8.5.4.2 Scaling the Halo Container
The cloud we have created so far doesn't look very realistic. It's just a
red, partially translucent ball. In order to get a better result we use some
of the methods we have already learned in the sections about emitting halos
above. We add some turbulence to get a more realistic shape, we scale the
halo to avoid the container object's surface to become visible and we
decrease the translucency of the areas with a high particle density.
Another idea is to scale the container object to get an ellipsoid shape that
can be used to model a cloud pretty good. This is done by the scale <1.5,
0.75, 1> command at the end of the sphere. It scales both, the sphere and the
halo inside.
sphere { 0, 1
pigment { color rgbt <1, 1, 1, 1> }
halo {
attenuating
spherical_mapping
linear
turbulence 1
color_map {
[ 0 color rgbt <1, 0, 0, 1> ]
[ 1 color rgbt <1, 0, 0, -1> ]
}
samples 10
scale 0.75
}
hollow
scale <1.5, 0.75, 1>
}
Looking at the results of halo22.pov we see that this looks more like a real
cloud (besides the color).
4.8.5.4.3 Adding Additional Halos
Another trick to get some more realism is to use multiple halos. If we look
at cumulus clouds e. g. we notice that they often extend at the top while
they are quite flat at the bottom.
We want to model this appearance by adding two additional halos to our
current container object (see section "Multiple Halos" for more details).
This is done in the following way:
sphere { 0, 1.5
pigment { color rgbt <1, 1, 1, 1> }
halo {
attenuating
spherical_mapping
linear
turbulence 1
color_map {
[ 0 color rgbt <1, 0, 0, 1> ]
[ 1 color rgbt <1, 0, 0, -1> ]
}
samples 10
scale <0.75, 0.5, 1>
translate <-0.4, 0, 0>
}
halo {
attenuating
spherical_mapping
linear
turbulence 1
color_map {
[ 0 color rgbt <1, 0, 0, 1> ]
[ 1 color rgbt <1, 0, 0, -1> ]
}
samples 10
scale <0.75, 0.5, 1>
translate <0.4, 0, 0>
}
halo {
attenuating
spherical_mapping
linear
turbulence 1
color_map {
[ 0 color rgbt <1, 0, 0, 1> ]
[ 1 color rgbt <1, 0, 0, -1> ]
}
samples 10
scale 0.5
translate <0, 0.2, 0>
}
hollow
}
The three halos used differ only in their location, i. e. in the translation
vector we have used. The first two halos are used to form the base of the
cloud while the last sits on top of the others. The sphere has a different
radius than the previous ones because more space is needed for all three
halos.
The result of halo23.pov somewhat looks like a cloud, even though it may need
some work.
4.8.5.5 The Dust Halo
The dust halo is a very complex halo type. It allows us to see the
interaction of light coming from a light source with the particles in the
halo. These particles absorb light in the same way as the attenuating halo.
In addition they scatter the incoming light. This makes beams of light and
shadows cast by objects onto the halo become visible.
4.8.5.5.1 Starting With an Object Lit by a Spotlight
We start with a box shaped object that is lit by a spotlight. We don't use
any halo at this moment because we want to see if the object is completely
lit by the light (halo31.pov).
camera {
location <0, 0, -2.5>
look_at <0, 0, 0>
}
background { color rgb <0.2, 0.4, 0.8> }
light_source {
<2.5, 2.5, -2.5>
colour rgb <1, 1, 1>
spotlight
point_at <0, 0, 0>
radius 12
falloff 15
tightness 1
}
difference {
box { -1, 1 }
box { <-1.1, -0.8, -0.8>, <1.1, 0.8, 0.8> }
box { <-0.8, -1.1, -0.8>, <0.8, 1.1, 0.8> }
box { <-0.8, -0.8, -1.1>, <0.8, 0.8, 1.1> }
pigment { color rgb <1, 0.2, 0.2> }
scale 0.5
rotate 45*y
rotate 45*x
}
The object we want to use.
As we see the whole object is lit by the light source. Now we can start to
add some dust.
4.8.5.5.2 Adding Some Dust
We use a box to contain the dust halo. Since we use a constant density
function it doesn't matter what kind of density mapping we use. The density
has the value specified by the max_value keyword everywhere inside the halo
(the default value is one). The isotropic scattering is selected with
dust_type .
box { -1, 1
pigment { colour rgbt <1, 1, 1, 1> }
halo {
dust
dust_type 1
box_mapping
constant
colour_map {
[ 0 color rgbt <1, 1, 1, 1> ]
[ 1 color rgbt <1, 1, 1, 0> ]
}
samples 10
}
hollow
scale 5
}
This dust is too thick.
The result of halo32.pov is too bright. The dust is too thick and we can only
see some parts of the object and no background.
4.8.5.5.3 Decreasing the Dust Density
The density inside the halo has the constant value one. This means that only
the color map entry at position one is used to determine the density and
color of the dust.
We use a transmittance value of 0.7 to get a much thinner dust.
box { -1, 1
pigment { colour rgbt <1, 1, 1, 1> }
halo {
dust
dust_type 1
box_mapping
constant
colour_map {
[ 0 color rgbt <1, 1, 1, 1.0> ]
[ 1 color rgbt <1, 1, 1, 0.7> ]
}
samples 10
}
hollow
scale 5
}
A thinner dust looks much better.
Beside the ugly aliasing artifacts the image looks much better. We can see
the whole object and even the background is slightly visible (halo33.pov).
4.8.5.5.4 Making the Shadows Look Good
In order to reduce the aliasing artifacts we use three different techniques:
jittering, super-sampling and an increased overall sampling rate.
The jittering is used to add some randomness to the sampling points making
the image look more noisy. This helps because regular aliasing artifacts are
more annoying than noise. A low jitter value is a good choice.
The super-sampling tries to detect fine features by taking additional samples
in areas of high intensity changes. The threshold at which super-sampling is
used and the maximum recursion level can be specified using the aa_threshold
and aa_level keywords.
The approach that always works is to increase the overall sampling rate.
Since this is also the slowest method we should always try to use the other
methods first. If they don't suffice we have to increase the sampling rate.
We use the following halo to reduce the aliasing artifacts (halo34.pov).
box { -1, 1
pigment { colour rgbt <1, 1, 1, 1> }
halo {
dust
dust_type 1
box_mapping
constant
colour_map {
[ 0 color rgbt <1, 1, 1, 1.0> ]
[ 1 color rgbt <1, 1, 1, 0.7> ]
}
samples 50
aa_level 3
aa_threshold 0.2
jitter 0.1
}
hollow
scale 5
}
Different anti-aliasing methods help to get a satisfying result.
The image looks much better now. There are hardly any aliasing artifacts
left.
The same parameters we have used are discussed in the section about the
atmosphere feature (see "The Atmosphere" for further explanations).
4.8.5.5.5 Adding Turbulence
The major difference between the halo's dust and the atmosphere described in
"The Atmosphere" is the ability to choose a non-uniform particle distribution
for the dust. This includes the fact that the halo is limited to a container
object as well as the different density mappings and functions.
Another interesting way of getting an irregular distribution is to add some
turbulence to the dust. This is done with the turbulence keyword followed by
the amount of turbulence to use, like the following example shows
(halo35.pov).
box { -1, 1
pigment { colour rgbt <1, 1, 1, 1> }
halo {
dust
dust_type 1
box_mapping
linear
turbulence 1
colour_map {
[ 0 color rgbt <1, 1, 1, 1.0> ]
[ 1 color rgbt <1, 1, 1, 0.5> ]
}
samples 50
aa_level 3
aa_threshold 0.2
jitter 0.1
}
hollow
scale 5
}
Adding turbulence to the dust makes it much more interesting.
The image we now get looks much more interesting due to the shifts in the
particle density.
We should note that we use a linear density function instead of the previous
constant one. This is necessary because with a constant density function the
density has the same value everywhere. Adding turbulence would have no effect
because wherever the points are moved the density will have this same value.
Only a non-constant density distribution makes sense when turbulence is
added.
The fact that the turbulence value is actually a vector can be used to create
effects like waterfalls by using a large turbulence value in one direction
only (e.g. turbulence <0.2, 1, 0.2> ).
4.8.5.5.6 Using a Coloured Dust
If we want to create a colored dust we can easily do this by using a
non-white color in the halo's color map. In this case we'll also have to set
the filter channels in the color map to non-zero values to specify the amount
of light that will be filtered by the dust's color.
We use the following color map to get a partially filtering, red dust for
example:
colour_map {
[ 0 color rgbft <1, 0, 0, 0.5, 1.0> ]
[ 1 color rgbft <1, 0, 0, 0.5, 0.7> ]
}
4.8.5.6 Halo Pitfalls
Due to the complexity of the halo feature and the few experiences people have
made so far there are a lot of things still to discover.
Some of the most common problems and pitfalls are described below to help us
avoid the most common problems.
4.8.5.6.1 Where Halos are Allowed
As mentioned above a halo completly fills the interior of an object. Keeping
this in mind it is reasonable that the following example does not make sense.
sphere { 0, 1
pigment {
checker
texture {
pigment { color Clear }
halo { ... }
}
texture {
pigment { color Red }
}
}
hollow
}
What's wrong with this example? It's simply that a halo is used to describe
the interior of an object and that one cannot describe this interior by
describing how the surface of the object looks like. But that's what was done
in the example above. We cannot imagine what the interior of the sphere will
look like. Will it be filled completey with the halo? Will there be areas
filled by the halo and some filled by air? How will those areas look like?
We won't be able to tell the interior's properties from looking at the
surface. It's just not possible. This should always be kept in mind.
If the above example was meant to create a sphere filled with a halo and
covered with a checker board pattern that partially hid the halo we would
have used the following syntax:
sphere { 0, 1
pigment {
checker
texture {
pigment { color Clear }
}
texture {
pigment { color Red }
}
}
halo { ... }
hollow
}
A halo is always applied to an object in the following way:
OBJECT {
texture {
pigment { ... }
normal { ... }
finish { ... }
halo { ... }
}
hollow
}
There's no halo allowed inside any pigment statement, color map, pigment map,
texture map, material map, or whatever. We are not hindered to do this but we
will not get what we want.
We can use halos with a layered textures as long as we make sure that the
halos are only attached to the lowest layer (this layer has to be partially
transparent to see the halo of course).
4.8.5.6.2 Overlapping Container Objects
POV-Ray is not able to handle overlapping container objects correctly. If we
create two overlapping spheres that contain a halo we won't get correct
results where the spheres overlap. The halo effect is calculated
independently for each sphere and the results are added.
If we want to add different halos we have to put all halos inside a single
container object to make sure the halo is calculated correctly (see also
"Multiple Halos").
We should also note that non-overlapping, stacked halo containers are handled
correctly. If we put a container object in front of another container object
the halos are rendered correctly.
4.8.5.6.3 Multiple Attenuating Halos
It is currently not possible to use multiple attenuating halos with different
color maps. The color map of the last halo will be used for all halos in the
container object.
4.8.5.6.4 Halos and Hollow Objects
In order to correctly render halo effects we have to make sure that all
objects the camera is inside are hollow. This is done by adding the hollow
keyword.
4.8.5.6.5 Scaling a Halo Container
If we scale a halo container object we should keep in mind that it makes a
great difference where we place the scale keyword.
Scaling the object before the halo statement will only scale the container
object not the halo. This is useful if we want to avoid that the surface of
the container object becomes visible due to the use of turbulence. As we have
learned in the sections above particles may move out of the container object
- where they are invisible - if turbulence is added. This only works for
spherical and box mapping because the density fields described by the other
mapping types don't have finite dimensions.
If the scale keyword is used after the halo statement both, the halo and the
container object, are scaled. This is useful to scale the halo to our needs.
The halo keeps its appearance regardless of the transformations applied to
the container object (after the halo), i.e. the halo's translucency, color
and turbulence characteristics will not change.
4.8.5.6.6 Choosing a Sampling Rate
Normally we will start with a low sampling rate and we willl only increase it
if any aliasing artifacts show up (and don't vanish by using super-sampling
and jittering).
The halo's appearance is independent from the sampling rate as long as there
are enough samples to get a good estimate of what the halo really looks like.
This means that one or two samples are hardly ever enough to determine the
halo's appearance. As we increase the number of samples the halo will quickly
approach its real appearance.
To put it in a nutshell, the halo will not change its appearance with the
sample rate as long as we have a sufficient number of samples and no aliasing
artifacts occur.
4.8.5.6.7 Using Turbulence
As noted in one of the above sections turbulence will have no effect if the
constant density function is used (keyword constant). It doesn't matter how
much or where we move a point if the density is constant and thus does not
depend on the location of the point. We'll get the same density value for all
location.
Whenever we add turbulence to a halo we must not use the constant density
function.
4.9 Working With Special Textures
Many of the pigment patterns we have seen elsewhere in POV-Ray make use of a
color_map statement to blend different colors together. Depending on how we
list the entries of the color map, we can fade gradually from one color to
the next, or have it abruptly make the transition from one to the next. In
fact, the color map is a powerful tool for customizing the various pigment
patterns, which requires a bit of practice to learn to use it correctly. And
all that's fine, when it's just individual colors we want to use. But what if
we could blend entire pigment patterns, normal patterns, or whole other
textures? Starting with POV-Ray 3, we can!
In order to experiment with some of the exciting new texturing options, let
us set up a basic scene file, into which we will be plugging the example
textures to experiment with later. So to begin, we set up the following basic
include files, a camera and a light source.
#include "colors.inc"
#include "textures.inc"
camera {
orthographic
up <0, 5, 0>
right <5, 0, 0>
location <0, 0, -25>
look_at <0, 0, 0>
}
light_source { <100, 100, -100> color White }
4.9.1 Working With Pigment Maps
Starting with something simple, let's look at the pigment map. We must not
confuse this with a color map, as color maps can only take individual colors
as entries in the map, while pigment maps can use entire other pigment
patterns. To get a feel for these, let's begin by setting up a basic plane
with a simple pigment map. Now, in the following example, we are going to
declare each of the pigments we are going to use before we actually use them.
This isn't strictly necessary (we could put an entire pigment description in
each entry of the map) but it just makes the whole thing more readable.
// simple Black on White checkboard... it's a classic
#declare Pigment1 = pigment {
checker color Black color White
scale .1
}
// kind of a "psychedelic rings" effect
#declare Pigment2 = pigment {
wood
color_map {
[ 0.0 Red ]
[ 0.3 Yellow ]
[ 0.6 Green ]
[ 1.0 Blue ]
}
}
plane { -z, 0
pigment {
gradient x
pigment_map {
[ 0.0 Pigment1 ]
[ 0.5 Pigment2 ]
[ 1.0 Pigment1 ]
}
}
}
Okay, what we have done here is very simple, and probably quite recognizable
if we have been working with color maps all along anyway. All we have done is
substituted a pigment map where a color map would normally go, and as the
entries in our map, we have referenced our declared pigments. When we render
this example, we see a pattern which fades back and forth between the classic
checkerboard, and those colorful rings. Because we fade from Pigment1 to
Pigment2 and then back again, we see a clear blending of the two patterns at
the transition points. We could just as easily get a sudden transition by
amending the map to read.
pigment_map {
[ 0.0 Pigment1 ]
[ 0.5 Pigment1 ]
[ 0.5 Pigment2 ]
[ 1.0 Pigment2 ]
}
4.9.2 Working With Normal Maps
For our next example, we replace the plane in the scene with this one.
plane { -z, 0
pigment { White }
normal {
gradient x
normal_map {
[ 0.0 bumps 1 scale .1]
[ 1.0 ripples 1 scale .1]
}
}
}
First of all, we have chosen a solid white color to show off all bumping to
best effect. Secondly, we notice that our map blends smoothly from all bumps
at 0.0 to all ripples at 1.0, but because this is a default gradient, it
falls off abruptly back to bumps at the beginning of the next cycle. We
Render this and see just enough sharp transitions to clearly see where one
normal gives over to another, yet also an example of how two normal patterns
look while they are smoothly blending into one another.
The syntax is the same as we would expect. We just changed the type of map,
moved it into the normal block and supplied appropriate bump types. It is
important to remember that as of POV-Ray 3, all patterns that work with
pigments work as normals as well (and vice versa, of course) so we could just
as easily have blended from wood to granite, or any other pattern we like. We
experiment a bit and get a feel for what the different patterns look like.
After seeing how interesting the various normals look blended, we might like
to see them completely blended all the way through rather than this business
of fading from one to the next. Well, that is possible too, but we would be
getting ahead of ourselves. That is called the average function, and we will
return to it a little bit further down the page.
4.9.3 Working With Texture Maps
We know how to blend colors, pigment patterns, and normals, and we are
probably thinking what about finishes? What about whole textures? Both of
these can be kind of covered under one topic. While there is no finish map
per se, there are texture maps, and we can easily adapt these to serve as
finish maps, simply by putting the same pigment and/or normal in each of the
texture entries of the map. Here is an example. We eliminate the declared
pigments we used before and the previous plane, and add the following.
#declare Texture1 = texture {
pigment { Grey }
finish { reflection 1 }
}
#declare Texture2 = texture {
pigment { Grey }
finish { reflection 0 }
}
cylinder { <-2, 5, -2>, <-2, -5, -2>, 1
pigment { Blue }
}
plane { -z, 0
rotate y * 30
texture {
gradient y
texture_map {
[ 0.0 Texture1 ]
[ 0.4 Texture1 ]
[ 0.6 Texture2 ]
[ 1.0 Texture2 ]
}
scale 2
}
}
Now, what have we done here? The background plane alternates vertically
between two textures, identical except for their finishes. When we render
this, the cylinder has a reflection part of the way down the plane, and then
stops reflecting, then begins and then stops again, in a gradient pattern
down the surface of the plane. With a little adaptation, this could be used
with any pattern, and in any number of creative ways, whether we just wanted
to give various parts of an object different finishes, as we are doing here,
or whole different textures altogether.
One might ask: if there is a texture map, why do we need pigment and normal
maps? Fair question. The answer: speed of calculation. If we use a texture
map, for every in-between point, POV-Ray must make multiple calculations for
each texture element, and then run a weighted average to produce the correct
value for that point. Using just a pigment map (or just a normal map)
decreases the overall number of calculations, and our texture renders a bit
faster in the bargain. As a rule of thumb: we use pigment or normal maps
where we can and only fall back on texture maps if we need the extra
flexibility.
4.9.4 Working With List Textures
If we have followed the corresponding tutorials on simple pigments, we know
that there are three patterns called color list patterns, because rather than
using a color map, these simple but useful patterns take a list of colors
immediately following the pattern keyword. We're talking about checker,
hexagon, and, new to POV-Ray 3, the brick pattern.
Naturally they also work with whole pigments, normals, and entire textures,
just as the other patterns do above. The only difference is that we list
entries in the pattern (as we would do with individual colors) rather than
using a map of entries. Here is an example. We strike the plane and any
declared pigments we had left over in our last example, and add the following
to our basic file.
#declare Pigment1 = pigment {
hexagon
color Yellow color Green color Grey
scale .1
}
#declare Pigment2 = pigment {
checker
color Red color Blue
scale .1
}
#declare Pigment3 = pigment {
brick
color White color Black
rotate -90*x
scale .1
}
box { -5, 5
pigment {
hexagon
pigment {Pigment1}
pigment {Pigment2}
pigment {Pigment3}
rotate 90*x
}
}
We begin by declaring an example of each of the color list patterns as
individual pigments. Then we use the hexagon pattern as a pigment list
pattern, simply feeding it a list of pigments rather than colors as we did
above. There are two rotate statements throughout this example, because
bricks are aligned along the z-direction, while hexagons align along the
y-direction, and we wanted everything to face toward the camera we originally
declared out in the -z-direction so we can really see the patterns within
patterns effect here.
Of course color list patterns used to be only for pigments, but as of POV-Ray
3, everything that worked for pigments can now also be adapted for normals or
entire textures. A couple of quick examples might look like
normal {
brick
normal { granite .1 }
normal { bumps 1 scale .1 }
}
or...
texture {
checker
texture { Gold_Metal }
texture { Silver_Metal }
}
4.9.5 What About Tiles?
In earlier versions of POV-Ray, there was a texture pattern called tiles. By
simply using a checker texture pattern (as we just saw above), we can achieve
the same thing as tiles used to do, so it is now obsolete. It is still
supported by POV-Ray 3 for backwards compatibility with old scene files, but
now is a good time to get in the habit of using a checker pattern instead.
4.9.6 Average Function
Now things get interesting. Above, we began to see how pigments and normals
can fade from one to the other when we used them in maps. But how about if we
want a smooth blend of patterns all the way through? That is where a new
feature called average can come in very handy. Average works with pigment,
normal, and texture maps, although the syntax is a little bit different, and
when we are not expecting it, the change can be confusing. Here is a simple
example. We use our standard includes, camera and light source from above,
and enter the following object.
plane { -z, 0
pigment { White }
normal {
average
normal_map {
[ gradient x ]
[ gradient y ]
}
}
}
What we have done here is pretty self explanatory as soon as we render it. We
have combined a vertical with a horizontal gradient bump pattern, creating
crisscrossing gradients. Actually, the crisscrossing effect is a smooth blend
of gradient x with gradient y all the way across our plane. Now, what about
that syntax difference?
We see how our normal map has changed from earlier examples. The floating
point value to the lefthand side of each map entry has been removed. That
value usually helps in procedurally mapping each entry to the pattern we have
selected, but average is a smooth blend all the way through, not a pattern,
so it cannot use those values. In fact, including them may sometimes lead to
unexpected results, such as entries being lost or misrepresented in some way.
To ensure that we'll get the pattern blend we anticipate, we leave off the
floating point value.
4.9.7 Working With Layered Textures
With the multitudinous colors, patterns, and options for creating complex
textures in POV-Ray, we can easily become deeply engrossed in mixing and
tweaking just the right textures to apply to our latest creations. But as we
go, sooner or later there is going to come that special texture. That texture
that is sort of like wood, only varnished, and with a kind of spotty yellow
streaking, and some vertical gray flecks, that looks like someone started
painting over it all, and then stopped, leaving part of the wood visible
through the paint.
Only... now what? How do we get all that into one texture? No pattern can do
that many things. Before we panic and say image map there is at least one
more option: layered textures.
With layered textures, we only need to specify a series of textures, one
after the other, all associated with the same object. Each texture we list
will be applied one on top of the other, from bottom to top in the order they
appear.
It is very important to note that we must have some degree of transparency
(filter or transmit) in the pigments of our upper textures, or the ones below
will get lost underneath. We won't receive a warning or an error -
technically it is legal to do this: it just doesn't make sense. It is like
spending hours sketching an elaborate image on a bare wall, then slapping a
solid white coat of latex paint over it.
Let's design a very simple object with a layered texture, and look at how it
works. We create a file called LAYTEX.POV and add the following lines.
#include "colors.inc"
#include "textures.inc"
camera {
location <0, 5, -30>
look_at <0, 0, 0>
}
light_source { <-20, 30, -50> color White }
plane { y, 0 pigment { checker color Green color Yellow } }
background { rgb <.7, .7, 1> }
box { <-10, 0, -10>, <10, 10, 10>
texture {
Silver_Metal // a metal object ...
normal { // ... which has suffered a beating
dents 2
scale 1.5
}
} // (end of base texture)
texture { // ... has some flecks of rust ...
pigment {
granite
color_map {
[0.0 rgb <.2, 0, 0> ]
[0.2 color Brown ]
[0.2 rgbt <1, 1, 1, 1> ]
[1.0 rgbt <1, 1, 1, 1> ]
}
frequency 16
}
} // (end rust fleck texture)
texture { // ... and some sooty black marks
pigment {
bozo
color_map {
[0.0 color Black ]
[0.2 color rgbt <0, 0, 0, .5> ]
[0.4 color rgbt <.5, .5, .5, .5> ]
[0.5 color rgbt <1, 1, 1, 1> ]
[1.0 color rgbt <1, 1, 1, 1> ]
}
scale 3
}
} // (end of sooty mark texture)
} // (end of box declaration)
Whew. This gets complicated, so to make it easier to read, we have included
comments showing what we are doing and where various parts of the declaration
end (so we don't get lost in all those closing brackets!). To begin, we
created a simple box over the classic checkerboard floor, and give the
background sky a pale blue color. Now for the fun part...
To begin with we made the box use the Silver_Metal texture as declared in
textures.inc (for bonus points, look up textures.inc and see how this
standard texture was originally created sometime). To give it the start of
its abused state, we added the dents normal pattern, which creates the
illusion of some denting in the surface as if our mysterious metal box had
been knocked around quite a bit.
The flecks of rust are nothing but a fine grain granite pattern fading from
dark red to brown which then abruptly drops to fully transparent for the
majority of the color map. True, we could probably come up with a more
realistic pattern of rust using pigment maps to cluster rusty spots, but
pigment maps are a subject for another tutorial section, so let's skip that
just now.
Lastly, we have added a third texture to the pot. The randomly shifting bozo
texture gradually fades from blackened centers to semi-transparent medium
gray, and then ultimately to fully transparent for the latter half of its
color map. This gives us a look of sooty burn marks further marring the
surface of the metal box. The final result leaves our mysterious metal box
looking truly abused, using multiple texture patterns, one on top of the
other, to produce an effect that no single pattern could generate!
4.9.7.1 Declaring Layered Textures
In the event we want to reuse a layered texture on several objects in our
scene, it is perfectly legal to declare a layered texture. We won't repeat
the whole texture from above, but the general format would be something like
this:
#declare Abused_Metal =
texture { /* insert your base texture here... */ }
texture { /* and your rust flecks here... */ }
texture { /* and of course, your sooty burn marks here */ }
POV-Ray has no problem spotting where the declaration ends, because the
textures follow one after the other with no objects or directives in between.
The layered texture to be declared will be assumed to continue until it finds
something other than another texture, so any number of layers can be added in
to a declaration in this fashion.
One final word about layered textures: whatever layered texture we create,
whether declared or not, we must not leave off the texture wrapper. In
conventional single textures a common shorthand is to have just a pigment, or
just a pigment and finish, or just a normal, or whatever, and leave them
outside of a texture statement. This shorthand does not extend to layered
textures. As far as POV-Ray is concerned we can layer entire textures, but
not individual pieces of textures. For example
#declare Bad_Texture =
texture { /* insert your base texture here... */ }
pigment { Red filter .5 }
normal { bumps 1 }
will not work. The pigment and the normal are just floating there without
being part of any particular texture. Inside an object, with just a single
texture, we can do this sort of thing, but with layered textures, we would
just generate an error whether inside the object or in a declaration.
4.9.7.2 Another Layered Textures Example
To further explain how layered textures work another example is described in
detail. A tablecloth is created to be used in a picnic scene. Since a simple
red and white checked cloth looks entirely too new, too flat, and too much
like a tiled floor, layered textures are used to stain the cloth.
We're going to create a scene containing four boxes. The first box has that
plain red and white texture we started with in our picnic scene, the second
adds a layer meant to realistically fade the cloth, the third adds some wine
stains, and the final box adds a few wrinkles (not another layer, but we must
note when and where adding changes to the surface normal have an effect in
layered textures).
We start by placing a camera, some lights, and the first box. At this stage,
the texture is plain tiling, not layered. See file layered1.pov.
#include "colors.inc"
camera {
location <0, 0, -6>
look_at <0, 0, 0>
}
light_source { <-20, 30, -100> color White }
light_source { <10, 30, -10> color White }
light_source { <0, 30, 10> color White }
#declare PLAIN_TEXTURE =
// red/white check
texture {
pigment {
checker
color rgb<1.000, 0.000, 0.000>
color rgb<1.000, 1.000, 1.000>
scale <0.2500, 0.2500, 0.2500>
}
}
// plain red/white check box
box { <-1, -1, -1>, <1, 1, 1>
texture {
PLAIN_TEXTURE
}
translate <-1.5, 1.2, 0>
}
We render this scene. It is not particularly interesting, isn't it? That is
why we will use some layered textures to make it more interesting.
First, we add a layer of two different, partially transparent greys. We tile
them as we had tiled the red and white colors, but we add some turbulence to
make the fading more realistic. We add following box to the previous scene
and re-render (see file layered2.pov).
#declare FADED_TEXTURE =
// red/white check texture
texture {
pigment {
checker
color rgb<0.920, 0.000, 0.000>
color rgb<1.000, 1.000, 1.000>
scale <0.2500, 0.2500, 0.2500>
}
}
// greys to fade red/white
texture {
pigment {
checker
color rgbf<0.632, 0.612, 0.688, 0.698>
color rgbf<0.420, 0.459, 0.520, 0.953>
turbulence 0.500
scale <0.2500, 0.2500, 0.2500>
}
}
// faded red/white check box
box { <-1, -1, -1>, <1, 1, 1>
texture {
FADED_TEXTURE
}
translate <1.5, 1.2, 0>
}
Even though it is a subtle difference, the red and white checks no longer
look quite so new.
Since there is a bottle of wine in the picnic scene, we thought it might be a
nice touch to add a stain or two. While this effect can almost be achieved by
placing a flattened blob on the cloth, what we really end up with is a spill
effect, not a stain. Thus it is time to add another layer.
Again, we add another box to the scene we already have scripted and re-render
(see file layered3.pov).
#declare STAINED_TEXTURE =
// red/white check
texture {
pigment {
checker
color rgb<0.920, 0.000, 0.000>
color rgb<1.000, 1.000, 1.000>
scale <0.2500, 0.2500, 0.2500>
}
}
// greys to fade check
texture {
pigment {
checker
color rgbf<0.634, 0.612, 0.688, 0.698>
color rgbf<0.421, 0.463, 0.518, 0.953>
turbulence 0.500
scale <0.2500, 0.2500, 0.2500>
}
}
// wine stain
texture {
pigment {
spotted
color_map {
[ 0.000 color rgb<0.483, 0.165, 0.165> ]
[ 0.329 color rgbf<1.000, 1.000, 1.000, 1.000> ]
[ 0.734 color rgbf<1.000, 1.000, 1.000, 1.000> ]
[ 1.000 color rgb<0.483, 0.165, 0.165> ]
}
turbulence 0.500
frequency 1.500
}
}
// stained box
box { <-1, -1, -1>, <1, 1, 1>
texture {
STAINED_TEXTURE
}
translate <-1.5, -1.2, 0>
}
Now there's a tablecloth texture with personality.
Another touch we want to add to the cloth are some wrinkles as if the cloth
had been rumpled. This is not another texture layer, but when working with
layered textures, we must keep in mind that changes to the surface normal
must be included in the uppermost layer of the texture. Changes to lower
layers have no effect on the final product (no matter how transparent the
upper layers are).
We add this final box to the script and re-render (see file layered4.pov)
#declare WRINKLED_TEXTURE =
// red and white check
texture {
pigment {
checker
color rgb<0.920, 0.000, 0.000>
color rgb<1.000, 1.000, 1.000>
scale <0.2500, 0.2500, 0.2500>
}
}
// greys to "fade" checks
texture {
pigment {
checker
color rgbf<0.632, 0.612, 0.688, 0.698>
color rgbf<0.420, 0.459, 0.520, 0.953>
turbulence 0.500
scale <0.2500, 0.2500, 0.2500>
}
}
// the wine stains
texture {
pigment {
spotted
color_map {
[ 0.000 color rgb<0.483, 0.165, 0.165> ]
[ 0.329 color rgbf<1.000, 1.000, 1.000, 1.000> ]
[ 0.734 color rgbf<1.000, 1.000, 1.000, 1.000> ]
[ 1.000 color rgb<0.483, 0.165, 0.165> ]
}
turbulence 0.500
frequency 1.500
}
normal {
wrinkles 5.0000
}
}
// wrinkled box
box { <-1, -1, -1>, <1, 1, 1>
texture {
WRINKLED_TEXTURE
}
translate <1.5, -1.2, 0>
}
Well, this may not be the tablecloth we want at any picnic we're attending,
but if we compare the final box to the first, we see just how much depth,
dimension, and personality is possible just by the use of creative texturing.
One final note: the comments concerning the surface normal do not hold true
for finishes. If a lower layer contains a specular finish and an upper layer
does not, any place where the upper layer is transparent, the specular will
show through.
4.9.8 When All Else Fails: Material Maps
We have some pretty powerful texturing tools at our disposal, but what if we
want a more free form arrangement of complex textures? Well, just as image
maps do for pigments, and bump maps do for normals, whole textures can be
mapped using a material map, should the need arise.
Just as with image maps and bump maps, we need a source image in bitmapped
format which will be called by POV-Ray to serve as the map of where the
individual textures will go, but this time, we need to specify what texture
will be associated with which palette index. To make such an image, we can
use a paint program which allows us to select colors by their palette index
number (the actual color is irrelevant, since it is only a map to tell
POV-Ray what texture will go at that location). Now, if we have the complete
package that comes with POV-Ray, we have in our include files an image called
povmap.gif which is a bitmapped image that uses only the first four palette
indices to create a bordered square with the words Persistance of Vision in
it. This will do just fine as a sample map for the following example. Using
our same include files, the camera and light source, we enter the follow
object.
plane { -z, 0
texture {
material_map {
gif "povmap.gif"
interpolate 2
once
texture { PinkAlabaster } // the inner border
texture { pigment { DMFDarkOak } } // outer border
texture { Gold_Metal } // lettering
texture { Chrome_Metal } // the window panel
}
translate <-0.5, -0.5, 0>
scale 5
}
}
The position of the light source and the lack of foreground objects to be
reflected do not show these textures off to their best advantage. But at
least we can see how the process works. The textures have simply been placed
according to the location of pixels of a particular palette index. By using
the once keyword (to keep it from tiling), and translating and scaling our
map to match the camera we have been using, we get to see the whole thing
laid out for us.
Of course, that is just with palette mapped image formats, such as GIF and
certain flavors of PNG. Material maps can also use non-paletted formats, such
as the TGA files that POV-Ray itself outputs. That leads to an interesting
consquence: We can use POV-Ray to produce source maps for POV-Ray! Before we
wrap up with some of the limitations of special textures, let's do one more
thing with material maps, to show how POV-Ray can make its own source maps.
To begin with, if using an non-paletted image, POV-Ray looks at the 8 bit red
component of the pixel's color (which will be a value from 0 to 255) to
determine which texture from the list to use. So to create a source map, we
need to control very precisely what the red value of a given pixel will be.
We can do this by
1.)Using an rgb statement to choose our color such as rgb ,
2.)Use no light sources and apply a finish of finish { ambient 1 } to all
objects, to ensure that highlighting and shadowing will not interfere.
Confused? Alright, here is an example, which will generate a map very much
like povmap.gif which we used earlier, except in TGA file format. We notice
that we have given the pigments blue and green components too. POV-Ray will
ignore that in our final map, so this is really for us humans, whose unaided
eyes cannot tell the difference between red variances of 0 to 4/255ths.
Without those blue and green variances, our map would look to our eyes like a
solid black screen. That may be a great way to send secret messages using
POV-Ray (plug it into a material map to decode) but it is no use if we want
to see what our source map looks like to make sure we have what we expected
to.
We render the following code, and name the resulting file povmap.tga.
camera {
orthographic
up <0, 5, 0>
right <5, 0, 0>
location <0, 0, -25>
look_at <0, 0, 0>
}
plane { -z, 0
pigment { rgb <1/255, 0, 0.5> }
finish { ambient 1 }
}
box { <-2.3, -1.8, -0.2>, <2.3, 1.8, -0.2>
pigment { rgb <0/255, 0, 1> }
finish { ambient 1 }
}
box { <-1.95, -1.3, -0.4>, <1.95, 1.3, -0.3>
pigment { rgb <2/255, 0.5, 0.5> }
finish { ambient 1 }
}
text { ttf "crystal.ttf", "The vision", 0.1, 0
scale <0.7, 1, 1>
translate <-1.8, 0.25, -0.5>
pigment { rgb <3/255, 1, 1> }
finish { ambient 1 }
}
text { ttf "crystal.ttf", "Persists!", 0.1, 0
scale <0.7, 1, 1>
translate <-1.5, -1, -0.5>
pigment { rgb <3/255, 1, 1> }
finish { ambient 1 }
}
All we have to do is modify our last material map example by changing the
material map from GIF to TGA and modifying the filename. When we render using
the new map, the result is extremely similar to the pallette mapped GIF we
used before, except that we didn't have to use an external paint program to
generate our source: POV-Ray did it all!
4.9.9 Limitations Of Special Textures
There are a couple limitations to all of the special textures we have seen
(from textures, pigment and normal maps through material maps). First, if we
have used the default directive to set the default texture for all items in
our scene, it will not accept any of the special textures discussed here.
This is really quite minor, since we can always declare such a texture and
apply it individually to all objects. It doesn't actually prevent us from
doing anything we couldn't otherwise do.
The other is more limiting, but as we will shortly see, can be worked around
quite easily. If we have worked with layered textures, we have already seen
how we can pile multiple texture patterns on top of one another (as long as
one texture has transparency in it). This very useful technique has a problem
incorporating the special textures we have just seen as a layer. But there is
an answer!
For example, say we have a layered texture called Speckled_Metal, which
produces a silver metallic surface, and then puts tiny specks of rust all
over it. Then we decide, for a really rusty look, we want to create patches
of concentrated rust, randomly over the surface. The obvious approach is to
create a special texture pattern, with transparency to use as the top layer.
But of course, as we have seen, we wouldn't be able to use that texture
pattern as a layer. We would just generate an error message. The solution is
to turn the problem inside out, and make our layered texture part of the
texture pattern instead, like this
// This part declares a pigment for use
// in the rust patch texture pattern
#declare Rusty = pigment {
granite
color_map {
[ 0 rgb <0.2, 0, 0> ]
[ 1 Brown ]
}
frequency 20
}
// And this part applies it
// Notice that our original layered texture
// "Speckled_Metal" is now part of the map
#declare Rust_Patches = texture {
bozo
texture_map {
[ 0.0 pigment {Rusty} ]
[ 0.75 Speckled_Metal ]
[ 1.0 Speckled_Metal ]
}
}
And the ultimate effect is the same as if we had layered the rust patches on
to the speckled metal anyway.
With the full array of patterns, pigments, normals, finishes, layered and
special textures, there is now practically nothing we cannot create in the
way of amazing textures. An almost infinite number of new possibilities are
just waiting to be created!
4.10 Using Atmospheric Effects
POV-Ray offers a variety of atmospheric effects, i. e. features that affect
the background of the scene or the air by which everything is surrounded.
It is easy to assign a simple color or a complex color pattern to a virtual
sky sphere. You can create anything from a cloud free, blue summer sky to a
stormy, heavy clouded sky. Even starfields can easily be created.
You can use different kinds of fog to create foggy scenes. Multiple fog
layers of different colors can add an eerie touch to your scene.
A much more realistic effect can be created by using an atmosphere, a
constant fog that interacts with the light coming from light sources. Beams
of light become visible and objects will cast shadows into the fog.
4.10.1 The Background
The background feature is used to assign a color to all rays that don't hit
any object. This is done in the following way.
camera {
location <0, 0, -10>
look_at <0, 0, 0>
}
background { color rgb <0.2, 0.2, 0.3> }
sphere { 0, 1
pigment { color rgb <0.8, 0.5, 0.2> }
}
The background color will be visible if a sky sphere is used and if some
translucency remains after all sky sphere pigment layers are processed.
4.10.2 The Sky Sphere
The sky sphere can be used to easily create a cloud covered sky, a nightly
star sky or whatever sky you have in mind.
In the following examples we'll start with a very simple sky sphere that will
get more and more complex as we add new features to it.
4.10.2.1 Creating a Sky with a Color Gradient
Beside the single color sky sphere that is covered with the background
feature the simplest sky sphere is a color gradient.
You may have noticed that the color of the sky varies with the angle to the
earth's surface normal. If you look straight up the sky normally has a much
deeper blue than it has at the horizon.
We want to model this effect using the sky sphere as shown in the scene below
(skysph1.pov).
#include "colors.inc"
camera {
location <0, 1, -4>
look_at <0, 2, 0>
angle 80
}
light_source { <10, 10, -10> White }
sphere { 2*y, 1
pigment { color rgb <1, 1, 1> }
finish { ambient 0.2 diffuse 0 reflection 0.6 }
}
sky_sphere {
pigment {
gradient y
color_map {
[0 color Red]
[1 color Blue]
}
scale 2
translate -1
}
}
The interesting part is the sky sphere statement. It contains a pigment that
describe the look of the sky sphere. We want to create a color gradient along
the viewing angle measured against the earth's surface normal. Since the ray
direction vector is used to calculate the pigment colors we have to use the
y-gradient.
The scale and translate transformation are used to map the points derived
from the direction vector to the right range. Without those transformations
the pattern would be repeated twice on the sky sphere. The scale statement is
used to avoid the repetition and the translate -1 statement moves the color
at index zero to the bottom of the sky sphere (that's the point of the sky
sphere you'll see if you look straight down).
After this transformation the color entry at position 0 will be at the bottom
of the sky sphere, i. e. below us, and the color at position 1 will be at the
top, i. e. above us.
The colors for all other positions are interpolated between those two colors
as you can see in the resulting image.
A simple gradient sky sphere.
If you want to start one of the colors at a specific angle you'll first have
to convert the angle to a color map index. This is done by using the formula
color_map_index = (1 - cos(angle)) / 2
where the angle is measured against the negated earth's surface normal. This
is the surface normal pointing towards the center of the earth. An angle of 0
degrees describes the point below us while an angle of 180 degrees represents
the zenith.
In POV-Ray you first have to convert the degree value to radian values as it
is shown in the following example.
sky_sphere {
pigment {
gradient y
color_map {
[(1-cos(radians( 30)))/2 color Red]
[(1-cos(radians(120)))/2 color Blue]
}
scale 2
translate -1
}
}
This scene uses a color gradient that starts with a red color at 30 degrees
and blends into the blue color at 120 degrees. Below 30 degrees everything is
red while above 120 degrees all is blue.
4.10.2.2 Adding the Sun
In the following example we will create a sky with a red sun surrounded by a
red color halo that blends into the dark blue night sky. We'll do this using
only the sky sphere feature.
The sky sphere we use is shown below. A ground plane is also added for
greater realism (skysph2.pov).
sky_sphere {
pigment {
gradient y
color_map {
[0.000 0.002 color rgb <1.0, 0.2, 0.0>
color rgb <1.0, 0.2, 0.0>]
[0.002 0.200 color rgb <0.8, 0.1, 0.0>
color rgb <0.2, 0.2, 0.3>]
}
scale 2
translate -1
}
rotate -135*x
}
plane { y, 0
pigment { color Green }
finish { ambient .3 diffuse .7 }
}
The gradient pattern and the transformation inside the pigment are the same
as in the example in the previous section.
The color map consists of three colors. A bright, slightly yellowish red that
is used for the sun, a darker red for the halo and a dark blue for the night
sky. The sun's color covers only a very small portion of the sky sphere
because we don't want the sun to become too big. The color is used at the
color map values 0.000 and 0.002 to get a sharp contrast at value 0.002 (we
don't want the sun to blend into the sky). The darker red color used for the
halo blends into the dark blue sky color from value 0.002 to 0.200. All
values above 0.200 will reveal the dark blue sky.
The rotate -135*x statement is used to rotate the sun and the complete sky
sphere to its final position. Without this rotation the sun would be at 0
degrees, i.e. right below us.
A red sun descends into the night.
Looking at the resulting image you'll see what impressive effects you can
achieve with the sky sphere.
4.10.2.3 Adding Some Clouds
To further improve our image we want to add some clouds by adding a second
pigment. This new pigment uses the bozo pattern to create some nice clouds.
Since it lays on top of the other pigment it needs some translucent colors in
the color map (look at entries 0.5 to 1.0).
sky_sphere {
pigment {
gradient y
color_map {
[0.000 0.002 color rgb <1.0, 0.2, 0.0>
color rgb <1.0, 0.2, 0.0>]
[0.002 0.200 color rgb <0.8, 0.1, 0.0>
color rgb <0.2, 0.2, 0.3>]
}
scale 2
translate -1
}
pigment {
bozo
turbulence 0.65
octaves 6
omega 0.7
lambda 2
color_map {
[0.0 0.1 color rgb <0.85, 0.85, 0.85>
color rgb <0.75, 0.75, 0.75>]
[0.1 0.5 color rgb <0.75, 0.75, 0.75>
color rgbt <1, 1, 1, 1>]
[0.5 1.0 color rgbt <1, 1, 1, 1>
color rgbt <1, 1, 1, 1>]
}
scale <0.2, 0.5, 0.2>
}
rotate -135*x
}
A cloudy sky with a setting sun.
The sky sphere has one drawback as you might notice when looking at the final
image (skysph3.pov). The sun doesn't emit any light and the clouds will not
cast any shadows. If you want to have clouds that cast shadows you'll have to
use a real, large sphere with an appropriate texture and a light source
somewhere outside the sphere.
4.10.3 The Fog
You can use the fog feature to add fog of two different types to your scene:
constant fog and ground fog. The constant fog has a constant density
everywhere while the ground fog's density decreases as you move upwards.
4.10.3.1 A Constant Fog
The simplest fog type is the constant fog that has a constant density in all
locations. It is specified by a distance keyword which actually describes the
fog's density and a fog color.
The distance value determines the distance at which 36.8% of the background
are still visible (for a more detailed explanation of how the fog is
calculated read the reference section "Fog").
The fog color can be used to create anything from a pure white to a red,
blood-colored fog. You can also use a black fog to simulate the effect of a
limited range of vision.
The following example will show you how to add fog to a simple scene
(fog1.pov).
#include "colors.inc"
camera {
location <0, 20, -100>
}
background { colour SkyBlue }
plane { y, -10
pigment {
checker colour Yellow colour Green
scale 20
}
}
sphere { <0, 25, 0>, 40
pigment { Red }
finish { phong 1.0 phong_size 20 }
}
sphere { <-100, 150, 200>, 20
pigment { Green }
finish { phong 1.0 phong_size 20 }
}
sphere { <100, 25, 100>, 30
pigment { Blue }
finish { phong 1.0 phong_size 20 }
}
light_source { <100, 120, 40> colour White}
fog {
distance 150
colour rgb<0.3, 0.5, 0.2>
}
A foggy scene.
According to their distance the spheres in this scene more or less vanish in
the greenish fog we used, as does the checkerboard plane.
4.10.3.2 Setting a Minimum Translucency
If you want to make sure that the background does not completely vanish in
the fog you can set the transmittance channel of the fog's color to the
amount of background you always want to be visible.
Using as transmittance value of 0.2 as in
fog {
distance 150
colour rgbt<0.3, 0.5, 0.2, 0.2>
}
the fog's translucency never drops below 20% as you can see in the resulting
image (fog2.pov).
Adding a translucency threshold you make sure that the background does not
vanish.
4.10.3.3 Creating a Filtering Fog
The greenish fog we have used so far doesn't filter the light passing through
it. All it does is to diminish the light's intensity. We can change this by
using a non-zero filter channel in the fog's color (fog3.pov).
fog {
distance 150
colour rgbf<0.3, 0.5, 0.2, 1.0>
}
The filter value determines the amount of light that is filtered by the fog.
In our example 100% of the light passing through the fog will be filtered by
the fog. If we had used a value of 0.7 only 70% of the light would have been
filtered. The remaining 30% would have passed unfiltered.
A filtering fog.
You'll notice that the intensity of the objects in the fog is not only
diminished due to the fog's color but that the colors are actually influenced
by the fog. The red and especially the blue sphere got a green hue.
4.10.3.4 Adding Some Turbulence to the Fog
In order to make our somewhat boring fog a little bit more interesting we can
add some turbulence, making it look like it had a non-constant density
(fog4.pov).
fog {
distance 150
colour rgbf<0.3, 0.5, 0.2, 1.0>
turbulence 0.2
turb_depth 0.3
}
Adding some turbulence makes the fog more interesting.
The turbulence keyword is used to specify the amount of turbulence used while
the turb_depth value is used to move the point at which the turbulence value
is calculated along the viewing ray. Values near zero move the point to the
viewer while values near one move it to the intersection point (the default
value is 0.5). This parameter can be used to avoid noise that may appear in
the fog due to the turbulence (this normally happens at very far away
intersection points, especially if no intersection occurs, i. e. the
background is hit). If this happens just lower the turb_depth value until the
noise vanishes.
You should keep in mind that the actual density of the fog does not change.
Only the distance-based attenuation value of the fog is modified by the
turbulence value at a point along the viewing ray.
4.10.3.5 Using Ground Fog
The much more interesting and flexible fog type is the ground fog, which is
selected with the fog_type statement. It's appearance is described with the
fog_offset and fog_alt keywords. The fog_offset specifies the height, i. e. y
value, below which the fog has a constant density of one. The fog_alt keyword
determines how fast the density of the fog will approach zero as one moves
along the y axis. At a height of fog_offset+fog_alt the fog will have a
density of 25%.
The following example (fog5.pov) uses a ground fog which has a constant
density below y=25 (the center of the red sphere) and quickly falls off for
increasing altitudes.
fog {
distance 150
colour rgbf<0.3, 0.5, 0.2, 1.0>
fog_type 2
fog_offset 25
fog_alt 1
}
4.10.3.6 Using Multiple Layers of Fog
It is possible to use several layers of fog by using more than one fog
statement in your scene file. This is quite useful if you want to get nice
effects using turbulent ground fogs. You could add up several, differently
colored fogs to create an eerie scene for example.
Just try the following example (fog6.pov).
fog {
distance 150
colour rgb<0.3, 0.5, 0.2>
fog_type 2
fog_offset 25
fog_alt 1
turbulence 0.1
turb_depth 0.2
}
fog {
distance 150
colour rgb<0.5, 0.1, 0.1>
fog_type 2
fog_offset 15
fog_alt 4
turbulence 0.2
turb_depth 0.2
}
fog {
distance 150
colour rgb<0.1, 0.1, 0.6>
fog_type 2
fog_offset 10
fog_alt 2
}
Quite nice results can be achieved using multiple layers of fog.
You can combine constant density fogs, ground fogs, filtering fogs,
non-filtering fogs, fogs with a translucency threshold, etc.
4.10.3.7 Fog and Hollow Objects
Whenever you use the fog feature and the camera is inside a non-hollow object
you won't get any fog effects. For a detailed explanation why this happens
see "Empty and Solid Objects".
In order to avoid this problem you have to make all those objects hollow by
either making sure the camera is outside these objects (using the inverse
keyword) or by adding the hollow to them (which is much easier).
4.10.4 The Atmosphere
Important notice: The atmosphere feature in POV-Ray 3.0 are somewhat
experimental. There is a high probability that the design and implementation
of these features will be changed in future versions. We cannot guarantee
that scenes using these features in 3.0 will render identically in future
releases or that full backwards compatibility of language syntax can be
maintained.
The atmosphere feature can be used to model the interaction of light with
particles in the air. Beams of light will become visible and objects will
cast shadows into the fog or dust that's filling the air.
The atmosphere model used in POV-Ray assumes a constant particle density
everywhere except solid objects. If you want to create cloud like fogs or
smoke you'll have to use the halo texturing feature described in section
"Halos".
4.10.4.1 Starting With an Empty Room
We want to create a simple scene to explain how the atmosphere feature works
and how you'll get good results.
Imagine a simple room with a window. Light falls through the window and is
scattered by the dust particles in the air. You'll see beams of light coming
from the window and shining on the floor.
We want to model this scene step by step. The following examples start with
the room, the window and a spotlight somewhere outside the room. Currently
there's no atmosphere to be able to verify if the lighting is correct
(atmos1.pov).
camera {
location <-10, 8, -19>
look_at <0, 5, 0>
angle 75
}
background { color rgb <0.2, 0.4, 0.8> }
light_source { <0, 19, 0> color rgb 0.5 atmosphere off }
light_source {
<40, 25, 0> color rgb <1, 1, 1>
spotlight
point_at <0, 5, 0>
radius 20
falloff 20
atmospheric_attenuation on
}
union {
difference {
box { <-21, -1, -21>, <21, 21, 21> }
box { <-20, 0, -20>, <20, 20, 20> }
box { <19.9, 5, -3>, <21.1, 15, 3> }
}
box { <20, 5, -0.25>, <21, 15, 0.25> }
box { <20, 9.775, -3>, <21, 10.25, 3> }
pigment { color red 1 green 1 blue 1 }
finish { ambient 0.2 diffuse 0.5 }
}
The empty room we want to start with.
The point light source is used to illuminate the room from inside without any
interaction with the atmosphere. This is done by adding atmosphere off . We
don't have to care about this light when we add the atmosphere later.
The spotlight is used with the atmospheric_attenuation keyword. This means
that light coming from the spotlight will be diminished by the atmosphere.
The union object is used to model the room and the window. Since we use the
difference between two boxes to model the room (the first two boxes in the
difference statement) there is no need for setting the union hollow. If we
are inside this room we actually will be outside the object (see also "Using
Hollow Objects and Atmosphere").
4.10.4.2 Adding Dust to the Room
The next step is to add an atmosphere to the room. This is done by the
following few lines (atmos2.pov).
atmosphere {
type 1
samples 10
distance 40
scattering 0.2
}
The type keyword selects the type of atmospheric scattering we want to use.
In this case we use the isotropic scattering that equally scatters light in
all directions (see "Atmosphere" for more details about the different
scattering types).
The samples keyword determines the number of samples used in accumulating the
atmospheric effect. For every ray samples are taken along the ray to
determine whether a sample is lit by a light source or not. If the sample is
lit the amount of light scattered into the direction of the viewer is
determined and added to the total intensity.
You can always start with an arbitrary number of samples. If the results do
not fit your ideas you can increase the sampling rate to get better results.
The problem of choosing a good sampling rate is the trade-off between a
satisfying image and a fast rendering. A high sampling rate will almost
always work but the rendering will also take a very long time. That's
something to experiment with.
The distance keyword specifies the density of the atmosphere. It works in the
same way as the distance parameter of the fog feature.
Last but not least will the scattering value determine the amount of light
that is scattered by the particles (the remaining light is absorbed). As
you'll later see this parameter is very useful in adjusting the overall
brightness of the atmosphere.
After adding some dust beams of light become visible.
Looking at the image created from the above scene you'll notice some very
ugly anti-aliasing artifacts known as mach-bands. They are the result of a
low sampling rate.
4.10.4.3 Choosing a Good Sampling Rate
As you've seen a too low sampling rate can cause some ugly results. There are
some ways of reducing or even avoiding those problems.
The brute force approach is to increase the sampling rate until the artifacts
vanish and you get a satisfying image. Though this will always work it is a
bad idea because it is very time consuming. A better approach is to use
jittering and anti-aliasing first. If both features don't help you'll have to
increase the sampling rate.
Jittering moves each sample point by a small, random amount along the
sampling direction. This helps to reduce regular features resulting from
aliasing. There is (hardly) nothing more annoying to the human visual system
than the regular features resulting from a low sampling rate. It's much
better to add some extra noise to the image by jittering the sample
positions. The human eye is much more forgiving to that.
Use the jitter keyword followed by the amount of jittering you want to use.
Good jittering values are up to 0.5, higher values result in too much noise.
You should be aware that jittering can not fix the artifacts introduced by a
too low sampling rate. It can only make them less visible.
An additional and better way of reducing aliasing artifacts is to use
(adaptive) super-sampling. This method casts additional samples where it is
likely that they are needed. If the intensity between two adjacent samples
differs too much additional samples are taken in-between. This step is done
recursively until a specified recursion level is reached or the sample get
close to each other.
The aa_level and aa_threshold keywords give full control over the
super-sampling process. The aa_level keyword determines the maximum recursion
level while aa_threshold specifies the maximum allowed difference between two
sample before the super-sampling is done.
After all this theory we get back to our sample scene and add the appropriate
keywords to use both jittering and super-sampling (atmos3.pov).
atmosphere {
type 1
samples 50
distance 40
scattering 0.2
aa_level 4
aa_threshold 0.1
jitter 0.2
}
A very low threshold value was chosen to super-sample even between adjacent
points with a very similar intensity. The maximum recursion level of 4 will
lead to a maximum of fifteen super-samples.
If you are looking at the results that you get after adding jittering and
super-sampling you won't be satisfied. The only way of reducing the still
visible artifacts is to increase the sampling rate by choosing a higher
number of samples.
A high sampling rate leads to a satisfying image.
Doing this you'll get a good result showing (almost) no artifacts. BTW, the
amount of dust floating around in this room may be a little bit exaggerated
but it's just an example. And examples tend to be exaggerated.
4.10.4.4 Using a Coloured Atmosphere
You can assign a color to the atmosphere that gives you more control over the
atmosphere's appearance. First of all the color is used to filter all light
passing through it, whether it comes from light sources, reflected and
refracted rays, or the background. The amount by which the passing light is
filtered by the atmosphere's color is determined by the color's filter value.
A value of 0 means that the light is not influenced by the atmosphere's color
while a value of 1 means that all light will be filtered by the color.
If you want to create a reddish atmosphere for example, you can add the
following line to the atmosphere statement used in the above example.
color rgbf <1, 0, 0, 0.25>
Just using rgb <1,0,0> does not work because the color's filter value will be
zero and thus no light will be filtered by the color, i. e. no light will be
multiplied with the color's RGB components.
The filter value of 0.25 means that 25% of the light passing through the
atmosphere will be filtered by the red color and 75% will pass unfiltered.
The transmittance channel of the atmosphere's color is used to specify a
minimum translucency. By default the transmittance channel is zero and thus
there is no such minimum translucency. Using a positive value lets you
determine the amount of background light that will always pass through the
atmosphere, regardless of its thickness set by the distance keyword.
If you use e.g. a color of rgbt <0,0,0,0.3> with our room example you can
make the blue background become visible. Until now it was hidden by the
atmosphere.
4.10.4.5 Atmosphere Tips
It is very difficult to get satisfying results when using the atmosphere
feature. Some of the more common problems will be discussed in the next
sections to help you to solve them (see also the FAQ section about the
atmosphere in "Atmosphere Questions").
4.10.4.5.1 Choosing the Distance and Scattering Parameters
The first difficult step is to choose a good distance and scattering value.
You need to be able to control the visibility of the objects in the scene and
the atmospheric effects.
The best approach is to choose the distance value first. This value
determines the visibility of the objects in the scene regardless of
atmospheric light scattering. It works in the same way as the distance value
of the fog feature.
Since fog is very similar to the unlit atmosphere you can use a fog instead
of an atmosphere to quickly choose a working distance value. If you do this
with room scene we used earlier you would use the following fog statement
instead of the atmosphere (atmos4.pov).
fog {
distance 40
color rgb <0, 0, 0>
}
A black fog can be used to get a working distance value for the atmosphere.
The black color is used to simulate the attenuation you'll get in those parts
of the atmosphere scene lying in shadow.
If you want to use a colored atmosphere you'll have to use the same color for
the fog as you want to use for the atmosphere, including the filter and
transmittance channel values (see "Using a Coloured Atmosphere" and
"Atmosphere" for an explanation of the atmosphere's color).
If you (roughly) want to simulate the appearance of those parts lit by a
light source you can use the color of the atmosphere inside the fog statement
instead.
After you are satisfied with the distance value you'll have to choose a
scattering value. This value lets you fit the atmosphere's intensity to your
needs. Starting with a value of one you have to increase the value if the
atmosphere effects are hardly visible. If you don't see anything in the lit
parts of the atmosphere you'll have to decrease the value.
You should be aware that you may have to use very small or very large values
to get the desired results.
4.10.4.5.2 Atmosphere and Light Sources
The best results are generated with spotlights and cylindrical light sources.
They create nice beams of light and are fast to render because the
atmospheric sampling takes only place inside the light cone of the spotlight
or light cylinder of the cylindrical light.
If you want to add a light source that does not interact with the atmosphere
you can use the atmosphere keyword inside the light source statement (see
"Atmosphere Interaction"). Just add atmosphere off.
By default the light coming from any light source will not be diminished by
the atmosphere. Thus the highlights in your scene will normally be too
bright. This can be changed with atmospheric_attenuation on.
4.10.4.5.3 Atmosphere Scattering Types
The different scattering types listed in "Atmosphere" can be used to model
different types of particles. This is something for you to experiment with.
The Rayleigh scattering is used for small particles like dust and smoke while
the Mie scattering is used for fog.
If you ever saw the lighthouse scene in the movie Casper you'll know what
effect the scattering type has. In this scene the beam of light coming from
the lighthouse becomes visible while it points nearly towards the viewer. As
it starts to point away from the viewer it vanishes. This behaviour is
typical for minuscule water droplets as modeled by the Mie scattering.
4.10.4.5.4 Increasing the Image Resolution
You have to be aware that you may have to increase the atmosphere sampling
rate if you increase the resolution of the image. Otherwise some aliasing
artifacts that were no visible at the lower resolution may become visible.
4.10.4.5.5 Using Hollow Objects and Atmosphere
Whenever you use the atmosphere feature you have to make sure that all
objects that ought to be filled with atmosphere are set to hollow using the
hollow keyword.
Even though this is not obvious this holds for infinite and patch objects
like quadrics, quartics, triangles, polygons, etc. Whenever you add one of
those objects you should add the hollow keyword as long as you are not
absolutely sure you don't need it. You also have to make sure that all
objects the camera is inside are set to be hollow.
Whenever you get unexpected results you should check for solid objects and
set them to be hollow.
4.10.5 The Rainbow
The rainbow feature can be used to create rainbows and maybe other more
strange effects. The rainbow is a fog like effect that is restricted to a
cone-like volume.
4.10.5.1 Starting With a Simple Rainbow
The rainbow is specified with a lot of parameters: the angle under which it
is visible, the width of the color band, the direction of the incoming light,
the fog-like distance based particle density and last not least the color map
to be used.
The size and shape of the rainbow are determined by the angle and width
keywords. The direction keyword is used to set the direction of the incoming
light, thus setting the rainbow's position. The rainbow is visible when the
angle between the direction vector and the incident light direction is larger
than angle-width/2 and smaller than angle+width/2.
The incoming light is the virtual light source that is responsible for the
rainbow. There needn't be a real light source to create the rainbow effect.
The rainbow is a fog-like effect, i.e. the rainbow's color is mixed with the
background color based on the distance to the intersection point. If you
choose small distance values the rainbow will be visible on objects, not just
in the background. You can avoid this by using a very large distance value.
The color map is the crucial part of the rainbow since it contains all the
colors that normally can be seen in a rainbow. The color of the innermost
color band is taken from the color map entry 0 while the outermost band is
take from entry 1. You should note that due to the limited color range any
monitor can display it is impossible to create a real rainbow. There are just
some colors that you cannot display.
The filter channel of the rainbow's color map is used in the same way as with
fogs. It determines how much of the light passing through the rainbow is
filtered by the color.
The following example shows a simple scene with a ground plane, three spheres
and a somewhat exaggerated rainbow (rainbow1.pov).
#include "colors.inc"
camera {
location <0, 20, -100>
look_at <0, 25, 0>
angle 80
}
background { color SkyBlue }
plane { y, -10 pigment { colour Green } }
light_source {<100, 120, 40> colour White}
// declare rainbow's colours
#declare r_violet1 = colour rgbf<1.0, 0.5, 1.0, 1.0>
#declare r_violet2 = colour rgbf<1.0, 0.5, 1.0, 0.8>
#declare r_indigo = colour rgbf<0.5, 0.5, 1.0, 0.8>
#declare r_blue = colour rgbf<0.2, 0.2, 1.0, 0.8>
#declare r_cyan = colour rgbf<0.2, 1.0, 1.0, 0.8>
#declare r_green = colour rgbf<0.2, 1.0, 0.2, 0.8>
#declare r_yellow = colour rgbf<1.0, 1.0, 0.2, 0.8>
#declare r_orange = colour rgbf<1.0, 0.5, 0.2, 0.8>
#declare r_red1 = colour rgbf<1.0, 0.2, 0.2, 0.8>
#declare r_red2 = colour rgbf<1.0, 0.2, 0.2, 1.0>
// create the rainbow
rainbow {
angle 42.5
width 5
distance 1.0e7
direction <-0.2, -0.2, 1>
jitter 0.01
colour_map {
[0.000 colour r_violet1]
[0.100 colour r_violet2]
[0.214 colour r_indigo]
[0.328 colour r_blue]
[0.442 colour r_cyan]
[0.556 colour r_green]
[0.670 colour r_yellow]
[0.784 colour r_orange]
[0.900 colour r_red1]
}
}
Some irregularity is added to the color bands using the jitter keyword.
A colorful rainbow.
The rainbow in our sample is much too bright. You'll never see a rainbow like
this in reality. You can decrease the rainbow's colors by decreasing the RGB
values in the color map.
4.10.5.2 Increasing the Rainbow's Translucency
The result we have so far looks much too bright. Just reducing the rainbow's
color helps but it's much better to increase the translucency of the rainbow
because it is more realistic if the background is visible through the
rainbow.
We can use the transmittance channel of the colors in the color map to
specify a minimum translucency, just like we did with the fog. To get
realistic results we have to use very large transmittance values as you can
see in the following example (rainbow2.pov).
rainbow {
angle 42.5
width 5
distance 1.0e7
direction <-0.2, -0.2, 1>
jitter 0.01
colour_map {
[0.000 colour r_violet1 transmit 0.98]
[0.100 colour r_violet2 transmit 0.96]
[0.214 colour r_indigo transmit 0.94]
[0.328 colour r_blue transmit 0.92]
[0.442 colour r_cyan transmit 0.90]
[0.556 colour r_green transmit 0.92]
[0.670 colour r_yellow transmit 0.94]
[0.784 colour r_orange transmit 0.96]
[0.900 colour r_red1 transmit 0.98]
}
}
The transmittance values increase at the outer bands of the rainbow to make
it softly blend into the background.
A much more realistic rainbow.
4.10.5.3 Using a Rainbow Arc
Currently our rainbow has a circular shape, even though most of it is hidden
below the ground plane. You can easily create a rainbow arc by using the
arc_angle keyword with an angle below 360 degrees.
If you use arc_angle 120 for example you'll get a rainbow arc that abruptly
vanishes at the arc's ends. This does not look good. To avoid this the
falloff_angle keyword can be used to specify a region where the arc smoothly
blends into the background.
As explained in the rainbow's reference section (see "Rainbow") the arc
extends from -arc_angle/2 to arc_angle/2 while the blending takes place from
-arc_angle/2 to -falloff_angle/2 and falloff_angle/2 to arc_angle/2. This is
the reason why the falloff_angle has to be smaller or equal to the arc_angle.
In the following examples we use an 120 degrees arc with a 45 degree falloff
region on both sides of the arc (rainbow3.pov).
rainbow {
angle 42.5
width 5
arc_angle 120
falloff_angle 30
distance 1.0e7
direction <-0.2, -0.2, 1>
jitter 0.01
colour_map {
[0.000 colour r_violet1 transmit 0.98]
[0.100 colour r_violet2 transmit 0.96]
[0.214 colour r_indigo transmit 0.94]
[0.328 colour r_blue transmit 0.92]
[0.442 colour r_cyan transmit 0.90]
[0.556 colour r_green transmit 0.92]
[0.670 colour r_yellow transmit 0.94]
[0.784 colour r_orange transmit 0.96]
[0.900 colour r_red1 transmit 0.98]
}
}
The arc angles are measured against the rainbows up direction which can be
specified using the up keyword. By default the up direction is the y-axis.
A rainbow arc.
4.10.6 Animation
There are a number of programs available that will take a series of still TGA
files (such as POV-Ray outputs) and assemble them into animations. Such
programs can produce AVI, MPEG, FLI/FLC, or even animated GIF files (for use
on the World Wide Web). The trick, therefore, is how to produce the frames.
That, of course, is where POV-Ray comes in. In earlier versions producing an
animation series was no joy, as everything had to be done manually. We had to
set the clock variable, and handle producing unique file names for each
individual frame by hand. We could achieve some degree of automation by using
batch files or similar scripting devices, but still, We had to set it all up
by hand, and that was a lot of work (not to mention frustration... imagine
forgetting to set the individual file names and coming back 24 hours later to
find each frame had overwritten the last).
Now, at last, with POV-Ray 3, there is a better way. We no longer need a
separate batch script or external sequencing programs, because a few simple
settings in our INI file (or on the command line) will activate an internal
animation sequence which will cause POV-Ray to automatically handle the
animation loop details for us.
Actually, there are two halves to animation support: those settings we put in
the INI file (or on the command line), and those code modifications we work
into our scene description file. If we've already worked with animation in
previous versions of POV-Ray, we can probably skip ahead to the section "INI
File Settings" below. Otherwise, let's start with basics. Before we get to
how to activate the internal animation loop, let's look at a couple examples
of how a couple of keywords can set up our code to describe the motions of
objects over time.
4.10.6.1 The Clock Variable: Key To It All
POV-Ray supports an automatically declared floating point variable identified
as clock (all lower case). This is the key to making image files that can be
automated. In command line operations, the clock variable is set using the +k
switch. For example, \Clo{+k3.4} from the command line would set the value of
clock to 3.4. The same could be accomplished from the INI file
using\IFKINDEX{Clock}
Clock = 3.4
If we don't set clock for anything, and the animation loop is not used (as
will be described a little later) the clock variable is still there - it's
just set for the default value of 0.0, so it is possible to set up some POV
code for the purpose of animation, and still render it as a still picture
during the object/world creation stage of our project.
The simplest example of using this to our advantage would be having an object
which is travelling at a constant rate, say, along the x-axis. We would have
the statement
translate
in our object's declaration, and then have the animation loop assign
progressively higher values to clock. And that's fine, as long as only one
element or aspect of our scene is changing, but what happens when we want to
control multiple changes in the same scene simulatneously?
The secret here is to use normalized clock values, and then make other
variables in your scene proportional to clock. That is, when we set up our
clock, (we're getting to that, patience!) have it run from 0.0 to 1.0, and
then use that as a multiplier to some other values. That way, the other
values can be whatever we need them to be, and clock can be the same 0 to 1
value for every application. Let's look at a (relatively) simple example
#include "colors.inc"
camera {
location <0, 3, -6>
look_at <0, 0, 0>
}
light_source { <20, 20, -20> color White }
plane { y, 0
pigment { checker color White color Black }
}
sphere { <0, 0, 0> , 1
pigment {
gradient x
color_map {
[0.0 Blue ]
[0.5 Blue ]
[0.5 White ]
[1.0 White ]
}
scale .25
}
rotate <0, 0, -clock*360>
translate <-pi, 1, 0>
translate <2*pi*clock, 0, 0>
}
Assuming that a series of frames is run with the clock progressively going
from 0.0 to 1.0, the above code will produce a striped ball which rolls from
left to right across the screen. We have two goals here:
2.Rotate the ball in exactly the right proportion to its linear movement to
imply that it is rolling -- not gliding -- to its final position.
Taking the second goal first, we start with the sphere at the origin, because
anywhere else and rotation will cause it to orbit the origin instead of
rotating. Throughout the course of the animation, the ball will turn one
complete 360 degree turn. Therefore, we used the formula, 360*clock to
determine the rotation in each frame. Since clock runs 0 to 1, the rotation
of the sphere runs from 0 degrees through 360.
Then we used the first translation to put the sphere at its initial starting
point. Remember, we couldn't have just declared it there, or it would have
orbited the origin, so before we can meet our other goal (translation), we
have to compensate by putting the sphere back where it would have been at the
start. After that, we re-translate the sphere by a clock relative distance,
causing it to move relative to the starting point. We've chosen the formula
of 2*pi* r*clock (the widest circumference of the sphere times current clock
value) so that it will appear to move a distance equal to the circumference
of the sphere in the same time that it rotates a complete 360 degrees. In
this way, we've synchronized the rotation of the sphere to its translation,
making it appear to be smoothly rolling along the plane.
Besides allowing us to coordinate multiple aspects of change over time more
cleanly, mathematically speaking, the other good reason for using normalized
clock values is that it will not matter whether we are doing a ten frame
animated GIF, or a three hundred frame AVI. Values of the clock are
proportioned to the number of frames, so that same POV code will work without
regard to how long the frame sequence is. Our rolling ball will still travel
the exact same amount no matter how many frames our animation ends up with.
4.10.6.2 Clock Dependant Variables And Multi-Stage Animations
Okay, what if we wanted the ball to roll left to right for the first half of
the animation, then change direction 135 degrees and roll right to left, and
toward the back of the scene. We would need to make use of POV's new
conditional rendering directives, and test the clock value to determine when
we reach the halfway point, then start rendering a different clock dependant
sequence. But our goal, as above, it to be working in each stage with a
variable in the range of 0 to 1 (normalized) because this makes the math so
much cleaner to work with when we have to control multiple aspects during
animation. So let's assume we keep the same camera, light, and plane, and let
the clock run from 0 to 2! Now, replace the single sphere declaration with
the following...
#if ( clock <= 1 )
sphere { <0, 0, 0> , 1
pigment {
gradient x
color_map {
[0.0 Blue ]
[0.5 Blue ]
[0.5 White ]
[1.0 White ]
}
scale .25
}
rotate <0, 0, -clock*360>
translate <-pi, 1, 0>
translate <2*pi*clock, 0, 0>
}
#else
// (if clock is > 1, we're on the second phase)
// we still want to work with a value from 0 - 1
#declare ElseClock = clock - 1
sphere { <0, 0, 0> , 1
pigment {
gradient x
color_map {
[0.0 Blue ]
[0.5 Blue ]
[0.5 White ]
[1.0 White ]
}
scale .25
}
rotate <0, 0, ElseClock*360>
translate <-2*pi*ElseClock, 0, 0>
rotate <0, 45, 0>
translate
}
#end
If we spotted the fact that this will cause the ball to do an unrealistic
snap turn when changing direction, bonus points for us - we're a born
animator. However, for the simplicity of the example, let's ignore that for
now. It will be easy enough to fix in the real world, once we examine how the
existing code works.
All we did differently was assume that the clock would run 0 to 2, and that
we wanted to be working with a normalized value instead. So when the clock
goes over 1.0, POV assumes the second phase of the journey has begun, and we
declare a new variable Elseclock which we make relative to the original built
in clock, in such a way that while clock is going 1 to 2, Elseclock is going
0 to 1. So, even though there is only one clock, there can be as many
additional variables as we care to declare (and have memory for), so even in
fairly complex scenes, the single clock variable can be made the common
coordinating factor which orchestrates all other motions.
4.10.6.3 The Phase Keyword
There is another keyword we should know for purposes of animations: the phase
keyword. The phase keyword can be used on many texture elements, especially
those that can take a color, pigment, normal or texture map. Remember the
form that these maps take. For example:
color_map {
[0.00 White ]
[0.25 Blue ]
[0.76 Green ]
[1.00 Red ]
}
The floating point value to the left inside each set of brackets helps
POV-Ray to map the color values to various areas of the object being
textured. Notice that the map runs cleanly from 0.0 to 1.0?
Phase causes the color values to become shifted along the map by a floating
point value which follows the keyword phase. Now, if we are using a
normalized clock value already anyhow, we can make the variable clock the
floating point value associated with phase, and the pattern will smoothly
shift over the course of the animation. Let's look at a common example using
a gradient normal pattern
#include "colors.inc"
#include "textures.inc"
#background { rgb<0.8, 0.8, 0.8> }
camera {
location <1.5, 1, -30>
look_at <0, 1, 0>
angle 10
}
light_source { <-100, 20, -100> color White }
// flag
polygon { 5, <0, 0>, <0, 1>, <1, 1>, <1, 0>, <0, 0>
pigment { Blue }
normal {
gradient x
phase clock
scale <0.2, 1, 1>
sine_wave
}
scale <3, 2, 1>
translate <-1.5, 0, 0>
}
// flagpole
cylinder { <-1.5, -4, 0>, <-1.5, 2.25, 0>, 0.05
texture { Silver_Metal }
}
// polecap
sphere { <-1.5, 2.25, 0>, 0.1
texture { Silver_Metal }
}
Now, here we've created a simple blue flag with a gradient normal pattern on
it. We've forced the gradient to use a sine-wave type wave so that it looks
like the flag is rolling back and forth as though flapping in a breeze. But
the real magic here is that phase keyword. It's been set to take the clock
variable as a floating point value which, as the clock increments slowly
toward 1.0, will cause the crests and troughs of the flag's wave to shift
along the x-axis. Effectively, when we animate the frames created by this
code, it will look like the flag is actually rippling in the wind.
This is only one, simple example of how a clock dependant phase shift can
create interesting animation effects. Trying phase will all sorts of texture
patterns, and it is amazing the range of animation effects we can create
simply by phase alone, without ever actually moving the object.
4.10.6.4 Do Not Use Jitter Or Crand
One last piece of basic information to save frustration. Because jitter is an
element of anti-aliasing, we could just as easily have mentioned this under
the INI file settings section, but there are also forms of anti-aliasing used
in area lights, and the new atmospheric effects of POV-Ray, so now is as good
a time as any.
Jitter is a very small amount of random ray perturbation designed to diffuse
tiny aliasing errors that might not otherwise totally disappear, even with
intense anti-aliasing. By randomizing the placement of erroneous pixels, the
error becomes less noticable to the human eye, because the eye and mind are
naturally inclined to look for regular patterns rather than random
distortions.
This concept, which works fantasticly for still pictures, can become a
nightmare in animations. Because it is random in nature, it will be different
for each frame we render, and this becomes even more severe if we dither the
final results down to, say 256 color animations (such as FLC's). The result
is jumping pixels all over the scene, but especially concentrated any place
where aliasing would normally be a problem (e.g., where an infinite plane
disappears into the distance).
For this reason, we should always set jitter to off in area lights and
anti-aliasing options when preparing a scene for an animation. The
(relatively) small extra measure quality due to the use of jitter will be
offset by the ocean of jumpies that results. This general rule also applies
to any truly random texture elements, such as crand.
4.10.6.5 INI File Settings
Okay, so we have a grasp of how to code our file for animation. We know about
the clock variable, user declared clock-relative variables, and the phase
keyword. We know not to jitter or crand when we render a scene, and we're all
set build some animations. Alright, let's have at it.
The first concept we'll need to know is the INI file settings, Initial_Frame
and Final_Frame. These are very handy settings that will allow us to render a
particular number of frames and each with its own unique frame number, in a
completely hands free way. It is of course, so blindingly simple that it
barely needs explanation, but here's an example anyway. We just add the
following lines to our favorite INI file settings
Initial_Frame = 1
Final_Frame = 20
and we'll initiate an automated loop that will generate 20 unique frames. The
settings themselves will automatically append a frame number onto the end of
whatever we have set the output file name for, thus giving each frame an
unique file number without having to think about it. Secondly, by default, it
will cycle the clock variable up from 0 to 1 in increments proportional to
the number of frames. This is very convenient, since, no matter whether we
are making a five frame animated GIF or a 300 frame MPEG sequence, we will
have a clock value which smoothly cylces from exactly the same start to
exactly the same finish.
Next, about that clock. In our example with the rolling ball code, we saw
that sometimes we want the clock to cycle through values other than the
default of 0.0 to 1.0. Well, when that's the case, there are setting for that
too. The format is also quite simple. To make the clock run, as in our
example, from 0.0 to 2.0, we would just add to your INI file the lines
Initial_Clock = 0.0
Final_Clock = 2.0
Now, suppose we were developing a sequence of 100 frames, and we detected a
visual glitch somewhere in frames, say 51 to 75. We go back over our code and
we think we've fixed it. We'd like to render just those 25 frames instead of
redoing the whole sequence from the beginning. What do we change?
If we said make Initial_Frame = 51, and Final_Frame = 75, we're wrong. Even
though this would re-render files named with numbers 51 through 75, they will
not properly fit into our sequence, because the clock will begin at its
initial value starting with frame 51, and cycle to final value ending with
frame 75. The only time Initial_Frame and Final_Frame should change is if we
are doing an essentially new sequence that will be appended onto existing
material.
If we wanted to look at just 51 through 75 of the original animation, we need
two new INI settings
Subset_Start_Frame = 51
Subset_End_Frame = 75
Added to settings from before, the clock will still cycle through its values
proportioned from frames 1 to 100, but we will only be rendering that part of
the sequence from the 51st to the 75th frames.
This should give us a basic idea of how to use animation. Although, this
introductory tutorial doesn't cover all the angles. For example, the last two
settings we just saw, subset animation, can take fractional values, like 0.5
to 0.75, so that the number of actual frames will not change what portion of
the animation is being rendered. There is also support for efficient odd-even
field rendering as would be useful for animations prepared for display in
interlaced playback such as television (see the reference section for full
details).
With POV-Ray 3 now fully supporting a complete host of animation options, a
whole fourth dimension is added to the raytracing experience. Whether we are
making a FLIC, AVI, MPEG, or simply an animated GIF for our web site,
animation support takes a lot of the tedium out of the process. And don't
forget that phase and clock can be used to explore the range of numerous
texture elements, as well as some of the more difficult to master objects
(hint: the julia fractal for example). So even if we are completely content
with making still scenes, adding animation to our repetoire can greatly
enhance our understanding of what POV-Ray is capable of. Adventure awaits!
5 POV-Ray Reference
The reference section describes all command line switches and INI file
keywords that are used to set the options of POV-Ray, the scene description
language and all other features that are part of POV-Ray. It is supposed to
be used as a reference for looking up things. It does not contain detailed
explanations on how scenes are written or how POV-Ray is used. It just
explains all features, their syntax, applications, limits, drawbacks, etc.
6 POV-Ray Options
POV-Ray was originally created as a command-line program for operating
systems without graphical interfaces, dialog boxes and pull-down menus. Most
versions of POV-Ray still use command-line switches to tell it what to do.
This documentation assumes you are using the command-line version. If you are
using Macintosh, MS-Windows or other GUI versions, there will be dialog boxes
or menus which do the same thing. There is system-specific documentation for
each system describing the specific commands.
6.1 Setting POV-Ray Options
There are two distinct ways of setting POV-Ray options: command line switches
and INI file keywords. Both are explained in detail in the following
sections.
6.1.1 Command Line Switches
Command line switches consist of a + (plus) or - (minus) sign, followed by
one or more alphabetic characters and possibly a numeric value. Here is a
typical command line with switches.
POVRAY +Isimple.pov +V +W80 +H60
povray is the name of the program and it is followed by several switches.
Each switch begins with a plus or minus sign. The +I switch with the filename
tells POV-Ray what scene file it should use as input and +V tells the program
to output its status to the text screen as it's working. The +W and +H
switches set the width and height of the image in pixels. This image will be
80 pixels wide by 60 pixels high.
In switches which toggle a feature, the plus turns it on and minus turns it
off. For example +P turns on the pause for keypress when finished option
while -P turns it off. Other switches are used to specify values and do not
toggle a feature. Either plus or minus may be used in that instance. For
example +W320 sets the width to 320 pixels. You could also use -W320 and get
the same results.
Switches may be specified in upper or lower case. They are read left to right
but in general may be specified in any order. If you specify a switch more
than once, the previous value is generally overwritten with the last
specification. The only exception is the +L switch for setting library paths.
Up to ten unique paths may be specified.
Almost all +/- switches have an equivalent option which can be used in an INI
file which is described in the next section. A detailed description of each
switch is given in the option reference section.
6.1.2 Using INI Files
Because it is difficult to set more than a few options on a command line, you
have the ability to put multiple options in one or more text files. These
initialization files or INI files have .ini as their default extension.
Previous versions of POV-Ray called them default files or DEF files. You may
still use existing DEF files with this version of POV-Ray.
The majority of options you use will be stored in INI files. The command line
switches are recommended for options which you will turn off or on frequently
as you perform test renderings of a scene you are developing. The file
povray.ini is automatically read if present. You may specify additional INI
files on the command-line by simply typing the file name on the command line.
For example:
POVRAY MYOPTS.INI
If no extension is given, then .ini is assumed. POV-Ray knows this is not a
switch because it is not preceded by a plus or minus. In fact a common error
among new users is that they forget to put the +I switch before the input
file name. Without the switch, POV-Ray thinks that the scene file simple.pov
is an INI file. Don't forget! If no plus or minus precedes a command line
switch, it is assumed to be an INI file name.
You may have multiple INI files on the command line along with switches. For
example:
POVRAY MYOPTS +V OTHER
This reads options from myopts.ini, then sets the +V switch, then reads
options from other.ini.
An INI file is a plain ASCII text file with options of the form...
Option_keyword=VALUE ; Text after semicolon is a comment
For example the INI equivalent of the switch +Isimple.pov is...
Input_File_Name=simple.pov
Options are read top to bottom in the file but in general may be specified in
any order. If you specify an option more than once, the previous values are
generally overwritten with the last specification. The only exception is the
Library_Path=path options. Up to ten unique paths may be specified.
Almost all INI-style options have equivalent +/- switches. The option
reference section gives a detailed description of all POV-Ray options. It
includes both the INI-style settings and the +/- switches.
The INI keywords are not case sensitive. Only one INI option is permitted per
line of text. You may also include switches in your INI file if they are
easier for you. You may have multiple switches per line but you should not
mix switches and INI options on the same line. You may nest INI files by
simply putting the file name on a line by itself with no equals sign after
it. Nesting may occur up to ten levels deep.
For example:
; This is a sample INI file. This entire line is a comment.
; Blank lines are permitted.
Input_File_Name=simple.pov ;This sets the input file name
+W80 +H60 ; Traditional +/- switches are permitted too
MOREOPT ; Read MOREOPT.INI and continue with next line
+V ; Another switch
; That's all folks!
INI files may have labeled sections so that more than one set of options may
be stored in a single file. Each section begins with a label in [] brackets.
For example:
; RES.INI
; This sample INI file is used to set resolution.
+W120 +H100 ; This section has no label.
; Select it with "RES"
[Low]
+W80 +H60 ; This section has a label.
; Select it with "RES[Low]"
[Med]
+W320 +H200 ; This section has a label.
; Select it with "RES[Med]"
[High]
+W640 +H480 ; Labels are not case sensitive.
; "RES[high]" works
[Really High]
+W800 +H600 ; Labels may contain blanks
When you specify the INI file you should follow it with the section label in
brackets. For example...
POVRAY RES[Med] +Imyfile.pov
POV-Ray reads res.ini and skips all options until it finds the label Med. It
processes options after that label until it finds another label and then it
skips. If no label is specified on the command line then only the unlabeled
area at the top of the file is read. If a label is specified, the unlabeled
area is ignored.
6.1.3 Using the POVINI Environment Variable
The environment variable POVINI is used to specify the location and name of a
default INI file that is read every time POV-Ray is executed. If POVINI is
not specified a default INI file may be read depending on the platform used.
If the specified file does not exist a warning message is printed.
To set the environment variable under MS-DOS you might put the following line
in your autoexec.bat file...
set POVINI=c:\povray3\default.ini
On most operating systems the sequence of reading options is as follows:
1.Read options from default INI file specified by the POVINI environment
2.Read switches from command line (this includes reading any specified
INI/DEF files).
The POVRAYOPT environment variable supported by previous POV-Ray versions is
no longer available.
6.2 Options Reference
As explained in the previous section, options may be specified by switches or
INI-style options. Almost all INI-style options have equivalent +/- switches
and most switches have equivalent INI-style option. The following sections
give a detailed description of each POV-Ray option. It includes both the
INI-style settings and the +/- switches.
The notation and terminology used is described in the tables below.
Keyword=bool turn Keyword on if bool equals true, yes, on or 1 and turn it
Keyword=fileeany valid file name. Note: some options prohibit the use of
any of the above true or false values as a file name. They are
noted in later sections.
path yany directory name, drive optional, no final path separator ("\" or
"/", depending on the operating system)
Unless otherwise specifically noted, you may assume that either a plus or
minus sign before a switch will produce the same results.
6.2.1 Animation Options
POV-Ray 3.0 greatly improved its animation capability with the addition of an
internal animation loop, automatic output file name numbering and the ability
to shell out to the operating system to external utilities which can assemble
individual frames into an animation. The internal animation loop is simple
yet flexible. You may still use external programs or batch files to create
animations without the internal loop as you may have done in POV-Ray 2.
6.2.1.1 External Animation Loop
+Kn.n=n.nSame as Clock=n.nt identifier to n.n
The Clock=n.n option or the +Kn.n switch may be used to pass a single float
value to the program for basic animation. The value is stored in the float
identifier clock. If an object had a rotate <0,clock,0> attached then you
could rotate the object by different amounts over different frames by setting
+K10.0, +K20.0... etc. on successive renderings. It is up to the user to
repeatedly invoke POV-Ray with a different Clock value and a different
Output_File_Name for each frame.
6.2.1.2 Internal Animation Loop
+KFn.nClock=n.n.nSame as Final_Clock=n.n.n to n
The internal animation loop new to POV-Ray 3.0 relieves the user of the task
of generating complicated sets of batch files to invoke POV-Ray multiple
times with different settings. While the multitude of options may look
intimidating, the clever set of default values means that you will probably
only need to specify the Final_Frame=n or the +KFFn option to specify the
number of frames. All other values may remain at their defaults.
Any Final_Frame setting other than -1 will trigger POV-Ray's internal
animation loop. For example Final_Frame=10 or +KFF10 causes POV-Ray to render
your scene 10 times. If you specified Output_File_Name=file.tga then each
frame would be output as file01.tga, file02.tga, file03.tga etc. The number
of zero-padded digits in the file name depends upon the final frame number.
For example +KFF100 would generate file001.tga through file100.tga. The frame
number may encroach upon the file name. On MS-DOS with an eight character
limit, myscene.pov would render to mysce001.tga through mysce100.tga.
The default Initial_Frame=1 will probably never have to be changed. You would
only change it if you were assembling a long animation sequence in pieces.
One scene might run from frame 1 to 50 and the next from 51 to 100. The
Initial_Frame=n or +KFIn option is for this purpose.
Note that if you wish to render a subset of frames such as 30 through 40 out
of a 1 to 100 animation, you should not change Frame_Initial or Frame_Final.
Instead you should use the subset commands described in section "Subsets of
Animation Frames".
Unlike some animation packages, the action in POV-Ray animated scenes does
not depend upon the integer frame numbers. Rather you should design your
scenes based upon the float identifier clock. By default, the clock value is
0.0 for the initial frame and 1.0 for the final frame. All other frames are
interpolated between these values. For example if your object is supposed to
rotate one full turn over the course of the animation, you could specify
rotate 360*clock*y. Then as clock runs from 0.0 to 1.0, the object rotates
about the y-axis from 0 to 360 degrees.
The major advantage of this system is that you can render a 10 frame
animation or a 100 frame or 500 frame or 329 frame animation yet you still
get one full 360 degree rotation. Test renders of a few frames work exactly
like final renders of many frames.
In effect you define the motion over a continuous float valued parameter (the
clock) and you take discrete samples at some fixed intervals (the frames). If
you take a movie or video tape of a real scene it works the same way. An
object's actual motion depends only on time. It does not depend on the frame
rate of your camera.
Many users have already created scenes for POV-Ray 2 that expect clock values
over a range other than the default 0.0 to 1.0. For this reason we provide
the Initial_Clock=n.n or +KIn.n and Final_Clock=n.n or +KFn.n options. For
example to run the clock from 25.0 to 75.0 you would specify
Initial_Clock=25.0 and Final_Clock=75.0. Then the clock would be set to 25.0
for the initial frame and 75.0 for the final frame. In-between frames would
have clock values interpolated from 25.0 through 75.0 proportionally.
Users who are accustomed to using frame numbers rather than clock values
could specify Initial_Clock=1.0 and Final_Clock=10.0 and Frame_Final=10 for a
10 frame animation.
For new scenes, we recommend you do not change the Initial_Clock or
Final_Clock from their default 0.0 to 1.0 values. If you want the clock to
vary over a different range than the default 0.0 to 1.0, we recommend you
handle this inside your scene file as follows...
#declare Start = 25.0
#declare End = 75.0
#declare My_Clock = Start+(End-Start)*clock
Then use My_Clock in the scene description. This keeps the critical values
25.0 and 75.0 in your .pov file.
Note that more details concerning the inner workings of the animation loop
are in the section on shell-out operating system commands in section
"Shell-out to Operating System".
6.2.1.3 Subsets of Animation Frames
+EFn or +EF0.nme=0.n.nSame as Subset_End_Frameme n percentnt
When creating a long animation, it may be handy to render only a portion of
the animation to see what it looks like. Suppose you have 100 frames but only
want to render frames 30 through 40. If you set Initial_Frame=30 and
Final_Frame=40 then the clock would vary from 0.0 to 1.0 from frames 30
through 40 rather than 0.30 through 0.40 as it should. Therefore you should
leave Initial_Frame=1 and Final_Frame=100 and use Subset_Start_Frame=30 and
Subset_End_Frame=40 to selectively render part of the scene. POV-Ray will
then properly compute the clock values.
Usually you will specify the subset using the actual integer frame numbers
however an alternate form of the subset commands takes a float value in the
range 0.0 <=n.nnn <=1.0 which is interpreted as a fraction of the whole
animation. For example, Subset_Start_Frame=0.333 and Subset_End_Frame=0.667
would render the middle 1/3rd of a sequence regardless of the number of
frames.
6.2.1.4 Cyclic Animation
-KClic_Animation=boolTurn cyclic animation offoff
Many computer animation sequences are designed to be run in a continuous
loop. Suppose you have an object that rotates exactly 360 degrees over the
course of your animation and you did rotate 360*clock*y to do so. Both the
first and last frames would be identical. Upon playback there would be a
brief one frame jerkiness. To eliminate this problem you need to adjust the
clock so that the last frame does not match the first. For example a ten
frame cyclic animation should not use clock 0.0 to 1.0. It should run from
0.0 to 0.9 in 0.1 increments. However if you change to 20 frames it should
run from 0.0 to 0.95 in 0.05 increments. This complicates things because you
would have to change the final clock value every time you changed
Final_Frame. Setting Cyclic_Animation=on or using +KC will cause POV-Ray to
automatically adjust the final clock value for cyclic animation regardless of
how many total frames. The default value for this setting is off.
6.2.1.5 Field Rendering
-UO_Field=booloolSet odd field flag offffoff
Field rendering is sometimes used for animations when the animation is being
output for television. TVs only display alternate scan lines on each vertical
refresh. When each frame is being displayed the fields are interlaced to give
the impression of a higher resolution image. The even scan lines make up the
even field, and are drawn first (i. e. scan lines 0, 2, 4, etc.), followed by
the odd field, made up of the odd numbered scan lines are drawn afterwards.
If objects in an animation are moving quickly, their position can change
noticeably from one field to the next. As a result, it may be desirable in
these cases to have POV-Ray render alternate fields at the actual field rate
(which is twice the frame rate), rather than rendering full frames at the
normal frame rate. This would save a great deal of time compared to rendering
the entire animation at twice the frame rate, and then only using half of
each frame.
By default, field rendering is not used. Setting Field_Render=on or using +UF
will cause alternate frames in an animation to be only the even or odd fields
of an animation. By default, the first frame is the even field, followed by
the odd field. You can have POV-Ray render the odd field first by specifying
Odd_Field=on, or by using the +UO switch.
6.2.2 Output Options
6.2.2.1 General Output Options
6.2.2.1.1 Height and Width of Output
+Wnth=nnSame as Width=nn (when n > 8)
These switches set the height and width of the image in pixels. This
specifies the image size for file output. The preview display, if on, will
generally attempt to pick a video mode to accommodate this size but the
display settings do not in any way affect the resulting file output.
6.2.2.1.2 Partial Output Options
+ER0.n or +E0.nnSame as End_Row=0.nercent of heightthh
When doing test rendering it is often convenient to define a small,
rectangular sub-section of the whole screen so you can quickly check out one
area of the image. The Start_Row, End_Row, Start_Column and End_Column
options allow you to define the subset area to be rendered. The default
values are the full size of the image from (1,1) which is the upper left to
(w,h) on the lower right where w and h are the Width=n and Height=n values
you have set.
Note if the number specified is greater than 1 then it is interpreted as an
absolute row or column number in pixels. If it is a decimal value between 0.0
and 1.0 then it is interpreted as a percent of the total width or height of
the image. For example: Start_Row=0.75 and Start_Column=0.75 starts on a row
75% down from the top at a column 75% from the left. Thus it renders only the
lower-right 25% of the image regardless of the specified width and height.
The +SR, +ER, +SC and +EC switches work in the same way as the corresponding
INI-style settings for both absolute settings or percentages. Early versions
of POV-Ray allowed only start and end rows to be specified with +Sn and +En
so they are still supported in addition to +SR and +ER.
6.2.2.1.3 Interrupting Options
-Xnt_Abort_Count=nSet to test for abort off (in future test every n pixels)
On some operating systems once you start a rendering you must let it finish.
The Test_Abort=on option or +X switch causes POV-Ray to test the keyboard for
keypress. If you have pressed a key, it will generate a controlled user
abort. Files will be flushed and closed but only data through the last full
row of pixels is saved. POV-Ray exits with an error code 2 (normally POV-Ray
returns 0 for a successful run or 1 for a fatal error).
When this option is on, the keyboard is polled on every line while parsing
the scene file and on every pixel while rendering. Because polling the
keyboard can slow down a rendering, the Test_Abort_Count=n option or +Xn
switch causes the test to be performed only every n pixels rendered or scene
lines parsed.
6.2.2.1.4 Resuming Options
+GIsss_Ini=falseoolSame as Create_Ini=sss previously set file.ini
If you abort a render while it's in progress or if you used the End_Row
option to end the render prematurely, you can use Continue_Trace=on or +C
option to continue the render later at the point where you left off. This
option reads in the previously generated output file, displays the partial
image rendered so far, then proceeds with the ray-tracing. This option cannot
be used if file output is disabled with Output_to_file=off or -F.
The Continue_Trace option may not work if the Start_Row option has been set
to anything but the top of the file, depending on the output format being
used.
POV-Ray tries to figure out where to resume an interrupted trace by reading
any previously generated data in the specified output file. All file formats
contain the image size, so this will override any image size settings
specified. Some file formats (namely TGA and PNG) also store information
about where the file started (i. e. +SCn and +SRn options), alpha output +UA,
and bit-depth +FNn, which will override these settings. It is up to the user
to make sure that all other options are set the same as the original render.
The Create_Ini option or +GI switch provides an easy way to create an INI
file with all of the rendering options, so you can re-run files with the same
options, or ensure you have all the same options when resuming. This option
creates an INI file with every option set at the value used for that
rendering. This includes default values which you have not specified. For
example if you run POV-Ray with...
POVRAY +Isimple.pov MYOPTS +GIrerun.ini MOREOPTS
POV-Ray will create a file called rerun.ini with all of the options used to
generate this scene. The file is not written until all options have been
processed. This means that in the above example, the file will include
options from both myopts.ini and moreopts.ini despite the fact that the +GI
switch is specified between them. You may now re-run the scene with...
POVRAY RERUN
or resume an interrupted trace with
POVRAY RERUN +C
If you add other switches with the rerun.ini reference, they will be included
in future re-runs because the file is re-written every time you use it.
The Create_Ini option is also useful for documenting how a scene was
rendered. If you render waycool.pov with Create_Ini=on then it will create a
file waycool.ini that you could distribute along with your scene file so
other users can exactly re-create your image.
6.2.2.2 Display Output Options
6.2.2.2.1 Display Hardware Settings
Display_Gamma=n.nSets the display gamma to n.n, palette 'y' in future
The Display=on or +D switch will turn on the graphics display of the image
while it is being rendered. Even on some non-graphics systems, POV-Ray may
display an 80 by 24 character ASCII-Art version of your image. Where
available, the display may be full, 24-bit true color. Setting Display=off or
using the -D switch will turn off the graphics display which is the default.
The Video_Mode=x option sets the display mode or hardware type chosen where x
is a single digit or letter that is machine dependent (see section "Display
Types" for a description of the modes supported by the MS-DOS version).
Generally Video_Mode=0 means the default or an auto-detected setting should
be used. When using switches, this character immediately follows the switch.
For example the +D0 switch will turn on the graphics display in the default
mode.
The Palette=y option selects the palette to be used. Typically the single
character parameter y is a digit which selects one of several fixed palettes
or a letter such G for gray scale, H for 15-bit or 16-bit high color or T for
24-bit true color. When using switches, this character is the 2nd character
after the switch. For example the +D0T switch will turn on the graphics
display in the default mode with a true color palette.
The Display_Gamma=n.n setting is new with POV-Ray 3.0, and is not available
as a command-line switch. The Display_Gamma setting overcomes the problem of
images (whether ray-traced or not) having different brightness when being
displayed on different monitors, different video cards, and under different
operating systems. Note that the Display_Gamma is a setting based on your
computer's display hardware, and should be set correctly once and not
changed. The Display_Gamma INI setting works in conjunction with the new
assumed_gamma global setting to ensure that POV scenes and the images they
create look the same on all systems. See section "Assumed_Gamma" which
describes the assumed_gamma global setting and describes gamma more
thoroughly.
While the Display_Gamma can be different for each system, there are a few
general rules that can be used for setting Display_Gamma if you don't know it
exactly. If the Display_Gamma keyword does not appear in the INI file,
POV-Ray assumes that the display gamma is 2.2. This is because most PC
monitors have a gamma value in the range 1.6 to 2.6 (newer models seem to
have a lower gamma value). MacOS has the ability to do gamma correction
inside the system software (based on a user setting in the gamma control
panel). If the gamma control panel is turned off, or is not available, the
default Macintosh system gamma is 1.8. Some high-end PC graphics cards can do
hardware gamma correction and should use the current Display_Gamma setting,
usually 1.0. A gamma test image is also available to help users to set their
Display_Gamma accurately.
For scene files that do not contain an assumed_gamma global setting the INI
file option Display_Gamma will not have any affect on the preview output of
POV-Ray or for most output file formats. However, the Display_Gamma value is
used when creating PNG format output files, and also when rendering the
POV-Ray example files (because they have an assumed_gamma), so it should
still be correctly set for your system to ensure proper results.
6.2.2.2.2 Display Related Settings
-UDw_Vistas=boolboolTurn draw vistas offofffoff
On some systems, when the image is complete, the graphics display is cleared
and POV-Ray switches back into text mode to print the final statistics and to
exit. Normally when the graphics display is on, you want to look at the image
awhile before continuing. Using Pause_When_Done=on or +P causes POV-Ray to
pause in graphics mode until you to press a key to continue. The default is
not to pause (-P).
When the graphics display is not used, it is often desirable to monitor
progress of the rendering. Using Verbose=on or +V turns on verbose reporting
of your rendering progress. This reports the number of the line currently
being rendered, the elapsed time for the current frame and other information.
On some systems, this textual information can conflict with the graphics
display. You may need to turn this off when the display is on. The default
setting is off (-V).
The option Draw_Vistas=on or +UD was originally a debugging help for
POV-Ray's vista buffer feature but it was such fun we decided to keep it.
Vista buffering is a spatial sub-division method that projects the 2-D
extents of bounding boxes onto the viewing window. POV-Ray tests the 2-D x, y
pixel location against these rectangular areas to determine quickly which
objects, if any, the viewing ray will hit. This option shows you the 2-D
rectangles used. The default setting is off (-UD) because the drawing of the
rectangles can take considerable time on complex scenes and it serves no
critical purpose. See section "Automatic Bounding Control" for more details.
6.2.2.2.3 Mosaic Preview
+EPniew_End_Size=n=nSame as Preview_End_Size=ne to n n
Typically, while you are developing a scene, you will do many low resolution
test renders to see if objects are placed properly. Often this low resolution
version doesn't give you sufficient detail and you have to render the scene
again at a higher resolution. A feature called mosaic preview solves this
problem by automatically rendering your image in several passes.
The early passes paint a rough overview of the entire image using large
blocks of pixels that look like mosaic tiles. The image is then refined using
higher resolutions on subsequent passes. This display method very quickly
displays the entire image at a low resolution, letting you look for any major
problems with the scene. As it refines the image, you can concentrate on more
details, like shadows and textures. You don't have to wait for a full
resolution render to find problems, since you can interrupt the rendering
early and fix the scene, or if things look good, you can let it continue and
render the scene at high quality and resolution.
To use this feature you should first select a width and height value that is
the highest resolution you will need. Mosaic preview is enabled by specifying
how big the mosaic blocks will be on the first pass using
Preview_Start_Size=n or +SPn. The value n should be a number greater than
zero that is a power of two (1, 2, 4, 8, 16, 32, etc.) If it is not a power
of two, the nearest power of two less than n is substituted. This sets the
size of the squares, measured in pixels. A value of 16 will draw every 16th
pixel as a 16*16 pixel square on the first pass. Subsequent passes will use
half the previous value (such as 8*8, 4*4 and so on.)
The process continues until it reaches 1*1 pixels or until it reaches the
size you set with Preview_End_Size=n or +EPn. Again the value n should be a
number greater than zero that is a power of two and less than or equal to
Preview_Start_Size. If it is not a power of two, the nearest power of two
less than n is substituted. The default ending value is 1. If you set
Preview_End_Size to a value greater than 1 the mosaic passes will end before
reaching 1*1, but POV-Ray will always finish with a 1*1. For example, if you
want a single 8*8 mosaic pass before rendering the final image, set
Preview_Start_Size=8 and Preview_End_Size=8.
No file output is performed until the final 1*1 pass is reached. Although the
preliminary passes render only as many pixels as needed, the 1*1 pass
re-renders every pixel so that anti-aliasing and file output streams work
properly. This makes the scene take up to 25% longer than the regular 1*1
pass to render, so it is suggested that mosaic preview not be used for final
rendering. Also, the lack of file output until the final pass means that
renderings which are interrupted before the 1*1 pass can not be resumed
without starting over from the beginning.
Future versions of POV-Ray will include some system of temporary files or
buffers which will eliminate these inefficiencies and limitations. Mosaic
preview is still a very useful feature for test renderings.
6.2.2.3 File Output Options
-Ftput_to_File=boolSets file output off(use default type)
By default, POV-Ray writes an image file to disk. When you are developing a
scene and doing test renders, the graphic preview may be sufficient. To save
time and disk activity you may turn file output off with Output_to_File=off
or -F.
6.2.2.3.1 Output File Type
-Fxnut_File_Type=xSets file output off; but in future use format 'x', depth
Bits_Per_Color=nl Sets file output bits/color to 'n'
The default type of image file depends on which platform you are using.
MS-DOS and most others default to 24-bit uncompressed Targa. See your
platform-specific documentation to see what your default file type is. You
may select one of several different file types using Output_File_Type=x or
+Fx where x is one of the following...
+FTUncompressed Targa-24 formatPict or Windows BMPoded)
Note that the obsolete +FD dump format and +FR raw format have been dropped
from POV-Ray 3.0 because they were rarely used and no longer necessary. PPM,
PNG, and system specific formats have been added. PPM format images are
uncompressed, and have a simple text header, which makes it a widely portable
image format. PNG is a new image format designed not only to replace GIF, but
to improve on its shortcomings. PNG offers the highest compression available
without loss for high quality applications, such as ray-tracing. The system
specific format depends on the platform used and is covered in the
appropriate system specific documentation.
Most of these formats output 24 bits per pixel with 8 bits for each of red,
green and blue data. PNG allows you to optionally specify the output bit
depth from 5 to 16 bits for each of the red, green, and blue colors, giving
from 15 to 48 bits of color information per pixel. The default output depth
for all formats is 8 bits/color (16 million possible colors), but this may be
changed for PNG format files by setting Bits_Per_Color=n or by specifying
+FNn, where n is the desired bit depth.
Specifying a smaller color depth like 5 bits/color (32768 colors) may be
enough for people with 8- or 16-bit (256 or 65536 color) displays, and will
improve compression of the PNG file. Higher bit depths like 10 or 12 may be
useful for video or publishing applications, and 16 bits/color is good for
grayscale height field output (See section "Height Field" for details on
height fields).
Targa format also allows 8 bits of alpha transparency data to be output,
while PNG format allows 5 to 16 bits of alpha transparency data, depending on
the color bit depth as specified above. You may turn this option on with
Output_Alpha=on or +UA. The default is off or -UA. See section "Using the
Alpha Channel" for further details on transparency.
In addition to support for variable bit-depths, alpha channel, and grayscale
formats, PNG files also store the Display_Gamma value so the image displays
properly on all systems (see section "Display Hardware Settings"). The
hf_gray_16 global setting, as described in section "HF_Gray_16" will also
affect the type of data written to the output file.
6.2.2.3.2 Output File Name
+Ofile_File_Name=fileSame as Output_File_Name=file
The default output filename is created from the scene name and need not be
specified. The scene name is the input name with all drive, path, and
extension information stripped. For example if the input file name is
c:\povray3\mystuff\myfile.pov the scene name is myfile. The proper extension
is appended to the scene name based on the file type. For example myfile.tga
or myfile.png might be used.
You may override the default output name using Output_File_Name=file or
+Ofile. For example:
Input_File_Name=myinput.pov
Output_File_Name=myoutput.tga
If an output file name of "-" is specified (a single minus sign), then the
image will be written to standard output, usually the screen. The output can
then be piped into another program or to a GUI if desired.
6.2.2.3.3 Output File Buffer
Buffer_Size=n=boolSet output buffer size to 'n' kilobytes. If n is zero, no
buffering. If n < system default, the system default is
-Bn Turn buffer off, but for future set size n
The Buffer_Output and Buffer_Size options and the +B switch allows you to
assign large buffers to the output file. This reduces the amount of time
spent writing to the disk. If this parameter is not specified, then as each
row of pixels is finished, the line is written to the file and the file is
flushed. On most systems, this operation ensures that the file is written to
the disk so that in the event of a system crash or other catastrophic event,
at least a part of the picture has been stored properly and retrievable on
disk. The default is not to use any buffer.
6.2.2.4 CPU Utilization Histogram
The CPU utilization histogram is a way of finding out where POV-Ray is
spending its rendering time, as well as an interesting way of generating
heightfields. The histogram splits up the screen into a rectangular grid of
blocks. As POV-Ray renders the image, it calculates the amount of time it
spends rendering each pixel and then adds this time to the total rendering
time for each grid block. When the rendering is complete, the histogram is a
file which represents how much time was spent computing the pixels in each
grid block.
Not all versions of POV-Ray allow the creation of histograms. The histogram
output is dependent on the file type and the system that POV-Ray is being run
on.
6.2.2.4.1 File Type
+HTxogram_Type=xSame as Histogram_Type=x(turn off if type is 'X')
The histogram output file type is nearly the same as that used for the image
output file types in "Output File Type". The available histogram file types
are as follows.
+HTXNo histogram file output is generatedindows BMPscaleets
Note that +HTC does not generate a compressed Targa-24 format output file but
rather a text file with a comma-separated list of the time spent in each grid
block, in left-to-right and top-to bottom order. The units of time output to
the CSV file are system dependent. See the system specific documentation for
further details on the time units in CSV files.
The Targa and PPM format files are in the POV heightfield format (see "Height
Field"), so the histogram information is stored in both the red and green
parts of the image, which makes it unsuitable for viewing. When used as a
height field, lower values indicate less time spent calculating the pixels in
that block, while higher indicate more time spent in that block.
PNG format images are stored as grayscale images and are useful for both
viewing the histogram data as well as for use as a heightfield. In PNG files,
the darker (lower) areas indicate less time spent in that grid block, while
the brighter (higher) areas indicate more time spent in that grid block.
6.2.2.4.2 File Name
+HNfileam_Name=fileSame as Histogram_Name=file
The histogram file name is the name of the file in which to write the
histogram data. If the file name is not specified it will default to
histgram.ext, where ext is based on the file type specified previously. Note
that if the histogram name is specified the file name extension should match
the file type.
6.2.2.4.3 Grid Size
+HSxx.yym_Grid_Size=xx.yySame as Histogram_Grid_Size=xx.yy
The histogram grid size gives the number of times the image is split up in
both the horizontal and vertical directions. For example
povray +Isample +W640 +H480 +HTN +HS160.120 +HNhistogrm.png
will split the image into 160*120 grid blocks, each of size 4*4 pixels, and
output a PNG file, suitable for viewing or for use as a heightfield. Smaller
numbers for the grid size mean more pixels are put into the same grid block.
With CSV output, the number of values output is the same as the number of
grid blocks specified. For the other formats the image size is identical to
the rendered image rather than the specified grid size, to allow easy
comparison between the histogram and the rendered image. If the histogram
grid size is not specified, it will default to the same size as the image, so
there will be one grid block per pixel.
Note that on systems that do task-switching or multi-tasking the histogram
may not exactly represent the amount of time POV-Ray spent in a given grid
block since the histogram is based on real time rather than CPU time. As a
result, time may be spent for operating system overhead or on other tasks
running at the same time. This will cause the histogram to have speckling,
noise or large spikes. This can be reduced by decreasing the grid size so
that more pixels are averaged into a given grid block.
6.2.3 Scene Parsing Options
POV-Ray reads in your scene file and processes it to create an internal model
of your scene. The process is called parsing. As your file is parsed other
files may be read along the way. This section covers options concerning what
to parse, where to find it and what version specific assumptions it should
make while parsing it.
6.2.3.1 Input File Name
+IfileFile_Name=fileSame as Input_File_Name=file
You will probably always set this option but if you do not the default input
filename is object.pov. If you do not have an extension then .pov is assumed.
On case-sensitive operating systems both .pov and .POV are tried. A full path
specification may be used (on MS-DOS systems +Ic:\povray3\mystuff\myfile.pov
is allowed for example). In addition to specifying the input file name this
also establishes the scene name.
The scene name is the input name with drive, path and extension stripped. In
the above example the scene name is myfile. This name is used to create a
default output file name and it is referenced other places.
If you use "-" as the input file name the input will be read from standard
input. Thus you can pipe a scene created by a program to POV-Ray and render
it without having a scene file.
Under MS-DOS you can try this feature by typing.
type ANYSCENE.POV | povray +I-
6.2.3.2 Library Paths
+Lpathy_Path=pathSame as Library_Path=pathry paths
POV-Ray looks for files in the current directory. If it does not find a file
it needs it looks in various other library directories which you specify.
POV-Ray does not search your operating system path. It only searches the
current directory and directories which you specify with this option. For
example the standard include files are usually kept in one special directory.
You tell POV-Ray to look there with...
Library_Path=c:\povray3\include
You must not specify any final path separators ("\" or "/") at the end.
Multiple uses of this option switch do not override previous settings. Up to
ten unique paths may be specified. If you specify the exact same path twice
it is only counts once. The current directory will be searched first followed
by the indicated library directories in the order in which you specified
them.
6.2.3.3 Language Version
+MVn.nn=n.nSame as Version=n.ne compatibility to version n.n
While many language changes have been made for POV-Ray 3.0, all of version
2.0 syntax and most of version 1.0 syntax still works. Whenever possible we
try to maintain backwards compatibility. One feature introduced in 2.0 that
was incompatible with any 1.0 scene files is the parsing of float
expressions. Setting Version=1.0 or using +MV1.0 turns off expression parsing
as well as many warning messages so that nearly all 1.0 files will still
work. The changes between 2.0 and 3.0 are not as extensive. Setting
Version=2.0 is only necessary to eliminate some warning messages. Naturally
the default setting for this option is Version=3.0.
The #version language directive can also be used to change modes several
times within scene files. The above options affect only the initial setting.
See section "Version Directive" for more details about the language version
directive.
6.2.3.4 Removing User Bounding
-SUit_Unions=boollTurn split bounded unions offoffoffoff
Early versions of POV-Ray had no system of automatic bounding or spatial
sub-division to speed up ray-object intersection tests. Users had to manually
create bounding boxes to speed up the rendering. POV-Ray 3.0 has more
sophisticated automatic bounding than any previous version. In many cases the
manual bounding on older scenes is slower than the new automatic systems.
Therefore POV-Ray removes manual bounding when it knows it will help. In rare
instances you may want to keep manual bounding. Some older scenes incorrectly
used bounding when they should have used clipping. If POV-Ray removes the
bounds in these scenes the image will not look right. To turn off the
automatic removal of manual bounds you should specify Remove_Bounds=off or
use -UR. The default is Remove_Bounds=on.
One area where the jury is still out is the splitting of manually bounded
unions. Unbounded unions are always split into their component parts so that
automatic bounding works better. Most users do not bound unions because they
know that doing so is usually slower. If you do manually bound a union we
presume you really want it bound. For safety sake we do not presume to remove
such bounds. If you want to remove manual bounds from unions you should
specify Split_Unions=on or use +SU. The default is Split_Unions=off.
6.2.4 Shell-out to Operating System
Fatal_Error_Command=sSet command when POV-Ray has fatal error
Note that no +/- switches are available for these options. They cannot be
used from the command line. They may only be used from INI files.
POV-Ray offers you the opportunity to shell-out to the operating system at
several key points to execute another program or batch file. Usually this is
used to manage files created by the internal animation loop however the shell
commands are available for any scene. The CMD is a single line of text which
is passed to the operating system to execute a program. For example
Post_Scene_Command=tga2gif -d -m myfile
would use the utility tga2gif with the -D and -M parameters to convert
myfile.tga to myfile.gif after the scene had finished rendering.
6.2.4.1 String Substitution in Shell Commands
It could get cumbersome to change the Post_Scene_Command every time you
changed scene names. POV-Ray can substitute various values into a CMD string
for you. For example:
Post_Scene_Command=tga2gif -d -m %s
POV-Ray will substitute the %s with the scene name in the command. The scene
name is the Input_File_Name or +I setting with any drive, directory or
extension removed. For example:
Input_File_Name=c:\povray3\scenes\waycool.pov
is stripped down to the scene name waycool which results in...
Post_Scene_Command=tga2gif -d -m waycool
In an animation it may be necessary to have the exact output file name with
the frame number included. The string %o will substitute the output file
name. Suppose you want to save your output files in a zip archive using
pkzip. You could do...
Post_Frame_Command=pkzip -m %s %o
After rendering frame 12 of myscene.pov POV-Ray would shell to the operating
system with "pkzip -m myscene mysce012.tga". The -M switch in pkzip moves
mysce012.tga to myscene.zip and removes it from the directory. Note that %o
includes frame numbers only when in an animation loop. During the
Pre_Scene_Command and Post_Scene_Command there is no frame number so the
original, unnumbered Output_File_Name is used. Any User_Abort_Command or
Fatal_Error_Command not inside the loop will similarly give an unnumbered %o
substitution.
Here is the complete list of substitutions available for a common string.
6.2.4.2 Shell Command Sequencing
Here is the sequence of events in an animation loop. Non-animated scenes work
the exact same way except there is no loop.
1) Process all INI file keywords and command line switches just once.
2) Open any text output streams and do Create_INI if any.
3) Execute Pre_Scene_Command if any.
4) Loop through frames (or just do once on non-animation).
a) Execute Pre_Frame_Command if any.
b) Parse entire scene file, open output file and read settings,
turn on display, render the frame, destroy all objects,
textures etc., close output file, close display.
c) Execute Post_Frame_Command if any.
d) Go back to 4 a until all frames are done.
5) Execute Post_Scene_Command if any.
6) Exit POV-Ray.
If the user interrupts processing the User_Abort_Command, if any, is
executed. User aborts can only occur during the parsing and rendering parts
of step 4 a above.
If a fatal error occurs that POV-Ray notices the Fatal_Error_Command, if any,
is executed. Sometimes an unforeseen bug or memory error could cause a total
crash of the program in which case there is no chance to shell out. Fatal
errors can occur just about anywhere including during the processing of
switches or INI files. If a fatal error occurs before POV-Ray has read the
Fatal_Error_Command string then obviously no shell can occur.
Note that the entire scene is re-parsed for every frame. Future versions of
POV-Ray may allow you to hold over parts of a scene from one frame to the
next but for now it starts from scratch every time. Note also that the
Pre_Frame_Command occurs before the scene is parsed. You might use this to
call some custom scene generation utility before each frame. This utility
could rewrite your .pov or .inc files if needed. Perhaps you will want to
generate new .gif or .tga files for image maps or height fields on each
frame.
6.2.4.3 Shell Command Return Actions
Fatal_Error_Return=sSet fatal return actionstions
Note that no +/- switches are available for these options. They cannot be
used from the command line. They may only be used from INI files.
Most operating systems allow application programs to return an error code if
something goes wrong. When POV-Ray executes a shell command it can make use
of this error code returned from the shell process and take some appropriate
action if the code is zero or non-zero. POV-Ray itself returns such codes. It
returns 0 for success, 1 for fatal error and 2 for user abort.
The actions are designated by a single letter in the different ..._Return=s
options. The possible actions are:
F generate a fatal error in POV-Ray
For example if your Pre_Frame_Command calls a program which generates your
height field data and that utility fails then it will return a non-zero code.
We would probably want POV-Ray to abort as well. The option
Pre_Frame_Return=F will cause POV-Ray to do a fatal abort if the
Pre_Frame_Command returns a non-zero code.
Sometimes a non-zero code from the external process is a good thing. Suppose
you want to test if a frame has already been rendered. You could use the S
action to skip this frame if the file is already rendered. Most utilities
report an error if the file is not found. For example the command pkzip -V
myscene mysce012.tga tells pkzip you want to view the catalog of myscene.zip
for the file mysce012.tga. If the file isn't in the archive pkzip returns a
non-zero code.
However we want to skip if the file is found. Therefore we need to reverse
the action so it skips on zero and doesn't skip on non-zero. To reverse the
zero vs. non-zero triggering of an action precede it with a "-" sign (note a
"!" will also work since it is used in many programming languages as a negate
operator).
Pre_Frame_Return=S will skip if the code shows error (non-zero) and will
proceed normally on no error (zero). Pre_Frame_Return=-S will skip if there
is no error (zero) and will proceed normally if there is an error (non-zero).
The default for all shells is I which means that the return action is ignored
no matter what. POV-Ray simply proceeds with whatever it was doing before the
shell command. The other actions depend upon the context. You may want to
refer back to the animation loop sequence chart in the previous section. The
action for each shell is as follows.
On return from any User_Abort_Command if there is an action triggered and you
have specified...
F then turn this user abort into a fatal error. Do the
S, A, Q, or Uthen proceed with the user abort. Exit POV-Ray with error code
2.
On return from any Fatal_Error_Command proceed with the fatal error no matter
what. Exit POV-Ray with error code 1. On return from any Pre_Scene_Command,
Pre_Frame_Command, Post_Frame_Command or Post_Scene_Commands if there is an
action triggered and you have specified...
F then generate a fatal error. Do the Fatal_Error_Command, if any. Exit
U then generate a user abort. Do the User_Abort_Command, if any. Exit
Q then quit POV-Ray immediately. Acts as though POV-Ray never really ran.
Do no further shells, (not even Post_Scene_Command) and exit POV-Ray with
an error code 0.
On return from a Pre_Scene_Command if there is an action triggered and you
have specified...
S then skip rendering all frames. Acts as though the scene completed all
frames normally. Do not do any Pre_Frame_Command or Post_Frame_Commands.
Do the Post_Scene_Command, if any. Exit POV-Ray with error code 0. On the
A then skip all scene activity. Works exactly like Q quit. On the earlier
chart this means skip to step #6.
On return from a Pre_Frame_Command if there is an action triggered and you
have specified...
S then skip only this frame. Acts as though this frame never existed. Do
not do the Post_Frame_Command. Proceed with the next frame. On the
earlier chart this means skip steps #4b and #4c but loop back as needed
A then skip rendering this frame and all remaining frames. Acts as though
the scene completed all frames normally. Do not do any further
Post_Frame_Commands. Do the Post_Scene_Command, if any. Exit POV-Ray with
error code 0. On the earlier chart this means skip the rest of step #4
and proceed at step #5.
On return from a Post_Frame_Command if there is an action triggered and you
have specified...
S then skip rendering all remaining frames. Acts as though the scene
completed all frames normally. Do the Post_Scene_Command, if any. Exit
POV-Ray with error code 0. On the earlier chart this means skip the rest
A same as S for this shell command..
On return from any Post_Scene_Command if there is an action triggered and you
have specified...
6.2.5 Text Output
Text output is an important way that POV-Ray keeps you informed about what it
is going to do, what it is doing and what it did. New to POV-Ray 3.0, the
program splits its text messages into 7 separate streams. Some versions of
POV-Ray color codes the various types of text. Some versions allow you to
scroll back several pages of messages. All versions allow you to turn some of
these text streams off/on or to direct a copy of the text output to one or
several files. This section details the options which give you control over
text output.
6.2.5.1 Text Streams
There are seven distinct text streams that POV-Ray uses for output. On some
versions each stream is designated by a particular color. Text from these
streams are displayed whenever it is appropriate so there is often an
intermixing of the text. The distinction is only important if you choose to
turn some of the streams off or to direct some of the streams to text files.
On some systems you may be able to review the streams separately in their own
scroll-back buffer.
Here is a description of each stream.
BANNER: This stream displays the program's sign-on banner, copyright,
contributor's list, and some help screens. It cannot be turned off or
directed to a file because most of this text is displayed before any options
or switches are read. Therefore you cannot use an option or switch to control
it. There are switches which display the help screens. They are covered in
section "Help Screen Switches".
DEBUG: This stream displays debugging messages. It was primarily designed for
developers but this and other streams may also be used by the user to display
messages from within their scene files. See section "Text Message Streams"
for details on this feature. This stream may be turned off and/or directed to
a text file.
FATAL: This stream displays fatal error messages. After displaying this text,
POV-Ray will terminate. When the error is a scene parsing error, you may be
shown several lines of scene text that leads up to the error. This stream may
be turned off and/or directed to a text file.
RENDER: This stream displays information about what options you have
specified to render the scene. It includes feedback on all of the major
options such as scene name, resolution, animation settings, anti-aliasing and
others. This stream may be turned off and/or directed to a text file.
STATISTICS: This stream displays statistics after a frame is rendered. It
includes information about the number of rays traced, the length of time of
the processing and other information. This stream may be turned off and/or
directed to a text file.
STATUS: This stream displays one-line status messages that explain what
POV-Ray is doing at the moment. On some systems this stream is displayed on a
status line at the bottom of the screen. This stream cannot be directed to a
file because there is generally no need to. The text displayed by the Verbose
option or +V switch is output to this stream so that part of the status
stream may be turned off.
WARNING: This stream displays warning messages during the parsing of scene
files and other warnings. Despite the warning, POV-Ray can continue to render
the scene. You will be informed if POV-Ray has made any assumptions about
your scene so that it can proceed. In general any time you see a warning, you
should also assume that this means that future versions of POV-Ray will not
allow the warned action. Therefore you should attempt to eliminate warning
messages so your scene will be able to run in future versions of POV-Ray.
This stream may be turned off and/or directed to a text file.
6.2.5.2 Console Text Output
All_Console=boolboololTurn on/off all debug, fatal, render, statistic and
-GA Same as All_Console=Off.
You may suppress the output to the console of the Debug, Fatal, Render,
Statistic or Warning text streams. For example the Statistic_Console=off
option or the -GS switch can turn off the Statistic stream. Using on or +GS
you may turn it on again. You may also turn all five of these streams on or
off at once using the All_Console option or +GA switch.
Note that these options take effect immediately when specified. Obviously any
Error or Warning messages that might occur before the option is read are not
be affected.
6.2.5.3 Directing Text Streams to Files
All_File=truefileeeeEcho all debug, fatal, render, statistic and warning
All_File=false Turn off file output of all debug, fatal, render,
All_File=file Echo all debug, fatal, render, statistic and warning
-GAfile Both All_Console=Off, All_File=file
You may direct a copy of the text streams to a text file for the Debug,
Fatal, Render, Statistic or Warning text streams. For example the
Statistic_File=s option or the +GSs switch. If the string s is true or any of
the other valid true strings then that stream is redirected to a file with a
default name. Valid true values are true, yes, on or 1. If the value is false
the direction to a text file is turned off. Valid false values are false, no,
off or 0. Any other string specified turns on file output and the string is
interpreted as the output file name.
Similarly you may specify such a true, false or file name string after a
switch such as +GSfile. You may also direct all five streams to the same file
using the All_File option or +GA switch. You may not specify the same file
for two or more streams because POV-Ray will fail when it tries to open or
close the same file twice.
Note that these options take effect immediately when specified. Obviously any
Error or Warning messages that might occur before the option is read will not
be affected.
6.2.5.4 Help Screen Switches
+?0 to +?8Same as +H0 to +H8 to 8 if this is the only switch
Note that there are no INI style equivalents to these options.
Graphical interface versions of POV-Ray such as Mac or Windows have extensive
online help. Other versions of POV-Ray have only a few quick-reference help
screens. The +? switch, optionally followed by a single digit from 0 to 8,
will display these help screens to the Banner text stream. After displaying
the help screens, POV-Ray terminates. Because some operating systems do not
permit a question mark as a command line switch you may also use the +H
switch. Note however that this switch is also used to specify the height of
the image in pixels. Therefore the +H switch is only interpreted as a help
switch if it is the only switch on the command line and if the value after
the switch is less than or equal to 8.
6.2.6 Tracing Options
There is more than one way to trace a ray. Sometimes there is a trade-off
between quality and speed. Sometimes options designed to make tracing faster
can slow things down. This section covers options that tell POV-Ray how to
trace rays with the appropriate speed and quality settings.
6.2.6.1 Quality Settings
+Qnlity=nSame as Quality=n to n (0 <= n <= 11)
The Quality=n option or +Qn switch allows you to specify the image rendering
quality. You may choose to lower the quality for test rendering and raise it
for final renders. The quality adjustments are made by eliminating some of
the calculations that are normally performed. For example settings below 4 do
not render shadows. Settings below 8 do not use reflection or refraction. The
values correspond to the following quality levels:
0,1Just show quick colors. Use full ambient lighting only. Quick colors are
4,3Render shadows, but no extended lights. 5 Render shadows, including
9,7Compute halos.ted, refracted, and transmitted rays.
6.2.6.2 Radiosity Setting
+QRTurns radiosity on -QR Turns radiosity on
Radiosity is an additional calculation which computes diffuse
inter-reflection. It is an extremely slow calculation that is somewhat
experimental. The parameters which control how radiosity calculations are
performed are specified in the radiosity section of the global_settings
statement. See section "Radiosity" for further details.
6.2.6.3 Automatic Bounding Control
-UVta_Buffer=boold=nTurn vista buffer offoffuture threshold to n
POV-Ray uses a variety of spatial sub-division systems to speed up ray-object
intersection tests. The primary system uses a hierarchy of nested bounding
boxes. This system compartmentalizes all finite objects in a scene into
invisible rectangular boxes that are arranged in a tree-like hierarchy.
Before testing the objects within the bounding boxes the tree is descended
and only those objects are tested whose bounds are hit by a ray. This can
greatly improve rendering speed. However for scenes with only a few objects
the overhead of using a bounding system is not worth the effort. The
Bounding=off option or -MB switch allows you to force bounding off. The
default value is on.
The Bounding_Threshold=n or +MBn switch allows you to set the minimum number
of objects necessary before bounding is used. The default is +MB25 which
means that if your scene has fewer than 25 objects POV-Ray will automatically
turn bounding off because the overhead isn't worth it. Generally it's a good
idea to use a much lower threshold like +MB5.
Additionally POV-Ray uses systems known as vista buffers and light buffers to
further speed things up. These systems only work when bounding is on and when
there are a sufficient number of objects to meet the bounding threshold. The
vista buffer is created by projecting the bounding box hierarchy onto the
screen and determining the rectangular areas that are covered by each of the
elements in the hierarchy. Only those objects whose rectangles enclose a
given pixel are tested by the primary viewing ray. The vista buffer can only
be used with perspective and orthographic cameras because they rely on a
fixed viewpoint and a reasonable projection (i. e. straight lines have to
stay straight lines after the projection).
The light buffer is created by enclosing each light source in an imaginary
box and projecting the bounding box hierarchy onto each of its six sides.
Since this relies on a fixed light source, light buffers will not be used for
area lights.
Reflected and transmitted rays do not take advantage of the light and vista
buffer.
The default settings are Vista_Buffer=on or +UV and Light_Buffer=on or +UL.
The option to turn these features off is available to demonstrate their
usefulness and as protection against unforeseen bugs which might exist in any
of these bounding systems.
In general, any finite object and many types of CSG of finite objects will
properly respond to this bounding system. In addition blobs and meshes use an
additional internal bounding system. These systems are not affected by the
above switch. They can be switched off using the appropriate syntax in the
scene file (see "Blob" and "Mesh" for details). Text objects are split into
individual letters that are bounded using the bounding box hierarchy. Some
CSG combinations of finite and infinite objects are also automatically bound.
The end result is that you will rarely need to add manual bounding objects as
was necessary in earlier versions of POV-Ray unless you use many infinite
objects.
6.2.6.4 Anti-Aliasing Options
Jitter_Amount=n.nld=n.nSets aa-jitter amount to n.n. If n.n <= 0 aa-jitter
+Jn.n Sets aa-jitter on; jitter amount to n.n. If n.n <= 0
+Rnialias_Depth=n Same as Antialias_Depth=n9)amount n.n in future)
The ray-tracing process is in effect a discrete, digital sampling of the
image with typically one sample per pixel. Such sampling can introduce a
variety of errors. This includes a jagged, stair-step appearance in sloping
or curved lines, a broken look for thin lines, moire patterns of interference
and lost detail or missing objects, which are so small they reside between
adjacent pixels. The effect that is responsible for those errors is called
aliasing.
Anti-aliasing is any technique used to help eliminate such errors or to
reduce the negative impact they have on the image. In general, anti-aliasing
makes the ray-traced image look smoother. The Antialias=on option or +A
switch turns on POV-Ray's anti-aliasing system.
When anti-aliasing is turned on, POV-Ray attempts to reduce the errors by
shooting more than one viewing ray into each pixel and averaging the results
to determine the pixel's apparent color. This technique is called
super-sampling and can improve the appearance of the final image but it
drastically increases the time required to render a scene since many more
calculations have to be done.
POV-Ray gives you the option to use one of two alternate super-sampling
methods. The Sampling_Method=n option or +AMn switch selects non-adaptive
super-sampling (method 1) or adaptive super-sampling (method 2). Selecting
one of those methods does not turn anti-aliasing on. This has to be done by
using the +A command line switch or Antialias=on option.
In the default, non-adaptive method (+AM1), POV-Ray initially traces one ray
per pixel. If the color of a pixel differs from its neighbors (to the left or
above) by more than a threshold value then the pixel is super-sampled by
shooting a given, fixed number of additional rays. The default threshold is
0.3 but it may be changed using the Antialias_Threshold=n.n option. When the
switches are used, the threshold may optionally follow the +A. For example
+A0.1 turns anti-aliasing on and sets the threshold to 0.1.
The threshold comparison is computed as follows. If r_1, g_1, b_1 and r_2,
g_2, b_2 are the rgb components of two pixels then the difference between
pixels is computed by
diff = abs(r1-r2) + abs(g1-g2) + abs(b1-b2).
If this difference is greater than the threshold both pixels are
super-sampled. The rgb values are in the range from 0.0 to 1.0 thus the most
two pixels can differ is 3.0. If the anti-aliasing threshold is 0.0 then
every pixel is super-sampled. If the threshold is 3.0 then no anti-aliasing
is done. Lower threshold means more anti-aliasing and less speed. Use
anti-aliasing for your final version of a picture, not the rough draft. The
lower the contrast, the lower the threshold should be. Higher contrast
pictures can get away with higher tolerance values. Good values seem to be
around 0.2 to 0.4.
When using the non-adaptive method, the default number of super-samples is
nine per pixel, located on a 3*3 grid. The Antialias_Depth=n option or +Rn
switch controls the number of rows and columns of samples taken for a
super-sampled pixel. For example +R4 would give 4*4=16 samples per pixel.
The second, adaptive super-sampling method starts by tracing four rays at the
corners of each pixel. If the resulting colors differ more than the threshold
amount additional samples will be taken. This is done recursively, i. e. the
pixel is divided into four sub-pixels that are separately traced and tested
for further subdivision. The advantage of this method is the reduced number
of rays that have to be traced. Samples that are common among adjacent pixels
and sub-pixels are stored and reused to avoid re-tracing of rays. The
recursive character of this method makes it adaptive, i. e. the
super-sampling concentrates on those parts of the pixel that are more likely
to need super-sampling (see figure below).
Example of how the adapative super-sampling works.
The maximum number of subdivisions is specified by the Antialias_Depth=n
option or +Rn switch. This is different from the non-adaptive method were the
total number of super-samples is specified. A maximum number of n
subdivisions results in a maximum number of samples per pixel that is given
by the following table.
Number of samples per Maximum number of samples
super-sampled pixel for per super-sampled pixel for
+Rn the non-adaptive method the adaptive method
1 1 9
2 4 25
3 9 81
4 16 289
5 25 1089
6 36 4225
7 49 16641
8 64 66049
9 81 263169
You should note that the maximum number of samples in the adaptive case is
hardly ever reached for a given pixel. If the adaptive method is used with no
anti-aliasing each pixel will be the average of the rays traced at its
corners. In most cases a recursion level of three is sufficient.
Another way to reduce aliasing artifacts is to introduce noise into the
sampling process. This is called jittering and works because the human visual
system is much more forgiving to noise than it is to regular patterns. The
location of the super-samples is jittered or wiggled a tiny amount when
anti-aliasing is used. Jittering is used by default but it may be turned off
with the Jitter=off option or -J switch. The amount of jittering can be set
with the Jitter_Amount=n.n option. When using switches the jitter scale may
be specified after the +J switch. For example +J0.5 uses half the normal
jitter. The default amount of 1.0 is the maximum jitter which will insure
that all super-samples remain inside the original pixel. Note that the
jittering noise is random and non-repeatable so you should avoid using jitter
in animation sequences as the anti-aliased pixels will vary and flicker
annoyingly from frame to frame.
If anti-aliasing is not used one sample per pixel is taken regardless of the
super-sampling method specified.
7 Scene Description Language
The Scene Description Language allows you to describe the world in a readable
and convenient way. Files are created in plain ASCII text using an editor of
your choice. The input file name is specified using the Input_File_Name=file
option or +Ifile switch. By default the files have the extension .pov.
POV-Ray reads the file, processes it by creating an internal model of the
scene and then renders the scene.
The overall syntax of a scene is a file that contains any number of the
following items in any order.
LANGUAGE_DIRECTIVES
camera { CAMERA_ITEMS }
OBJECT_STATEMENTS
ATMOSPHERE_STATEMENTS
global_settings { GLOBAL_ITEMS }
See section "Language Directives", section "Objects", section "Camera",
section "Atmospheric Effects" and section "Global Settings" for details.
7.1 Language Basics
The POV-Ray language consists of identifiers, reserved keywords, floating
point expressions, strings, special symbols and comments. The text of a
POV-Ray scene file is free format. You may put statements on separate lines
or on the same line as you desire. You may add blank lines, spaces or
indentations as long as you do not split any keywords or identifiers.
7.1.1 Identifiers and Keywords
POV-Ray allows you to define identifiers for later use in the scene file. An
identifier may be 1 to 40 characters long. It may consist of upper or lower
case letters, the digits 0 through 9 or an underscore character ("_"). The
first character must be an alphabetic character. The declaration of
identifiers is covered later.
POV-Ray has a number of reserved keywords which are listed below.
aa_level fog_offset reciprocal
aa_threshold fog_type recursion_limit
abs frequency red
acos gif reflection
acosh global_settings refraction
adaptive glowing render
adc_bailout gradient repeat
agate granite rgb
agate_turb gray_threshold rgbf
all green rgbft
alpha halo rgbt
ambient height_field right
ambient_light hexagon ripples
angle hf_gray_16 rotate
aperture hierarchy roughness
arc_angle hollow samples
area_light hypercomplex scale
asc if scallop_wave
asin ifdef scattering
asinh iff seed
assumed_gamma image_map shadowless
atan incidence sin
atan2 include sine_wave
atanh int sinh
atmosphere interpolate sky
atmospheric_attenuation intersection sky_sphere
attenuating inverse slice
average ior slope_map
background irid smooth
bicubic_patch irid_wavelength smooth_triangle
black_hole jitter sor
blob julia_fractal specular
blue lambda sphere
blur_samples lathe spherical_mapping
bounded_by leopard spiral
box light_source spiral1
box_mapping linear spiral2
bozo linear_spline spotlight
break linear_sweep spotted
brick location sqr
brick_size log sqrt
brightness looks_like statistics
brilliance look_at str
bumps low_error_factor strcmp
bumpy1 mandel strength
bumpy2 map_type strlen
bumpy3 marble strlwr
bump_map material_map strupr
bump_size matrix sturm
camera max substr
case max_intersections superellipsoid
caustics max_iteration switch
ceil max_trace_level sys
checker max_value t
chr merge tan
clipped_by mesh tanh
clock metallic test_camera_1
color min test_camera_2
color_map minimum_reuse test_camera_3
colour mod test_camera_4
colour_map mortar text
component nearest_count texture
composite no texture_map
concat normal tga
cone normal_map thickness
confidence no_shadow threshold
conic_sweep number_of_waves tightness
constant object tile2
control0 octaves tiles
control1 off torus
cos offset track
cosh omega transform
count omnimax translate
crackle on transmit
crand once triangle
cube onion triangle_wave
cubic open true
cubic_spline orthographic ttf
cylinder panoramic turbulence
cylindrical_mapping pattern1 turb_depth
debug pattern2 type
declare pattern3 u
default perspective ultra_wide_angle
degrees pgm union
dents phase up
difference phong use_color
diffuse phong_size use_colour
direction pi use_index
disc pigment u_steps
distance pigment_map v
distance_maximum planar_mapping val
div plane variance
dust png vaxis_rotate
dust_type point_at vcross
eccentricity poly vdot
else polygon version
emitting pot vlength
end pow vnormalize
error ppm volume_object
error_bound precision volume_rendered
exp prism vol_with_light
exponent pwr vrotate
fade_distance quadratic_spline v_steps
fade_power quadric warning
falloff quartic warp
falloff_angle quaternion water_level
false quick_color waves
file_exists quick_colour while
filter quilted width
finish radial wood
fisheye radians wrinkles
flatness radiosity x
flip radius y
floor rainbow yes
focal_point ramp_wave z
fog rand
fog_alt range
All reserved words are fully lower case. Therefore it is recommended
that your identifiers contain at least one upper case character so it
is sure to avoid conflict with reserved words.
The following keywords are in the above list of reserved keywords but
are not currently used by POV-Ray however they remain reserved.
bumpy1 test_camera_1
bumpy2 test_camera_2
bumpy3 test_camera_3
incidence test_camera_4
pattern1 track
pattern2 volume_object
pattern3 volume_rendered
spiral vol_with_light
7.1.2 Comments
Comments are text in the scene file included to make the scene file easier to
read or understand. They are ignored by the ray-tracer and are there for your
information. There are two types of comments in POV-Ray.
Two slashes are used for single line comments. Anything on a line after a
double slash (//) is ignored by the ray-tracer. For example:
// This line is ignored
You can have scene file information on the line in front of the comment as
in:
object { FooBar } // this is an object
The other type of comment is used for multiple lines. It starts with "/*" and
ends with "*/". Everything in-between is ignored. For example:
/* These lines
are ignored
by the
ray-tracer */
This can be useful if you want to temporarily remove elements from a scene
file. /* ... */ comments can comment out lines containing other // comments
and thus can be used to temporarily or permanently comment out parts of a
scene. /* ... */ comments can be nested, the following is legal:
/* This is a comment
// This too
/* This also */
*/
Use comments liberally and generously. Well used, they really improve the
readability of scene files.
7.1.3 Float Expressions
Many parts of the POV-Ray language require you to specify one or more
floating point numbers. A floating point number is a number with a decimal
point. Floats may be specified using literals, identifiers or functions which
return float values. You may also create very complex float expressions from
combinations of any of these using various familiar operators.
Where POV-Ray needs an integer value it allows you to specify a float value
and it truncates it to an integer. When POV-Ray needs a logical or boolean
value it interprets any non-zero float as true and zero as false. Because
float comparisons are subject to rounding errors POV-Ray accepts values
extremely close to zero as being false when doing boolean functions.
Typically values whose absolute values are less than a preset value epsilon
are considered false for logical expressions. The value of epsilon is system
dependent but is generally about 1.0e-10. Two floats a and b are considered
to be equal if abs(a-b) < epsilon.
7.1.3.1 Float Literals
Float literals are represented by an optional sign ("+" or "-") digits, an
optional decimal point and more digits. If the number is an integer you may
omit the decimal point and trailing zero. If it is all fractional you may
omit the leading zero. POV-Ray supports scientific notation for very large or
very small numbers. The following are all valid float literals:
-2.0 -4 34 3.4e6 2e-5 .3 0.6
7.1.3.2 Float Identifiers
Float identifiers may be declared to make scene files more readable and to
parameterize scenes so that changing a single declaration changes many
values. An identifier is declared as follows.
#declare IDENTIFIER = EXPRESSION
Where IDENTIFIER is the name of the identifier up to 40 characters long and
EXPRESSION is any valid expression which evaluates to a float value. Here are
some examples.
#declare Count = 0
#declare Rows = 5.3
#declare Cols = 6.15
#declare Number = Rows*Cols
#declare Count = Count+1
As the last example shows, you can re-declare a float identifier and may use
previously declared values in that re-declaration. There are several built-in
identifiers which POV-Ray declares for you. See "Built-in Identifiers" for
details.
7.1.3.3 Float Operators
Arithmetic float expressions can be created from float literals, identifiers
or functions using the following operators in this order of precedence...
() expressions in parentheses first
+A -A !A unary minus, unary plus and logical "not"
A*B A/B multiplication and division
A+B A-B addition and subtraction
Relational, logical and conditional expressions may also be created. However
there is a restriction that these types of expressions must be enclosed in
parentheses first. This restriction, which is not imposed by most computer
languages, is necessary because POV-Ray allows mixing of float and vector
expressions. Without the parentheses there is an ambiguity problem.
Parentheses are not required for the unary logical not operator "!" as shown
above. The operators and their precedence are shown here.
Relational expressions: The operands are arithmetic expressions and the
result is always boolean with 1 for true and 0 for false. All relational
operators have the same precedence.
(A > B))A is greater than Br equal to Bbs(A-B)>=EPSILON)
Logical expressions: The operands are converted to boolean values of 0 for
false and 1 for true. The result is always boolean. All logical operators
have the same precedence. Note that these are not bit-wise operations, they
are logical.
(A | B)true if either A or B or both are truelse otherwise
Conditional expressions: The operand C is boolean while operands A and B are
any expressions. The result is of the same type as A and B.
(C ? A : B)if C then A else B
Assuming the various identifiers have been declared, the following are
examples of valid expressions...
1+2+3 2*5 1/3 Row*3 Col*5
(Offset-5)/2 This/That+Other*Thing
((This=Thing)?Foo:Bar)
Expressions are evaluated left to right with innermost parentheses evaluated
first, then unary +, - or !, then multiply or divide, then add or subtract,
then relational, then logical, then conditional.
7.1.4 Vector Expressions
POV-Ray often requires you to specify a vector. A vector is a set of related
float values. Vectors may be specified using literals, identifiers or
functions which return vector values. You may also create very complex vector
expressions from combinations of any of these using various familiar
operators.
POV-Ray vectors may have from two to five components but the vast majority of
vectors have three components. Unless specified otherwise, you should assume
that the word vector means a three component vector. POV-Ray operates in a 3D
x, y, z coordinate system and you will use three component vectors to specify
x, y and z values. In some places POV-Ray needs only two coordinates. These
are often specified by a 2D vector called an UV vector. Fractal objects use
4D vectors. Color expressions use 5D vectors but allow you to specify 3, 4 or
5 components and use default values for the unspecified components. Unless
otherwise noted, all 2, 4 or 5 component vectors work just like 3D vectors
but they have a different number of components.
7.1.4.1 Vector Literals
Vectors consist of two to five float expressions that are bracketed by angle
brackets < and >. The terms are separated by commas. For example here is a
typical three component vector:
< 1.0, 3.2, -5.4578 >
The commas between components are necessary to keep the program from thinking
that the 2nd term is the single float expression 3.2-5.4578 and that there is
no 3rd term. If you see an error message such as Float expected but '>' found
instead you probably have missed a comma.
Sometimes POV-Ray requires you to specify floats and vectors side-by-side.
The rules for vector expressions allow for mixing of vectors with vectors or
vectors with floats so commas are required separators whenever an ambiguity
might arise. For example < 1,2,3>-4 evaluates as a mixed float and vector
expression where 4 is subtracted from each component resulting in <
-3,-2,-1>. However the comma in <1,2,3>,-4 means this is a vector followed by
a float.
Each component may be a full float expression. For example <
This+3,That/3,5*Other_Thing> is a valid vector.
7.1.4.2 Vector Identifiers
Vector identifiers may be declared to make scene files more readable and to
parameterize scenes so that changing a single declaration changes many
values. An identifier is declared as follows...
#declare IDENTIFIER = EXPRESSION
Where IDENTIFIER is the name of the identifier up to 40 characters long and
EXPRESSION is any valid expression which evaluates to a vector value. Here
are some examples...
#declare Here = <1,2,3>
#declare There = <3,4,5>
#declare Jump =
#declare Route = There-Here
#declare Jump = Jump+<1,2,3>
Note that you invoke a vector identifier by using its name without any angle
brackets. As the last example shows, you can re-declare a vector identifier
and may use previously declared values in that re-declaration. There are
several built-in identifiers which POV-Ray declares for you. See section
"Built-in Identifiers" for details.
7.1.4.3 Vector Operators
Vector literals, identifiers and functions may also be combined in
expressions the same as float values. Operations are performed on a
component-by-component basis. For example <1,2,3> + <4,5,6> evaluates the
same as < 1+4,2+5,3+6> or <5,7,9>. Other operations are done on a similar
component-by-component basis. For example (< 1,2,3> = <3,2,1>) evaluates to <
0,1,0> because the middle components are equal but the others are not.
Admittedly this isn't very useful but its consistent with other vector
operations.
Conditional expressions such as (C ? A : B) require that C is a float
expression but A and B may be vector expressions. The result is that the
entire conditional evaluates as a valid vector. For example if Foo and Bar
are floats then
Foo < Bar ? <1,2,3> : <5,6,7>
evaluates as the vector <1,2,3> if Foo is less than Bar and evaluates as
<5,6,7> otherwise.
You may use the dot operator to extract a single component from a vector.
Suppose the identifier Spot was previously defined as a vector. Then Spot.x
is a float value that is the first component of this x, y, z vector.
Similarly Spot.y and Spot.z reference the 2nd and 3rd components. If Spot was
a two component UV vector you could use Spot.u and Spot.v to extract the
first and second component. For a 4D vector use .x, .y, .z and .t to extract
each float component. The dot operator is also used in color expressions
which are covered later.
7.1.4.4 Operator Promotion
You may use a lone float expression to define a vector whose components are
all the same. POV-Ray knows when it needs a vector of a particular type and
will promote a float into a vector if need be. For example the POV-Ray scale
statement requires a three component vector. If you specify scale 5 then
POV-Ray interprets this as scale <5,5,5> which means you want to scale by 5
in every direction.
Versions of POV-Ray prior to 3.0 only allowed such use of a float as a vector
in various limited places such as scale and turbulence. However you may now
use this trick anywhere. For example...
box{0,1} // Same as box{<0,0,0>,<1,1,1>}
sphere{0,1} // Same as sphere{<0,0,0>,1}
When promoting a float into a vector of 2, 3, 4 or 5 components, all
components are set to the float value, however when promoting a vector of a
lower number of components into a higher order vector, all remaining
components are set to zero. For example if POV-Ray expects a 4D vector and
you specify 9 the result is <9,9,9,9> but if you specify <7,6> the result is
< 7,6,0,0>.
7.1.5 Specifying Colors
POV-Ray often requires you to specify a color. Colors consist of five values
or color components. The first three are called red, green and blue. They
specify the intensity of the primary colors red, green and blue using an
additive color system like the one used by the red, green and blue color
phosphors on a color monitor.
The 4th component, called filter, specifies the amount of filtered
transparency of a substance. Some real-world examples of filtered
transparency are stained glass windows or tinted cellophane. The light
passing through such objects is tinted by the appropriate color as the
material selectively absorbs some frequencies of light while allowing others
to pass through. The color of the object is subtracted from the light passing
through so this is called subtractive transparency.
The 5th component, called transmit, specifies the amount of non-filtered
light that is transmitted through a surface. Some real-world examples of
non-filtered transparency are thin see-through cloth, fine mesh netting and
dust on a surface. In these examples, all frequencies of light are allowed to
pass through tiny holes in the surface. Although the amount of light passing
through is diminished, the color of the light passing through is unchanged.
The color of the object is added to the light passing through so this is
called additive transparency.
Note that early versions of POV-Ray used the keyword alpha to specify
filtered transparency. However that word is often used to describe
non-filtered transparency. For this reason alpha is no longer used.
Each of the five components of a color are float values which are normally in
the range between 0.0 and 1.0. However any values, even negatives may be
used.
Colors may be specified using vectors, keywords with floats or identifiers.
You may also create very complex color expressions from combinations of any
of these using various familiar operators. The syntax for specifying a color
has evolved since POV-Ray was first released. We have maintained the original
keyword-based syntax and added a short-cut vector notation. Either the old or
new syntax is acceptable however the vector syntax is easier to use when
creating color expressions.
7.1.5.1 Color Vectors
The syntax for a color vector is any of the following...
color rgb VECTOR3
color rgbf VECTOR4
color rgbt VECTOR4
color rgbft VECTOR5
where VECTOR3, VECTOR4 or VECTOR5 are any valid vector expressions of 3, 4 or
5 components. For example
color rgb <1.0, 0.5, 0.2>
This specifies a color whose red component is 1.0 or 100% of full intensity.
The green component is 0.5 or 50% of full intensity and the blue component is
0.2 or 20% of full intensity. Although the filter and transmit components are
not explicitly specified, they exist and are set to their default values of 0
or no transparency.
The rgbf keyword requires a four component vector. The 4th component is the
filter component and the transmit component defaults to zero. Similarly the
rgbt keyword requires four components where the 4th value is moved to the 5th
component which is transmit and then the filter component is set to zero.
The rgbft keyword allows you to specify all five components. Internally in
expressions all five are always used.
Under most circumstances the keyword color is optional and may be omitted. We
also support the British or Canadian spelling colour. Under some
circumstances, if the vector expression is a 5 component expression or there
is a color identifier in the expression then the rgbtf keyword is optional.
7.1.5.2 Color Keywords
The older keyword method of specifying a color is still useful and many users
prefer it. Like a color vector, you begin with the optional keyword color.
This is followed by any of five additional keywords red, green, blue, filter
or transmit. Each of these component keywords is followed by a float
expression. For example
color red 1.0 green 0.5
This specifies a color whose red component is 1.0 or 100% of full intensity
and the green component is 0.5 or 50% of full intensity. Although the blue,
filter and transmit components are not explicitly specified, they exist and
are set to their default values of 0. The component keywords may be given in
any order and if any component is unspecified its value defaults to zero.
7.1.5.3 Color Identifiers
Color identifiers may be declared to make scene files more readable and to
parameterize scenes so that changing a single declaration changes many
values. A color identifier is declared as either of the following...
#declare IDENTIFIER = COLOR_VECTOR
#declare IDENTIFIER = COLOR_KEYWORDS...
Where IDENTIFIER is the name of the identifier up to 40 characters long and
COLOR_VECTOR or COLOR_KEYWORDS are any valid color specifications as
described in the two previous sections of this document. Here are some
examples...
#declare White = rgb <1,1,1>
#declare Cyan = color blue 1.0 green 1.0
#declare Weird = rgb
#declare LightGray = White*0.8
#declare LightCyan = Cyan red 0.6
As the LightGray example shows you do not need any color keywords when
creating color expressions based on previously declared colors. The last
example shows you may use a color identifier with the keyword style syntax.
Make sure that the identifier comes first before any other component
keywords.
Like floats and vectors, you may re-define colors throughout a scene but the
need to do so is rare.
7.1.5.4 Color Operators
Color vectors may be combined in expressions the same as float or vector
values. Operations are performed on a component-by-component basis. For
example rgb <1.0, 0.5 0.2> * 0.9 evaluates the same as rgb <1.0, 0.5 0.2> *
<0.9, 0.9, 0.9> or rgb <0.9, 0.45, 0.18>. Other operations are done on a
similar component-by-component basis.
You may use the dot operator to extract a single component from a color.
Suppose the identifier Shade was previously defined as a color. Then
Shade.red is the float value of the red component of Shade. Similarly
Shade.green, Shade.blue, Shade.filter and Shade.transmit extract the float
value of the other color components.
7.1.5.5 Common Color Pitfalls
The variety and complexity of color specification methods can lead to some
common mistakes. Here are some things to consider when specifying a color.
When using filter transparency, the colors which come through are multiplied
by the primary color components. For example if gray light such as rgb
<0.9,0.9,0.9> passes through a filter such as rgbf <1.0,0.5,0.0,1.0> the
result is rgb <0.9,0.45,0.0> with the red let through 100%, the green cut in
half from 0.9 to 0.45 and the blue totally blocked. Often users mistakenly
specify a clear object by
color filter 1.0
but this has implied red, green and blue values of zero. You've just
specified a totally black filter so no light passes through. The correct way
is either
color red 1.0 green 1.0 blue 1.0 filter 1.0
or
color transmit 1.0
In the 2nd example it doesn't matter what the rgb values are. All of the
light passes through untouched.
Another pitfall is the use of color identifiers and expressions with color
keywords. For example...
color My_Color red 0.5
this substitutes whatever was the red component of My_Color with a red
component of 0.5 however...
color My_Color + red 0.5
adds 0.5 to the red component of My_Color and even less obvious...
color My_Color * red 0.5
that cuts the red component in half as you would expect but it also
multiplies the green, blue, filter and transmit components by zero! The part
of the expression after the multiply operator evaluates to rgbft
<0.5,0,0,0,0> as a full 5 component color.
The following example results in no change to My_Color.
color red 0.5 My_Color
This is because the identifier fully overwrites the previous value. When
using identifiers with color keywords, the identifier should be first.
One final issue, some POV-Ray syntax allows full color specifications but
only uses the rgb part. In these cases it is legal to use a float where a
color is needed. For example:
finish { ambient 1 }
The ambient keyword expects a color so the value 1 is promoted to <1,1,1,1,1>
which is no problem. However
pigment { color 0.4 }
is legal but it may or may not be what you intended. The 0.4 is promoted to
<0.4,0.4,0.4,0.4,0.> with the filter and transmit set to 0.4 as well. It is
more likely you wanted...
pigment { color rgb 0.4 }
in which case a 3 component vector is expected. Therefore the 0.4 is promoted
to <0.4,0.4,0.4,0.0,0.0> with default zero for filter and transmit.
7.1.6 Strings
The POV-Ray language requires you to specify a string of characters to be
used as a file name, text for messages or text for a text object. Strings may
be specified using literals, identifiers or functions which return string
values. Although you cannot build string expressions from symbolic operators
such as are used with floats, vectors or colors, you may perform various
string operations using string functions. Some applications of strings in
POV-Ray allow for non-printing formatting characters such as newline or
form-feed.
7.1.6.1 String Literals
String literals begin with a double quote mark '"' which is followed by up to
256 printable ASCII characters and are terminated by another double quote
mark. The following are all valid string literals:
"Here" "There" "myfile.gif" "textures.inc"
Note if you need to specify a quote mark in a string literal you must preceed
it with a backslash. For example
"Joe said \"Hello\" as he walked in."
is converted to
Joe said "Hello" as he walked in.
If you need to specify a backslash, most of the time you need do nothing
special. However if the string ends in a backslash, you will have to specify
two. For example:
"This is a backslash and so is this"
Is converted to:
This is a backslash and so is this\
The
regardless usage however other formating codes such as \n for new line are
supported in user message streams. See "Text Formatting" for details.
7.1.6.2 String Identifiers
String identifiers may be declared to make scene files more readable and to
parameterize scenes so that changing a single declaration changes many
values. An identifier is declared as follows...
#declare IDENTIFIER = STRING
Where IDENTIFIER is the name of the identifier up to 40 characters long and
STRING is a string literal, string identifier or function which returns a
string value. Here are some examples...
#declare Font_Name = "ariel.ttf"
#declare Inc_File = "myfile.inc"
#declare Name = "John"
#declare Name = concat(Name," Doe")
As the last example shows, you can re-declare a string identifier and may use
previously declared values in that re-declaration.
7.1.7 Built-in Identifiers
There are several built-in float and vector identifiers. You can use them to
specify values or to create expressions but you cannot re-declare them to
change their values.
7.1.7.1 Constant Built-in Identifiers
Most built-in identifiers never change value. They are defined as though the
following lines were at the start of every scene.
#declare pi = 3.1415926535897932384626
#declare true = 1
#declare yes = 1
#declare on = 1
#declare false = 0
#declare no = 0
#declare off = 0
#declare u = <1,0>
#declare v = <0,1>
#declare x = <1,0,0>
#declare y = <0,1,0>
#declare z = <0,0,1>
#declare t = <0,0,0,1>
The built-in float identifier pi is obviously useful in math expressions
involving circles.
The built-in float identifiers on,off, yes, no, true and false are designed
for use as boolean constants.
The built-in vector identifiers x, y and z provide much greater readability
for your scene files when used in vector expressions. For example....
plane { y, 1} // The normal vector is obviously "y".
plane { <0,1,0>, 1} // This is harder to read.
translate 5*x // Move 5 units in the "x" direction.
translate <5,0,0> // This is less obvious.
An expression like 5*x evaluates to 5 <1,0,0> or <5,0,0>.
Similarly u and v may be used in 2D vectors. When using 4D vectors you should
use x, y, z, and t and POV-Ray will promote x, y and z to 4D when used where
4D is required.
7.1.7.2 Built-in Identifier 'clock'
The built-in float identifier clock is used to control animations in POV-Ray.
Unlike some animation packages, the action in POV-Ray animated scenes does
not depend upon the integer frame numbers. Rather you should design your
scenes based upon the float identifier clock. For non-animated scenes its
default value is 0 but you can set it to any float value using the INI file
option Clock=n.n or the command-line switch +Kn.n to pass a single float
value your scene file.
Other INI options and switches may be used to animate scenes by automatically
looping through the rendering of frames using various values for clock. By
default, the clock value is 0 for the initial frame and 1 for the final
frame. All other frames are interpolated between these values. For example if
your object is supposed to rotate one full turn over the course of the
animation you could specify rotate 360*clock*y. Then as clock runs from 0 to
1, the object rotates about the y-axis from 0 to 360 degrees.
Although the value of clock will change from frame-to-frame, it will never
change throughout the parsing of a scene.
7.1.7.3 Built-in Identifier 'version'
The built-in float identifier version contains the current setting of the
version compatibility option. Although this value defaults to 3 which is the
current POV-Ray version number, the initial value of version may be set by
the INI file option Version=n.n or by the +MVn.n command-line switch. This
tells POV-Ray to parse the scene file using syntax from an earlier version of
POV-Ray.
The INI option or switch only affects the initial setting. Unlike other
built-in identifiers, you may change the value of version throughout a scene
file. You do not use #declare to change it though. The #version language
directive is used to change modes. Such changes may occur several times
within scene files.
Together with the built-in version identifier the #version directive allows
you to save and restore the previous values of this compatibility setting.
For example suppose mystuff.inc is in version 1 format. At the top of the
file you could put:
#declare Temp_Vers = version // Save previous value
#version 1.0 // Change to 1.0 mode
... // Version 1.0 stuff goes here...
#version Temp_Vers // Restore previous version
7.1.8 Functions
POV-Ray defines a variety of built-in functions for manipulating floats,
vectors and strings. The functions are listed grouped according to their
usage and not by the type of value they return. For example vdot computes the
dot product of two vectors and is listed as a vector function even though it
returns a single float value.
Function calls consist of a keyword which specifies the name of the function
followed by a parameter list enclosed in parentheses. Parameters are
separated by commas. For example:
keyword(param1,param2)
Functions evaluate to values that are floats, vectors or strings and may be
used in expressions or statements anywhere that literals or identifiers of
that type may be used.
7.1.8.1 Float Functions
The following are the functions which take one or more float parameters and
return float values. Assume that A and B are any valid expression that
evaluates to a float. See section "Vector Functions" and section "String
Functions" for other functions which return float values but whose primary
purpose is more closely related to vectors and strings.
abs(A): Absolute value of A. If A is negative, returns -A otherwise returns
A.
acos(A): Arc-cosine of A. Returns the angle, measured in radians, whose
cosine is A.
asin(A): Arc-sine of A. Returns the angle, measured in radians, whose sine is
A.
atan2(A,B): Arc-tangent of (A/B). Returns the angle, measured in radians,
whose tangent is (A/B). Returns appropriate value even if B is zero. Use
atan2(A,1) to compute usual atan(A) function.
ceil(A): Ceiling of A. Returns the smallest integer greater than A. Rounds up
to the next higher integer.
cos(A): Cosine of A. Returns the cosine of the angle A, where A is measured
in radians.
degrees(A): Convert radians to degrees. Returns the angle measured in degrees
whose value in radians is A. Formula is degrees=A/pi*180.0.
div(A,B): Integer division. The integer part of (A/B).
exp(A): Exponential of A. Returns the value of e raised to the power A where
e is the base of the natural logarithm, i.e. the non-repeating value
approximately equal to 2.71828182846.
floor(A): Floor of A. Returns the largest integer less than A. Rounds down to
the next lower integer.
int(A): Integer part of A. Returns the truncated integer part of A. Rounds
towards zero.
log(A): Natural logarithm of A. Returns the natural logarithm base e of the
value A.
max(A,B): Maximum of A and B. Returns A if A larger than B. Otherwise returns
B.
min(A,B): Minimum of A and B. Returns A if A smaller than B. Otherwise
returns B.
mod(A,B): Value of A modulo B. Returns the remainder after the integer
division of A/B. Formula is mod=((A/B)-int(A/B))*B.
pow(A,B): Exponentiation. Returns the value of A raised to the power B.
radians(A): Convert degrees to radians. Returns the angle measured in radians
whose value in degrees is A. Formula is radians=A*pi/180.0.
rand(A): Returns the next pseudo-random number from the stream specified by
the positive integer A. You must call seed() to initialize a random stream
before calling rand(). The numbers are uniformly distributed, and have values
between 0.0 and 1.0, inclusively. The numbers generated by separate streams
are independent random variables.
seed(A): Initializes a new pseudo-random stream with the initial seed value
A. The number corresponding to this random stream is returned. Any number of
pseudo-random streams may be used as shown in the example below:
#declare R1 = seed(0)
#declare R2 = seed(12345)
#sphere { , rand(R2) }
Multiple random generators are very useful in situations where you use rand()
to place a group of objects, and then decide to use rand() in another
location earlier in the file to set some colors or place another group of
objects. Without separate rand() streams, all of your objects would move when
you added more calls to rand(). This is very annoying.
sin(A): Sine of A. Returns the sine of the angle A, where A is measured in
radians.
sqrt(A): Square root of A. Returns the value whose square is A.
tan(A): Tangent of A. Returns the tangent of the angle A, where A is measured
in radians.
7.1.8.2 Vector Functions
The following are the functions which take one or more vector and float
parameters and return vector or float values. All of these functions support
only three component vectors. Assume that A and B are any valid expression
that evaluates to a three component vector and that F is any valid expression
that evaluates to a float.
vaxis_rotate(A,B,F): Rotate A about B by F. Given the x,y,z coordinates of a
point in space designated by the vector A, rotate that point about an
arbitrary axis defined by the vector B. Rotate it through an angle specified
in degrees by the float value F. The result is a vector containing the new
x,y,z coordinates of the point.
vcross(A,B): Cross product of A and B. Returns a vector that is the vector
cross product of the two vectors. The resulting vector is perpendicular to
the two original vectors and its length is proportional to the angle between
them. See the animated demo scene VECT2.POV for an illustration.
vdot(A,B): Dot product of A and B. Returns a float value that is the dot
product (sometimes called scaler product of A with B. Formula is vdot=A.x*B.x
+ A.y*B.y + A.z*B.z. See the animated demo scene VECT2.POV for an
illustration.
vlength(A): Length of A. Returns a float value that is the length of vector
A. Can be used to compute the distance between two points. Dist=vlength(B-A).
Formula is vlength=sqrt(vdot(A,A)).
vnormalize(A): Normalize vector A. Returns a unit length vector that is the
same direction as A. Formula is vnormalize=A/vlength(A).
vrotate(A,B): Rotate A about origin by B. Given the x,y,z coordinates of a
point in space designated by the vector A, rotate that point about the origin
by an amount specified by the vector B. Rotate it about the x-axis by an
angle specified in degrees by the float value B.x. Similarly B.y and B.z
specify the amount to rotate in degrees about the y-axis and z-axis. The
result is a vector containing the new x,y,z coordinates of the point.
7.1.8.3 String Functions
The following are the functions which take one or more string and float
parameters and return string or float values. Assume that S1 and S2 are any
valid strings and that A, L and P are any valid expressions that evaluate to
floats.
asc(S1): ASCII value of S1. Returns an integer value in the range 0 to 255
that is the ASCII value of the first character of S1. For example asc("ABC")
is 65 because that is the value of the character "A".
chr(A): Character whose ASCII value is A. Returns a single character string.
The ASCII value of the character is specified by an integer A which must be
in the range 0 to 255. For example chr(70) is the string "F". When rendering
text objects you should be aware that the characters rendered for values of A
> 127 are dependent on the (TTF) font being used. Many (TTF) fonts use the
Latin-1 (ISO 8859-1) character set, but not all do.
concat(S1,S2,[S3...]): Concatenate strings S1 and S2. Returns a string that
is the concatenation of all parameter strings. Must have at least 2
parameters but may have more. For example:
concat("Value is ", str(A,3,1), " inches")
If the float value A was 12.34 the result is "Value is 12.3 inches" which is
a string.
file_exists(S1): Search for file specified by S1. Attempts to open the file
whose name is specified by the string S1. The current directory and all
directories specified in any Library_Path INI options or +L command line
switches are searched. File is immediately closed. Returns a boolean value 1
on success and 0 on failure.
str(A,L,P): Convert float A to a formatted string. Returns a formatted string
representation of float value A. The float parameter L specifies the minimum
length of the string and the type of left padding used if the string's
representation is shorter than the minimum. If L is positive then the padding
is with blanks. If L is negative then the padding is with zeros. The overall
minimum length of the formatted string is abs(L). If the string needs to be
longer, it will be made as long as necessary to represent the value.
The float parameter P specifies the number of digits after the decimal point.
If P is negative then a compiler-specific default precision is use. Here are
some examples:
str(123.456,0,3) "123.456"
str(123.456,4,3) "123.456"
str(123.456,9,3) " 123.456"
str(123.456,-9,3) "00123.456"
str(123.456,0,2) "123.46"
str(123.456,0,0) "123"
str(123.456,5,0) " 123"
str(123.000,7,2) " 123.00"
str(123.456,0,-1) "123.456000" (platform specific)
strcmp(S1,S2): Compare string S1 to S2. Returns a float value zero if the
strings are equal, a positive number if S1 comes after S2 in the ASCII
collating sequence, else a negative number.
strlen(S1): Length of S1. Returns an integer value that is the number of
characters in the string S1.
strlwr(S1): Lower case of S1. Returns a new string in which all upper case
letters in the string S1 are converted to lower case. The original string is
not affected. For example strlwr("Hello There!") results in "hello there!".
substr(S1,P,L): Sub-string from S1. Returns a string that is a subset of the
characters in parameter S1 starting at the position specified by the integer
value P for a length specified by the integer value L. For example
substr("ABCDEFGHI",4,2) evaluates to the string "EF". If P+L>strlen(S1) an
error occurs.
strupr(S1): Upper case of S1. Returns a new string in which all lower case
letters in the string S1 are converted to upper case. The original string is
not affected. For example strupr("Hello There!") results in "HELLO THERE!".
val(S1): Convert string S1 to float. Returns a float value that is
represented by the text in S1. For example val("123.45") is 123.45 as a
float.
7.2 Language Directives
The POV Scene Language contains several statements called language
directives which tell the file parser how to do its job. These directives can
appear in almost any place in the scene file - even in the middle of some
other statements. They are used to include other text files in the stream of
commands, to declare identifiers, to define conditional or looped parsing and
to control other important aspects of scene file processing.
Each directive begins with the hash character # (often called a number sign
or pound sign). It is followed by a keyword and optionally other parameters.
In versions of POV-Ray prior to 3.0, the use of this # character was
optional. Language directives could only be used between objects, camera or
light_source statements and could not appear within those statements. The
exception was the #include which could appear anywhere. Now that all language
directives can be used almost anywhere, the # character is mandatory.
The following keywords introduce language directives.
#break #default #statistics
#case #else #switch
#debug #end #version
#declare #render #warning
Earlier versions of POV-Ray considered the keyword
#max_intersections and the keyword #max_trace_level to
be language directives but they have been moved to the
global_settings statement. Their use as a directive still works
but it generates a warning and may be discontinued in the future.
7.2.1 Include Files
The language allows include files to be specified by placing the line
#include "filename.inc"
at any point in the input file. The filename may be specified by any valid
string expression but it usually is a literal string enclosed in double
quotes. It may be up to 40 characters long (or your computer's limit),
including the two double-quote characters.
The include file is read in as if it were inserted at that point in the file.
Using include is the same as actually cutting and pasting the entire contents
of this file into your scene.
Include files may be nested. You may have at most 10 nested include files.
There is no limit on un-nested include files.
Generally, include files have data for scenes but are not scenes in
themselves. By convention scene files end in .pov and include files end with
.inc.
It is legal to specify drive and directory information in the file
specification however it is discouraged because it makes scene files less
portable between various platforms.
It is typical to put standard include files in a special sub-directory.
POV-Ray can only read files in the current directory or one referenced by the
Library_Path option (See section "Library Paths").
7.2.2 Declare
Identifiers may be declared and later referenced to make scene files more
readable and to parametrize scenes so that changing a single declaration
changes many values. There are several built-in identifiers which POV-Ray
declares for you. See section "Built-in Identifiers" for details.
7.2.2.1 Declaring identifiers
An identifier is declared as follows.
#declare IDENTIFIER = ITEM
Where IDENTIFIER is the name of the identifier up to 40 characters long and
ITEM is any of the following
float, vector, color or string expressions
objects (all kinds)
texture, pigment, normal, finish or halo
color_map, pigment_map, slope_map, normal_map
camera, light_source
atmosphere
fog
rainbow
sky_sphere
transform
Here are some examples.
#declare Rows = 5
#declare Count = Count+1
#declare Here = <1,2,3>
#declare White = rgb <1,1,1>
#declare Cyan = color blue 1.0 green 1.0
#declare Font_Name = "ariel.ttf"
#declare Ring = torus {5,1}
#declare Checks = pigment { checker White, Cyan }
object{ Rod scale y*5 } // not "cylinder { Rod }"
object {
Ring
pigment { Checks scale 0.5 }
transform Skew
}
Declarations, like most language directives, can appear anywhere in the file
- even within other statements. For example:
#declare Here=<1,2,3>
#declare Count=0 // initialize Count
union {
object { Rod translate Here*Count }
#declare Count=Count+1 // re-declare inside union
object { Rod translate Here*Count }
#declare Count=Count+1 // re-declare inside union
object { Rod translate Here*Count }
}
As this example shows, you can re-declare an identifier and may use
previously declared values in that re-declaration. However if you attempt to
re-declare an identifier as anything other than its original type, it will
generate a warning message.
Declarations may be nested inside each other within limits. In the example in
the previous section you could declare the entire union as a object. However
for technical reasons you may not use any language directive inside the
declaration of floats, vectors or color expressions.
7.2.3 Default Directive
POV-Ray creates a default texture when it begins processing. You may change
those defaults as described below. Every time you specify a texture
statement, POV-Ray creates a copy of the default texture. Anything you put in
the texture statement overrides the default settings. If you attach a
pigment, normal or finish to an object without any texture statement then
POV-Ray checks to see if a texture has already been attached. If it has a
texture then the pigment, normal or finish will 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 modify that texture.
You may change the default texture, pigment, normal or finish using the
language directive #default as follows:
#default {
texture {
pigment {...}
normal {...}
finish {...}
}
}
Or you may change just part of it like this:
#default {
pigment {...}
}
This still changes the pigment of the default texture. At any time there is
only one default texture made from the default pigment, normal and finish.
The example above does not make a separate default for pigments alone. Note
that the special textures tiles and material_map or a texture with a
texture_map may not be used as defaults.
You may change the defaults several times throughout a scene as you wish.
Subsequent #default statements begin with the defaults that were in effect at
the time. If you wish to reset to the original POV-Ray defaults then you
should first save them as follows:
//At top of file
#declare Original_Default = texture {}
later after changing defaults you may restore it with...
#default {texture {Original_Default}}
If you do not specify a texture for an object then the default texture is
attached when the object appears in the scene. It is not attached when an
object is declared. For example:
#declare My_Object =
sphere{ <0,0,0>, 1 } // Default texture not applied
object { My_Object } // Default texture added here
You may force a default texture to be added by using an empty texture
statement as follows:
#declare My_Thing =
sphere { <0,0,0>, 1 texture {} } // Default texture applied
The original POV-Ray defaults for all items are given throughout the
documentation under each appropriate section.
7.2.4 Version Directive
While many language changes have been made for POV-Ray 3.0, all of version
2.0 syntax and most of version 1.0 syntax still works. Whenever possible we
try to maintain backwards compatibility. One feature introduced in 2.0 that
was incompatible with any 1.0 scene files is the parsing of float
expressions. Setting +MV1.0 command line switch or the Version=1.0 INI option
turns off expression parsing as well as many warning messages so that nearly
all 1.0 files will still work. The changes between 2.0 and 3.0 are not as
extensive. Setting Version=2.0 is only necessary to eliminate some warning
messages. Naturally the default setting for this option is Version=3.0.
The #version language directive is used to change modes within scene files.
This switch or INI options only affects the initial setting.
Together with the built-in version identifier the #version directive allows
you to save and restore the previous values of this compatibility setting.
For example suppose mystuff.inc is in version 1.0 format. At the top of the
file you could put:
#declare Temp_Vers = version // Save previous value
#version 1.0 // Change to 1.0 mode
... // Version 1.0 stuff goes here ...
#version Temp_Vers // Restore previous version
Previous versions of POV-Ray would not allow you to change versions inside an
object or declaration but that restriction has been lifted for POV-Ray 3.0.
Future versions of POV-Ray may not continue to maintain full backward
compatibility even with the #version directive. We strongly encourage you to
phase in 3.0 syntax as much as possible.
7.2.5 Conditional Directives
POV-Ray 3.0 allows a variety of new language directives to implement
conditional parsing of various sections of your scene file. This is
especially useful in describing the motion for animations but it has other
uses as well. Also available is a #while loop directive. You may nest
conditional directives 200 levels deep.
7.2.5.1 IF ELSE Directives
The simplest conditional directive is a traditional #if directive. It is of
the form...
#if (COND)
// This section is
// parsed if COND is true
#else
// This section is
// parsed if COND is false
#end // End of conditional part
where (COND) is a float expression that evaluates to a boolean value. A value
of 0.0 is false and any non-zero value is true. Note that extremely small
values of about 1e-10 are considered zero in case of round off errors. The
parentheses around the condition are required. The #else directive is
optional. The #end directive is required.
7.2.5.2 IFDEF Directives
The #ifdef directive is similar to the #if directive however it is used to
determine if an identifier has been previously declared. After the #ifdef
directive instead of a boolean expression you put a lone identifier enclosed
in parentheses. For example:
#ifdef (User_Thing)
// This section is parsed if the
// identifier "User_Thing" was
// previously declared
object{User_Thing} // invoke identifier
#else
// This section is parsed if the
// identifier "User_Thing" was not
// previously declared
box{<0,0,0>,<1,1,1>} // use a default
#end
// End of conditional part
7.2.5.3 IFNDEF Directives
The #ifndef directive is similar to the #ifdef directive however it is used
to determine if the given identifier isn't declared yet. For example:
#ifndef (User_Thing)
// This section is parsed if the
// identifier "User_Thing" was not
// previously declared
box{<0,0,0>,<1,1,1>} // use a default
#else
// This section is parsed if the
// identifier "User_Thing" was
// previously declared
object{User_Thing} // invoke identifier
#end
// End of conditional part
7.2.5.4 SWITCH CASE and RANGE Directives
A more powerful conditional is the #switch directive. The syntax is as
follows...
#switch (VALUE)
#case (TEST_1)
// This section is parsed if VALUE=TEST_1
#break //First case ends
#case (TEST_2)
// This section is parsed if VALUE=TEST_2
#break //Second case ends
#range (LOW_1,HIGH_1)
// This section is parsed if (VALUE>=LOW_1)&(VALUE<=HIGH_1)
#break //Third case ends
#range (LOW_2,HIGH_2)
// This section is parsed if (VALUE>=LOW_2)&(VALUE<=HIGH_2)
#break //Fourth case ends
#else
// This section is parsed if no other case or
// range is true.
#end // End of conditional part
The float expression VALUE following the #switch directive is evaluated and
compared to the values in the #case or #range directives. When using #case,
it is followed by a float expression TEST_1 in parentheses. It is compared to
the VALUE. As usual in POV-Ray, float comparisons are considered equal if
their difference is under 1e-10. If the values are equal, parsing continues
normally until a #break, #else or #end directive is reached. If the
comparison fails POV-Ray skips until another #case or #range is found.
If you use the #range directive it is followed by two float expressions LOW_1
and HIGH_1 which are enclosed in parentheses and separated by a comma. If the
switch VALUE is in the range specified then parsing continues normally until
a #break, #else or #end directive is reached. If the VALUE is outside the
range the comparison fails and POV-Ray skips until another #case or #range is
found.
If no #case or #range succeeds the #else section is parsed. The #else
directive is optional. If no #else is specified and no match succeeds then
parsing resumes after the #end directive.
There may be any number of #case or #range directives in any order you want.
If a segment evaluates true but no #break is specified, the parsing will fall
through to the next #case or #range and will continue until a #break, #else
or #end. Hitting a #break while parsing a successful section causes an
immediate jump to the #end without processing subsequent sections, even if a
subsequent condition would also have been satisfied.
7.2.5.5 WHILE Directive
The #while directive is a looping feature that makes it easy to place
multiple objects in a pattern or other uses. The #while directive is followed
by a float expression that evaluates to a boolean value. A value of 0.0 is
false and any non-zero value is true. Note that extremely small values of
about 1e-10 are considered zero in case of round off errors. The parentheses
around the expression are required. If the condition is true parsing
continues normally until an #end directive is reached. At the end, POV-Ray
loops back to the #while directive and the condition is re-evaluated. Looping
continues until the condition fails. When it fails, parsing continues after
the #end directive. For example:
#declare Count=0
#while (Count < 5)
object{MyObject translate x*3*Count}
#declare Count=Count+1
#end
This example places five copies of MyObject in a row spaced three units apart
in the x-direction.
7.2.6 User Message Directives
With the addition of conditional and loop directives, the POV-Ray language
has the potential to be more like an actual programming language. This means
that it will be necessary to have some way to see what is going on when
trying to debug loops and conditionals. To fulfill this need we have added
the ability to print text messages to the screen. You have a choice of five
different text streams to use including the ability to generate a fatal error
if you find it necessary. Limited formatting is available for strings output
by this method.
7.2.6.1 Text Message Streams
The syntax for a text message is any of the following:
#debug STRING
#error STRING
#render STRING
#statistics STRING
#warning STRING
Where STRING is any valid string of text including string identifiers or
functions which return strings. For example:
#switch (clock*360)
#range (0,180)
#render "Clock in 0 to 180 range\n"
#break
#range (180,360)
#render "Clock in 180 to 360 range\n"
#break
#else
#warning "Clock outside expected range\n"
#warning concat("Value is:",str(clock*360,5,0),"\n")
#end
There are seven distinct text streams that POV-Ray uses for output. You may
output only to five of them. On some versions of POV-Ray, each stream is
designated by a particular color. Text from these streams are displayed
whenever it is appropriate so there is often an intermixing of the text. The
distinction is only important if you choose to turn some of the streams off
or to direct some of the streams to text files. On some systems you may be
able to review the streams separately in their own scroll-back buffer. See
"Console Text Output" for details on re-directing the streams to a text file.
Here is a description of how POV-Ray uses each stream. You may use them for
whatever purpose you want except note that use of the #error stream causes a
fatal error after the text is displayed.
DEBUG: This stream displays debugging messages. It was primarily designed for
developers but this and other streams may also be used by the user to display
messages from within their scene files.
FATAL: This stream displays fatal error messages. After displaying this text,
POV-Ray will terminate. When the error is a scene parsing error, you may be
shown several lines of scene text that leads up to the error.
RENDER: This stream displays information about what options you have
specified to render the scene. It includes feedback on all of the major
options such as scene name, resolution, animation settings, anti-aliasing and
others.
STATISTICS: This stream displays statistics after a frame is rendered. It
includes information about the number of rays traced, the length of time of
the processing and other information.
WARNING: This stream displays warning messages during the parsing of scene
files and other warnings. Despite the warning, POV-Ray can continue to render
the scene.
7.2.6.2 Text Formatting
Some escape sequences are available to include non-printing control
characters in your text. These sequences are similar to those used in string
literals in the C programming language. The sequences are:
"\""Double quote 0x2209D 0x0A
For example:
#debug "This is one line.\nBut this is another"
Depending on what platform you are using, they may not be fully supported for
console output. However they will appear in any text file if you re-direct a
stream to a file.
Note that most of these control characters only apply in text message
directives. They are not implemented for other string usage in POV-Ray such
as text objects or file names.
The exceptions are the
7.3 POV-Ray Coordinate System
Objects, lights and the camera are positioned using a typical 3D coordinate
system. The usual coordinate system for POV-Ray has the positive y-axis
pointing up, the positive x-axis pointing to the right and the positive
z-axis pointing into the screen. The negative values of the axes point the
other direction as shown in the images in section "Understanding POV-Ray's
Coordinate System".
Locations within that coordinate system are usually specified by a three
component vector. The three values correspond to the x, y and z directions
respectively. For example, the vector < 1,2,3> means the point that's one
unit to the right, two units up and three units in front of the center of the
universe at <0,0,0>.
Vectors are not always points though. They can also refer to an amount to
size, move or rotate a scene element or to modify the texture pattern applied
to an object.
The supported transformations are rotate, scale and translate. They are used
to turn, size and translate an object or texture. A transformation matrix may
also be used to specify complex transformations directly.
7.3.1 Transformations
The supported transformations are rotate, scale and translate. They are used
to turn, size and translate an object or texture.
rotate
scale
translate
7.3.1.1 Translate
An object or texture pattern may be moved by adding a translate parameter. It
consists of the keyword translate followed by a vector expression. The terms
of the vector specify the number of units to move in each of the x, y and z
directions. Translate moves the element relative to it's current position.
For example
sphere { <10, 10, 10>, 1
pigment { Green }
translate <-5, 2, 1>
}
will move the sphere from <10,10,10> to < 5,12,11>. It does not move it to
the absolute location <-5,2,1>. Translating by zero will leave the element
unchanged on that axis. For example:
sphere { <10, 10, 10>, 1
pigment { Green }
translate 3*x // evaluates to <3,0,0> so move 3 units
// in the x direction and none along y or z
}
7.3.1.2 Scale
You may change the size of an object or texture pattern by adding a scale
parameter. It consists of the keyword scale followed by a vector expression.
The 3 terms of the vector specify the amount of scaling in each of the x, y
and z directions.
Scale is used to stretch or squish an element. Values larger than one stretch
the element on that axis while values smaller than one are used to squish it.
Scale is relative to the current element size. If the element has been
previously re-sized using scale then scale will size relative to the new
size. Multiple scale values may used.
For example
sphere { <0,0,0>, 1
scale <2,1,0.5>
}
will stretch and smash the sphere into an ellipsoid shape that is twice the
original size along the x-direction, remains the same size in the y-direction
and is half the original size in the z-direction.
If a lone float expression is specified it is promoted to a three component
vector whose terms are all the same. Thus the item is uniformly scaled by the
same amount in all directions. For example:
object {
MyObject
scale 5 // Evaluates as <5,5,5> so uniformly scale
// by 5 in every direction.
}
7.3.1.3 Rotate
You may change the orientation of an object or texture pattern by adding a
rotate parameter. It consists of the keyword rotate followed by a vector
expression. The three terms of the vector specify the number of degrees to
rotate about each of the x-, y- and z-axes.
Note that the order of the rotations does matter. Rotations occur about the
x-axis first, then the y-axis, then the z-axis. If you are not sure if this
is what you want then you should only rotate on one axis at a time using
multiple rotation statements to get a correct rotation. As in
rotate <0, 30, 0> // 30 degrees around Y axis then,
rotate <-20, 0, 0> // -20 degrees around X axis then,
rotate <0, 0, 10> // 10 degrees around Z axis.
Rotation is always performed relative to the axis. Thus if an object is some
distance from the axis of rotation it will not only rotate but it will orbit
about the axis as though it was swinging around on an invisible string.
To work out the rotation directions you must perform the famous Computer
Graphics Aerobics exercise as explained in the section "Understanding
POV-Ray's Coordinate System".
7.3.1.4 Matrix Keyword
The matrix keyword can be used to explicitly specify the transformation
matrix to be used for objects or textures. Its syntax is:
matrix < m00, m01, m02,
m10, m11, m12,
m20, m21, m22,
m30, m31, m32 >
Where m00 through m32 are float expressions that specify the elements of a
4*4 matrix with the fourth column implicitly set to <0,0,0,1>. A point P,
P=, is transformed into Q, Q= by
qx = M00 * px + M10 * py + M20 * pz + M30
qy = M01 * px + M11 * py + M21 * pz + M31
qz = M02 * px + M12 * py + M22 * pz + M32
Normally you won't use the matrix keyword because it's less descriptive than
the transformation commands and harder to visualize. There is an intersecting
aspect of the matrix command though. It allows more general transformation
like shearing. The following matrix causes an object to be sheared along the
y-axis.
object {
MyObject
matrix < 1, 1, 0,
0, 1, 0,
0, 0, 1,
0, 0, 0 >
}
7.3.2 Transformation Order
Because rotations are always relative to the axis and scaling is relative to
the origin, you will generally want to create an object at the origin and
scale and rotate it first. Then you may translate it into its proper
position. It is a common mistake to carefully position an object and then to
decide to rotate it because a rotation of an object causes it to orbit about
the axis, the position of the object may change so much that it orbits out of
the field of view of the camera!
Similarly scaling after translation also moves an object unexpectedly. If you
scale after you translate the scale will multiply the translate amount. For
example
translate <5, 6, 7>
scale 4
will translate to <20,24,28> instead of < 5,6,7>. Be careful when
transforming to get the order correct for your purposes.
7.3.3 Transform Identifiers
At times it is useful to combine together several transformations and apply
them in multiple places. A transform identifier may be used for this purpose.
Transform identifiers are declared as follows:
#declare IDENT = transform { TRANSFORMATION... }
Where IDENT is the identifier to be declared and TRANSFORMATION is one or
more translate, rotate, scale or matrix specifications or a previously
declared transform identifier. A transform identifier is invoked by the
transform keyword without any brackets as shown here:
object {
MyObject // Get a copy of MyObject
transform MyTrans // Apply the transformation
translate -x*5 // Then move it 5 units left
}
object {
MyObject // Get another copy of MyObject
transform MyTrans // Apply the same transformation
translate -x*5 // Then move this one 5 units right
}
On extremely complex CSG objects with lots of components it may speed up
parsing if you apply a declared transformation rather than the individual
translate, rotate, scale or matrix specifications. The transform is attached
just once to each component. Applying each individual translate, rotate,
scale or matrix specifications takes long. This only affects parsing -
rendering works the same either way.
7.3.4 Transforming Textures and Objects
When an object is transformed all textures attached to the object at that
time are transformed as well. This means that if you have a translate,
rotate, scale or matrix in an object before a texture the texture will not be
transformed. If the transformation is after the texture then the texture will
be transformed with the object. If the transformation is inside the texture
statement then only the texture is affected. The shape remains the same. For
example:
sphere { 0, 1
texture { Jade } // texture identifier from TEXTURES.INC
scale 3 // this scale affects both the
// shape and texture
}
sphere { 0, 1
scale 3 // this scale affects the shape only
texture { Jade }
}
sphere { 0, 1
texture {
Jade
scale 3 // this scale affects the texture only
}
}
Transformations may also be independently applied to pigment patterns and
surface normal patterns. Note that scaling a normal pattern affects only the
width and spacing. It does not affect the apparent height or depth of the
bumps. For example:
box { <0, 0, 0>, <1, 1, 1>
texture {
pigment {
checker Red, White
scale 0.25 // This affects only the color pattern
}
normal {
bumps 0.3 // This specifies apparent height of bumps
scale 0.2 // Scales diameter and space between bumps
// but not the height. Has no effect on
// color pattern.
}
rotate y*45 // This affects the entire texture but
} // not the object.
}
7.4 Camera
The camera definition describes the position, projection type and properties
of the camera viewing the scene. Its syntax is:
camera {
[ perspective | orthographic | fisheye |
ultra_wide_angle | omnimax | panoramic |
cylinder FLOAT ]
location
look_at
right
up
direction
sky
right
angle FLOAT
blur_samples FLOAT
aperture FLOAT
focal_point
normal { NORMAL }
}
Depending on the projection type some of the parameters are required, some
are optional and some aren't used. If no projection type is given the
perspective camera will be used (pinhole camera). If no camera is specified a
default camera is used.
Regardless of the projection type all cameras use the location, look_at,
right, up, direction and sky keywords to determine the location and
orientation of the camera. Their meaning differs with the projection type
used. A more detailed explanation of the camera placement follows later.
7.4.1 Type of Projection
The following list explains the different projection types that can be used
with the camera. The most common types are the perspective and orthographic
projections.
Perspective projection: This projection represents the classic pinhole
camera. The (horizontal) viewing angle is either determined by the ratio
between the length of the direction vector and the length of the right vector
or by the optional keyword angle, which is the preferred way. The viewing
angle has to be larger than 0 degrees and smaller than 180 degrees. See the
figure below for the geometry of the perspective camera.
The perspective camera.
Orthographic projection: This projection uses parallel camera rays to create
an image of the scene. The size of the image is determined by the lengths of
the right and up vectors.
If you add the orthographic keyword after all other parameters of a
perspective camera you'll get an orthographic view with the same image area,
i.e. the size of the image is the same. In this case you needn't specify the
lengths of the right and up vector because they'll be calculated
automatically. You should be aware though that the visible parts of the scene
change when switching from perspective to orthographic view. As long as all
objects of interest are near the look_at location they'll be still visible if
the orthographic camera is used. Objects farther away may get out of view
while nearer objects will stay in view.
Fisheye projection: This is a spherical projection. The viewing angle is
specified by the angle keyword. An angle of 180 degrees creates the
"standard" fisheye while an angle of 360 degrees creates a super-fisheye
("I-see-everything-view"). If you use this projection you should get a
circular image. If this isn't the case, i.e. you get an elliptical image, you
should read "Aspect Ratio".
Ultra wide angle projection: This projection is somewhat similar to the
fisheye but it projects the image onto a rectangle instead of a circle. The
viewing angle can be specified using the angle keyword.
Omnimax projection: The omnimax projection is a 180 degrees fisheye that has
a reduced viewing angle in the vertical direction. In reality this projection
is used to make movies that can be viewed in the dome-like Omnimax theaters.
The image will look somewhat elliptical. The angle keyword isn't used with
this projection.
Panoramic projection: This projection is called "cylindrical equirectangular
projection". It overcomes the degeneration problem of the perspective
projection if the viewing angle approaches 180 degrees. It uses a type of
cylindrical projection to be able to use viewing angles larger than 180
degrees with a tolerable lateral-stretching distortion. The angle keyword is
used to determine the viewing angle.
Cylindrical projection: Using this projection the scene is projected onto a
cylinder. There are four different types of cylindrical projections depending
on the orientation of the cylinder and the position of the viewpoint. The
viewing angle and the length of the up or right vector determine the
dimensions of the camera and the visible image. The camera to use is
specified by a number. The types are:
4 horizontal cylinder, viewpoint moves along the cylinder's axis
If the perspective camera is used the angle keyword overrides the viewing
angle specified by the direction keyword and vice versa. Each time angle is
used the length of the direction vector is adjusted to fit the new viewing
angle.
There is no limitation to the viewing angle except for the perspective
projection. If you choose viewing angles larger than 360 degrees you'll see
repeated images of the scene (the way the repetition takes place depends on
the camera). This might be useful for special effects.
You should note that the vista buffer can only be used with the perspective
and orthographic camera.
7.4.2 Focal Blur
Simulates focal depth-of-field by shooting a number of sample rays from
jittered points within each pixel and averaging the results.
The aperture keyword determines the depth of the sharpness zone. Large
apertures give a lot of blurring, while narrow apertures will give a wide
zone of sharpness. Note that, while this behaves as a real camera does, the
values for aperture are purely arbitrary and are not related to f-stops.
The center of the zone of sharpness is the focal_point vector (the default
focal_point is <0,0,0>).
The blur_samples value controls the maximum number of rays to use for each
pixel. More rays give a smoother appearance but is slower, although this is
controlled somewhat by an adaptive mechanism that stops shooting rays when a
certain degree of confidence has been reached that shooting more rays would
not result in a significant change.
The confidence and variance keywords control the adaptive function. The
confidence value is used to determine when the samples seem to be close
enough to the correct color. The variance value specifies an acceptable
tolerance on the variance of the samples taken so far. In other words, the
process of shooting sample rays is terminated when the estimated color value
is very likely (as controlled by the confidence probability) near the real
color value.
Since the confidence is a probability its values can range from 0 to 1 (the
default is 0.9, i. e. 90%). The value for the variance should be in the range
of the smallest displayable color difference (the default is 1/128).
Larger confidence values will lead to more samples, slower traces and better
images. The same holds for smaller variance thresholds.
By default no focal blur is used, i. e. the default aperture is 0 and the
default number of samples is 0.
7.4.3 Camera Ray Perturbation
The optional keyword normal may be used to assign a normal pattern to the
camera. All camera rays will be perturbed using this pattern. This lets you
create special effects. See the animated scene camera2.pov for an example.
7.4.4 Placing the Camera
In the following sections the placing of the camera will be further
explained.
7.4.4.1 Location and Look_At
Under many circumstances just two vectors in the camera statement are all you
need to position the camera: location and look_at. For example:
camera {
location <3,5,-10>
look_at <0,2,1>
}
The location is simply the x, y, z coordinates of the camera. The camera can
be located anywhere in the ray-tracing universe. The default location is <0,
0, 0>. The look_at vector tells POV-Ray to pan and tilt the camera until it
is looking at the specified x, y, z coordinates. By default the camera looks
at a point one unit in the z-direction from the location.
The look_at specification should almost always be the last item in the camera
statement. If other camera items are placed after the look_at vector then the
camera may not continue to look at the specified point.
7.4.4.2 The Sky Vector
Normally POV-Ray pans left or right by rotating about the y-axis until it
lines up with the look_at point and then tilts straight up or down until the
point is met exactly. However you may want to slant the camera sideways like
an airplane making a banked turn. You may change the tilt of the camera using
the sky vector. For example:
camera {
location <3,5,-10>
sky <1,1,0>
look_at <0,2,1>
}
This tells POV-Ray to roll the camera until the top of the camera is in line
with the sky vector. Imagine that the sky vector is an antenna pointing out
of the top of the camera. Then it uses the sky vector as the axis of rotation
left or right and then to tilt up or down in line with the sky vector. In
effect you're telling POV-Ray to assume that the sky isn't straight up. Note
that the sky vector must appear before the look_at vector.
The sky vector does nothing on its own. It only modifies the way the look_at
vector turns the camera. The default value for sky is <0, 1, 0>.
7.4.4.3 The Direction Vector
The direction vector tells POV-Ray the initial direction to point the camera
before moving it with look_at or rotate vectors (the default is direction <0,
0, 1>). It may also be used to control the (horizontal) field of view with
some types of projection. This should be done using the easier to use angle
keyword though.
If you are using the ultra wide angle, panoramic or cylindrical projection
you should use a unit length direction vector to avoid strange results.
The length of the direction vector doesn't matter if one of the following
projection types is used: orthographic, fisheye or omnimax.
7.4.4.4 Angle
The angle keyword specifies the (horizontal) viewing angle in degrees of the
camera used. Even though it is possible to use the direction vector to
determine the viewing angle for the perspective camera it is much easier to
use the angle keyword.
The necessary calculations to convert from one method to the other are
described below. These calculations are used to determine the length of the
direction vector whenever the angle keyword is encountered.
The viewing angle is converted to a direction vector length and vice versa
using the formula The viewing angle is given by the formula
angle = 2 * arctan(0.5 * right_length / direction_length)
where right_length and direction_length are the lengths of the right and
direction vector respectively and arctan is the inverse tangens function.
From this the length of the direction vector can be calculated for a given
viewing angle and right vector.
From this the length of the direction vector can be calculated for a given
viewing angle and right vector.
direction_length = 0.5 * right_length / tan(angle / 2)
7.4.4.5 Up and Right Vectors
The direction of the up and right vectors (together with the direction
vector) determine the orientation of the camera in the scene. They are set
implicitly by their default values of
right 4/3*x
up y
or the look_at parameter (in combination with location). The directions of an
explicitly specified right and up vector will be overridden by any following
look_at parameter.
While some camera types ignore the length of these vectors others use it to
extract valuable information about the camera settings. The following list
will explain the meaning of the right and up vector for each camera type.
Since the direction the vectors is always used to describe the orientation of
the camera it will not be explained again.
Perspective projection: The lengths of the up and right vectors are used to
set the size of the viewing window and the aspect ratio as described in
detail in section "Aspect Ratio". Since the field of view depends on the
length of the direction vector (implicitly set by the angle keyword or
explicitly set by the direction keyword) and the lengths of the right and up
vectors you should carefully choose them in order to get the desired results.
Orthographic projection: The lengths of the right and up vector set the size
of the viewing window regardless of the direction vector length, which is not
used by the orthographic camera. Again the relation of the lengths is used to
set the aspect ratio.
Fisheye projection: The right and up vectors are used to set the aspect
ratio.
Ultra wide angle projection: The up and right vectors work in a similar way
as for the perspective camera.
Omnimax projection: The omnimax projection is a 180 degrees fisheye that has
a reduced viewing angle in the vertical direction. In reality this projection
is used to make movies that can be viewed in the dome-like Omnimax theaters.
The image will look somewhat elliptical. The angle keyword isn't used with
this projection.
Panoramic projection: The up and right vectors work in a similar way as for
the perspective camera.
Cylindrical projection: In cylinder type 1 and 3 the axis of the cylinder
lies along the up vector and the width is determined by the length of right
vector or it may be overridden with the angle vector. In type 3 the up vector
determines how many units high the image is. For example if you have up 4*y
on a camera at the origin. Only points from y=2 to y=-2 are visible. All
viewing rays are perpendicular to the y-axis. For type 2 and 4, the cylinder
lies along the right vector. Viewing rays for type 4 are perpendicular to the
right vector.
Note that the up, right and direction vectors should always remain
perpendicular to each other or the image will be distorted. If this is not
the case a warning message will be printed. The vista buffer will not work
for non-perpendicular camera vectors.
7.4.4.5.1 Aspect Ratio
Together the right and up vectors define the aspect ratio (height to width
ratio) of the resulting image. The default values up <0, 1, 0> and right
<1.33, 0, 0> result in an aspect ratio of 4 to 3. This is the aspect ratio
of a typical computer monitor. If you wanted a tall skinny image or a short
wide panoramic image or a perfectly square image you should adjust the up and
right vectors to the appropriate proportions.
Most computer video modes and graphics printers use perfectly square pixels.
For example Macintosh displays and IBM SVGA modes 640x480, 800x600 and
1024x768 all use square pixels. When your intended viewing method uses square
pixels then the width and height you set with the +W and +H switches should
also have the same ratio as the right and up vect