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POV-Ray
:
Documentation
: 1.3 Advanced Features
POV-Ray 3.6 Documentation Online View
1.2.8.3 Using the POVINI Environment Variable
1.3.1 Spline Based Shapes
1.3
Advanced Features
Section Contents
1.3.1 Spline Based Shapes
1.3.1.1 Lathe Object
1.3.1.1.1 Understanding The Concept of Splines
1.3.1.2 Surface of Revolution Object
1.3.1.3 Prism Object
1.3.1.3.1 Teaching An Old Spline New Tricks
1.3.1.3.2 Smooth Transitions
1.3.1.3.3 Multiple Sub-Shapes
1.3.1.3.4 Conic Sweeps And The Tapering Effect
1.3.1.4 Sphere Sweep Object
1.3.1.5 Bicubic Patch Object
1.3.1.6 Text Object
1.3.2 Polygon Based Shapes
1.3.2.1 Mesh Object
1.3.2.2 Mesh2 Object
1.3.2.2.1 Smooth triangles and mesh2
1.3.2.2.2 UV mapping and mesh2
1.3.2.2.3 A separate texture per triangle
1.3.2.3 Polygon Object
1.3.3 Other Shapes
1.3.3.1 Blob Object
1.3.3.1.1 Component Types and Other New Features
1.3.3.1.2 Complex Blob Constructs and Negative Strength
1.3.3.2 Height Field Object
1.3.3.3 Isosurface Object
1.3.3.3.1 Simple functions
1.3.3.3.2 Several surfaces
1.3.3.3.3 Non-linear functions
1.3.3.3.4 Specifying functions
1.3.3.3.5 Internal functions
1.3.3.3.6 Combining isosurface functions
1.3.3.3.7 Noise and pigment functions
1.3.3.3.8 Conditional directives and loops
1.3.3.3.9 Transformations on functions
1.3.3.3.10 Improving Isosurface Speed
1.3.3.4 Poly Object
1.3.3.4.1 Creating the polynomial function
1.3.3.4.2 Writing the polynomial vector
1.3.3.5 Superquadric Ellipsoid Object
1.3.4 Advanced Texture Options
1.3.4.1 Pigments
1.3.4.1.1 Using Color List Pigments
1.3.4.1.2 Using Pigment and Patterns
1.3.4.1.3 Using Pattern Modifiers
1.3.4.1.4 Using Transparent Pigments and Layered Textures
1.3.4.1.5 Using Pigment Maps
1.3.4.2 Normals
1.3.4.2.1 Using Basic Normal Modifiers
1.3.4.2.2 Blending Normals
1.3.4.3 Finishes
1.3.4.3.1 Using Ambient
1.3.4.3.2 Using Surface Highlights
1.3.4.3.3 Using Reflection, Metallic and Metallic
1.3.4.3.4 Using Iridescence
1.3.4.4 Working With Pigment Maps
1.3.4.5 Working With Normal Maps
1.3.4.6 Working With Texture Maps
1.3.4.7 Working With List Textures
1.3.4.8 What About Tiles?
1.3.4.9 Average Function
1.3.4.10 Working With Layered Textures
1.3.4.10.1 Declaring Layered Textures
1.3.4.10.2 Another Layered Textures Example
1.3.4.11 When All Else Fails: Material Maps
1.3.4.12 Limitations Of Special Textures
1.3.5 Using Atmospheric Effects
1.3.5.1 The Background
1.3.5.2 The Sky Sphere
1.3.5.2.1 Creating a Sky with a Color Gradient
1.3.5.2.2 Adding the Sun
1.3.5.2.3 Adding Some Clouds
1.3.5.3 The Fog
1.3.5.3.1 A Constant Fog
1.3.5.3.2 Setting a Minimum Translucency
1.3.5.3.3 Creating a Filtering Fog
1.3.5.3.4 Adding Some Turbulence to the Fog
1.3.5.3.5 Using Ground Fog
1.3.5.3.6 Using Multiple Layers of Fog
1.3.5.3.7 Fog and Hollow Objects
1.3.5.4 The Rainbow
1.3.5.4.1 Starting With a Simple Rainbow
1.3.5.4.2 Increasing the Rainbow's Translucency
1.3.5.4.3 Using a Rainbow Arc
1.3.6 Simple Media Tutorial
1.3.6.1 Types of media
1.3.6.2 Some media concepts
1.3.6.3 Simple media examples
1.3.6.3.1 Emitting media
1.3.6.3.2 Absorbing media
1.3.6.3.3 Scattering media
1.3.6.4 Multiple medias inside the same object
1.3.6.5 Media and transformations
1.3.6.6 A more advanced example of scattering media
1.3.6.7 Media and photons
1.3.7 Radiosity
1.3.7.1 Introduction
1.3.7.2 Radiosity with conventional lighting
1.3.7.3 Radiosity without conventional lighting
1.3.7.4 Normals and Radiosity
1.3.7.5 Performance considerations
1.3.8 Making Animations
1.3.8.1 The Clock Variable: Key To It All
1.3.8.2 Clock Dependant Variables And Multi-Stage Animations
1.3.8.3 The Phase Keyword
1.3.8.4 Do Not Use Jitter Or Crand
1.3.8.5 INI File Settings
1.3.9 While-loop tutorial
1.3.9.1 What a while-loop is and what it is not
1.3.9.2 How does a single while-loop work?
1.3.9.3 How do I make a while-loop?
1.3.9.4 What is a condition and how do I make one?
1.3.9.5 What about loop types other than simple for-loops?
1.3.9.6 What about nested loops?
1.3.9.7 Mixed-type nested loops
1.3.9.8 Other things to note
1.3.10 SDL tutorial: A raytracer
1.3.10.1 Introduction
1.3.10.2 The idea and the code
1.3.10.3 Short introduction to raytracing
1.3.10.4 Global settings
1.3.10.5 Scene definition
1.3.10.6 Initializing the raytracer
1.3.10.7 Ray-sphere intersection
1.3.10.7.1 Inner workings of a #macro
1.3.10.7.2 The ray-sphere intersection macro
1.3.10.8 The Trace macro
1.3.10.8.1 Calculating the closest intersection
1.3.10.8.2 If the ray doesn't hit anything
1.3.10.8.3 Initializing color calculations
1.3.10.8.4 Going through the light sources
1.3.10.8.5 Shadow test
1.3.10.8.6 Diffuse lighting
1.3.10.8.7 Specular lighting
1.3.10.8.8 Reflection Calculation
1.3.10.9 Calculating the image
1.3.10.10 Creating the colored mesh
1.3.10.10.1 The structure of the mesh
1.3.10.10.2 Creating the mesh
1.3.10.10.3 Creating the vertex points
1.3.10.10.4 Creating the textures
1.3.10.10.5 Creating the triangles
1.3.10.11 The Camera-setup
1.2.8.3 Using the POVINI Environment Variable
1.3.1 Spline Based Shapes