Persistence of Vision(tm) Ray-Tracer (POV-Ray(tm)) User's Documentation 3.0.10 Copyright 1996 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 Directroy 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 Graphics Developer 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 Your 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 Camera Types
4.2.2 Using Focal Blur
4.2.3 Using Camera Ray Perturbation
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
4.4.3 Height Field Object
4.4.4 Julia Fractal Object
4.4.5 Lathe Object
4.4.6 Mesh Object
4.4.7 Polygon Object
4.4.8 Prism Object
4.4.9 Superquadric Ellipsoid Object
4.4.10 Surface of Revolution Object
4.4.11 Text Object
4.4.12 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 Point Light 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 Light Attenuation and Caustics
4.8.4.6 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 Using Atmospheric Effects
4.9.1 The Background
4.9.2 The Sky Sphere
4.9.2.1 Creating a Sky with a Color Gradient
4.9.2.2 Adding the Sun
4.9.2.3 Adding Some Clouds
4.9.3 The Fog
4.9.3.1 A Constant Fog
4.9.3.2 Setting a Minimum Translucency
4.9.3.3 Creating a Filtering Fog
4.9.3.4 Adding Some Turbulence to the Fog
4.9.3.5 Using Ground Fog
4.9.3.6 Using Multiple Layers of Fog
4.9.3.7 Fog and Hollow Objects
4.9.4 The Atmosphere
4.9.4.1 Starting With an Empty Room
4.9.4.2 Adding Dust to the Room
4.9.4.3 Choosing a Good Sampling Rate
4.9.4.4 Using a Coloured Atmosphere
4.9.4.5 Atmosphere Tips
4.9.4.5.1 Choosing the Distance and Scattering Parameters
4.9.4.5.2 Atmosphere and Light Sources
4.9.4.5.3 Atmosphere Scattering Types
4.9.4.5.4 Increasing the Image Resolution
4.9.4.5.5 Using Hollow Objects and Atmosphere
4.9.5 The Rainbow
4.9.5.1 Starting With a Simple Rainbow
4.9.5.2 Increasing the Rainbow's Translucency
4.9.5.3 Using a Rainbow Arc
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
6.2.2.5 Input File Name
6.2.2.6 Library Paths
6.2.2.7 Language Version
6.2.2.8 Removing User Bounding
6.2.3 Shell-out to Operating System
6.2.3.1 String Substitution in Shell Commands
6.2.3.2 Shell Command Sequencing
6.2.3.3 Shell Command Return Actions
6.2.4 Text Output
6.2.4.1 Text Streams
6.2.4.2 Console Text Output
6.2.4.3 Directing Text Streams to Files
6.2.4.4 Help Screen Switches
6.2.5 Tracing Options
6.2.5.1 Quality Settings
6.2.5.2 Radiosity Setting
6.2.5.3 Automatic Bounding Control
6.2.5.4 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 Identifiers
7.1.3.2 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 Turbulence Modifier
7.6.4.8.2 Octaves Modifier
7.6.4.8.3 Omega Modifier
7.6.4.8.4 Lambda Modifier
7.6.4.8.5 Frequency Modifier
7.6.4.8.6 Phase Modifier
7.6.4.8.7 Transformation Modifiers
7.6.5 Special Textures
7.6.5.1 Texture Maps
7.6.5.2 Tiles
7.6.5.3 Material Maps
7.6.5.3.1 Specifying a Material Map
7.6.6 Layered Textures
7.6.7 Patterns
7.6.7.1 Agate
7.6.7.2 Average
7.6.7.3 Bozo
7.6.7.4 Brick
7.6.7.5 Bumps
7.6.7.6 Checker
7.6.7.7 Crackle
7.6.7.8 Dents
7.6.7.9 Gradient
7.6.7.10 Granite
7.6.7.11 Hexagon
7.6.7.12 Leopard
7.6.7.13 Mandel
7.6.7.14 Marble
7.6.7.15 Onion
7.6.7.16 Quilted
7.6.7.17 Radial
7.6.7.18 Ripples
7.6.7.19 Spiral1
7.6.7.20 Spiral2
7.6.7.21 Spotted
7.6.7.22 Waves
7.6.7.23 Wood
7.6.7.24 Wrinkles
7.6.8 Pattern Modifiers
7.6.8.1 Transforming Patterns
7.6.8.2 Frequency and Phase
7.6.8.3 Waveform
7.6.8.4 Turbulence
7.6.8.5 Octaves
7.6.8.6 Lambda
7.6.8.7 Omega
7.6.8.8 Warps
7.6.8.8.1 Black Hole Warp
7.6.8.8.2 Repeat Warp
7.6.8.8.3 Turbulence Warp
7.6.8.9 Bitmap Modifiers
7.6.8.9.1 The once Option
7.6.8.9.2 The "map_type" Option
7.6.8.9.3 The interpolate Option
7.7 Atmospheric Effects
7.7.1 Atmosphere
7.7.2 Background
7.7.3 Fog
7.7.4 Sky Sphere
7.7.5 Rainbow
7.8 Global Settings
7.8.1 ADC_Bailout
7.8.2 Ambient Light
7.8.3 Assumed_Gamma
7.8.3.1 Monitor Gamma
7.8.3.2 Image File Gamma
7.8.3.3 Scene File Gamma
7.8.4 HF_Gray_16
7.8.5 Irid_Wavelength
7.8.6 Max_Trace_Level
7.8.7 Max_Intersections
7.8.8 Number_Of_Waves
7.8.9 Radiosity
7.8.9.1 How Radiosity Works
7.8.9.2 Adjusting Radiosity
7.8.9.2.1 brightness
7.8.9.2.2 count
7.8.9.2.3 distance_maximum
7.8.9.2.4 error_bound
7.8.9.2.5 gray_threshold
7.8.9.2.6 low_error_factor
7.8.9.2.7 minimum_reuse
7.8.9.2.8 nearest_count
7.8.9.2.9 radiosity_quality
7.8.9.2.10 recursion_limit
7.8.9.3 Tips on Radiosity
Appendices
A Copyright
A.1 General License Agreement
A.2 Usage Provisions
A.3 General Rules for All Distributions
A.4 Definition of "Full Package"
A.5 Conditions for On-Line Services and BBS's Including Internet
A.6 Online or Remote Execution of POV-Ray
A.7 Conditions for Distribution of Custom Versions
A.8 Conditions for Commercial Bundling
A.9 Other Provisions
A.10 Revocation of License
A.11 Disclaimer
A.12 Technical Support
B Authors
C Contacting the Authors
D Postcards for POV-Ray Team Members
E POV-Ray Output Messages
E.1 Options in Use
E.2 Warning Messages
E.2.1 Warnings during the Parsing Stage
E.2.2 Other Warnings
E.3 Error Messages
E.3.1 Scene File Errors
E.3.2 Other Errors
E.4 Statistics
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"
#break
#case
#debug
#declare
#default
#else
#end
#error
#if
#ifdef
#ifndef
#include
#max_intersections
#max_trace_level
#range
#render
#statistics
#switch
#version
#warning
#while
A Constant Fog
aa_level
aa_threshold
About CSG
abs
acos
acosh
adaptive
adaptive sampling|see{sampling
adaptive super-sampling|see{sampling
adc_bailout
Adding a Camera
Adding Additional Halos
Adding Bumpiness
Adding Dust to the Room
Adding Some Clouds
Adding Some Dust
Adding Some Turbulence
Adding Some Turbulence to the Fog
Adding Standard Include Files
Adding Texture to an Object
Adding the Sun
Adding Turbulence
Adjusting Radiosity
Advanced Shapes
Advanced Texture Options
agate
agate_turb
albedo
all
All Versions
alpha
alpha channel
Alternatives to POVRAY.INI
ambient
Ambient Light
ambient_light
angle
Animation Options
Animation Tips
Anti-Aliasing Options
aperture
Apple Macintosh
arc_angle
area light
Area Lights
area_light
asc
asin
asinh
Aspect Ratio
Assigning an Object to a Light Source
Assumed_Gamma
atan
atan2
atanh
atmosphere
Atmosphere and Light Sources
Atmosphere Interaction
Atmosphere Questions
Atmosphere Scattering Types
Atmosphere Tips
Atmospheric Attenuation
Atmospheric Effects
atmospheric_attenuation
attenuating
Authors
Automatic Bounding Control
average
background
BANNER|see{streams
Basic Usage
Batch Files
Beginning Tutorial
bicubic patch
Bicubic Patch Object
bicubic_patch
Bitmap Modifiers
Black Hole Warp
black_hole
Blending Normals
blob
Blob Object
blue
blur_samples
bounded_by
box
Box Mapping
Box Object
box_mapping
bozo
break
brick
brick_size
brightness
brilliance
Built-in Identifier 'clock'
Built-in Identifier 'version'
Built-in Identifiers
Bump Maps
bumps
bumpy1
bumpy2
bumpy3
bump_map
bump_size
camera
Camera Identifiers
Camera Ray Perturbation
Camera Types
case
caustics
CD
CD-ROM
CDROM
ceil
Changing the Halo Color
checker
Choosing a Good Sampling Rate
Choosing a Sampling Rate
Choosing the Distance and Scattering Parameters
chr
clipped_by
clock
Coincidence Surfaces
color
Color Identifiers
Color Keywords
Color List Pigments
Color Maps
Color Operators
Color Vectors
color_map
colour
colour_map
Command Line Switches
Comments
Commodore Amiga
Common Color Pitfalls
Compiling POV-Ray
component
composite
concat
Conclusion
Conditional Directives
Conditions for Commercial Bundling
Conditions for Distribution of Custom Versions
Conditions for On-Line Services and BBS's Including Internet
cone
Cone Object
confidence
Configuring POV-Ray Source
conic_sweep
Console Text Output
constant
Constant Built-in Identifiers
constructive solid geometry
Contacting the Authors
control0
control1
Converting "Handedness"
Copyright
cos
cosh
count
CPU Utilization Histogram
crackle
crand
Crand Graininess
Creating a Filtering Fog
Creating a Sky with a Color Gradient
Creating Color Patterns
CSG
CSG Difference
CSG Intersection
CSG Merge
CSG Objects
CSG Pitfalls
CSG Union
cube
cubic
cubic spline
cubic_spline
Cyclic Animation
cylinder
Cylinder Object
cylindrical
cylindrical light
Cylindrical Lights
Cylindrical Mapping
cylindrical_mapping
debug
DEBUG|see{streams
declare
Declaring identifiers
Decreasing the Dust Density
default
Default Directive
Defining a Light Source
Definition of "Full Package"
degrees
Density Function
Density Mapping
dents
Describing an Object
difference
diffuse
Diffuse Reflection Items
Directing Text Streams to Files
direction
Directroy Structure
disc
Disclaimer
Display Hardware Settings
Display Output Options
Display Related Settings
Display Types
distance
distance_maximum
div
dust
dust_type
eccentricity
else
emitting
Empty and Solid Objects
end
error
Error Messages
error_bound
exp
exponent
External Animation Loop
fade_distance
fade_power
Faked Caustics
falloff
falloff_angle
false
FATAL|see{streams
Field Rendering
File Name
File Output Options
File Type
file_exists
filter
finish
Finishes
Finite Patch Primitives
Finite Solid Primitives
fisheye
flatness
flip
Float Expressions
Float Functions
Float Identifiers
Float Operators
floor
Focal Blur
focal_point
fog
Fog and Hollow Objects
fog_alt
fog_offset
fog_type
frequency
Frequency and Phase
Frequency Modifier
Frequently Asked Questions
Functions
General License Agreement
General Output Options
General Questions
General Rules for All Distributions
Generic Unix
gif
Global Settings
global_settings
glowing
gradient
granite
Graphics Developer Forum on CompuServe
gray_threshold
green
Grid Size
halo
Halo Color Map
Halo Mapping
Halo Modifiers
Halo Pitfall
Halo Pitfalls
Halo Sampling
Halo Type
halo
aa_level
aa_threshold
attenuating
box_mapping
colour_map
constant
cubic
cylindrical_mapping
dust
dust_type
eccentricity
emitting
exponent
frequency
glowing
jitter
lambda
linear
max_value
multiple halos
octaves
omega
phase
planar_mapping
poly
samples
scale
spherical_mapping
turbulence
Halos
Halos and Hollow Objects
Handedness
Height and Width of Output
height field
Height Field Object
Height Field Tips
height_field
Help on Help
Help Screen Switches
hexagon
HF_Gray_16
hierarchy
Highlights
hollow
How Radiosity Works
hypercomplex
IBM-PC and Compatibles
Identifiers and Keywords
if
IF ELSE Directives
ifdef
IFDEF Directives
iff
ifndef
IFNDEF Directives
Image File Gamma
Image Maps
image_map
incidence
include
Include Files
Increasing the Brightness
Increasing the Image Resolution
Increasing the Rainbow's Translucency
Infinite Solid Primitives
INI Files
Input File Name
Inside and Outside
Installing POV-Ray
int
Internal Animation Loop
Internet
interpolate
Interrupting Options
intersection
Introduction
inverse
ior
irid
Iridescence
irid_wavelength
jitter
julia fractal
Julia Fractal Object
julia_fractal
lambda
Lambda Modifier
Language Basics
Language Directives
Language Version
lathe
Lathe Object
Layered Textures
leopard
Library Paths
Light Attenuation
Light Attenuation and Caustics
Light Fading
Light Source Specials
Light Sources
Light Sources and Atmosphere
light_source
linear
linear spline
linear_spline
linear_sweep
Linux
location
Location and Look_At
log
looks_like
look_at
low_error_factor
Making a Cloud
Making the Shadows Look Good
mandel
map_type
marble
Material Maps
material_map
matrix
Matrix Keyword
max
max_intersections
max_iteration
max_trace_level
max_value
merge
mesh
Mesh Object
metallic
Metallic Highlight Modifier
min
minimum_reuse
mod
Monitor Gamma
mortar
Mosaic Preview
MS-Dos
Multiple Attenuating Halos
Multiple Halos
nearest_count
no
non-adaptive sampling|see{sampling
non-adaptive super-sampling|see{sampling
normal
Normal Maps
Normals
normal_map
Notation
no_shadow
Number of Samples
number_of_waves
object
Object Modifiers
Objects
octaves
Octaves Modifier
off
offset
omega
Omega Modifier
omnimax
on
once
onion
Online or Remote Execution of POV-Ray
open
Operator Promotion
Options in Use
Options Reference
orthographic
Other Errors
Other Provisions
Other Warnings
Output File Buffer
Output File Name
Output File Type
Output Options
Overlapping Container Objects
panoramic
Partial Output Options
pattern
Pattern Modifiers
pattern
agate
average
bozo
brick
bumps
checker
crackle
dents
gradient
granite
hexagon
leopard
mandel
marble
onion
quilted
radial
ripples
spiral1
spiral2
spotted
waves
wood
wrinkles
pattern1
pattern2
pattern3
Patterns
PC Graphics Area on America On-Line
PCGNet
perspective
pgm
phase
Phase Modifier
phong
Phong Highlights
phong_size
pi
pigment
Pigment and Normal Patterns
Pigment Maps
Pigments
pigment_map
Placing the Camera
Planar Mapping
planar_mapping
plane
Plane Object
png
Point Lights
pointlight
point_at
poly
Poly, Cubic and Quartic
polygon
Polygon Object
Postcards for POV-Ray Team Members
pot
POV-Ray Coordinate System
POV-Ray Option Questions
POV-Ray Options
POV-Ray Output Messages
POV-Ray Reference
POV-Ray Related Books and CD-ROMs
pow
ppm
Pre-defined Textures
precision
prism
Prism Object
Program Description
pwr
quadratic spline
quadratic_spline
quadric
Quality Settings
quartic
quaternion
Quick Color
Quick Start
quick_color
quick_colour
quilted
radial
radians
Radiosity
Radiosity Setting
radiosity
brightness
count
distance_maximum
error_bound
gray_threshold
low_error_factor
minimum_reuse
nearest_count
radiosity_quality
recursion_limit
radiosity_quality
radius
rainbow
ramp_wave
rand
range
ray-tracing
reciprocal
recursion_limit
red
reflection
Refraction
Refraction Pitfall
Removing User Bounding
render
RENDER|see{streams
repeat
Repeat Warp
Resizing the Halo
Resuming Options
Revocation of License
rgb
rgbf
rgbft
rgbt
right
ripples
rotate
roughness
Running Files in Other Directories
samples
sampling
adaptive
non-adaptine
scale
Scaling a Halo Container
Scaling the Halo Container
scallop_wave
scattering
Scene Debugging Tips
Scene Description Language
Scene Design Tips
Scene File Errors
Scene File Gamma
seed
Setting a Minimum Translucency
Setting POV-Ray Options
shadowless
Shadowless Lights
Shell Command Return Actions
Shell Command Sequencing
Shell-out to Operating System
Simple Shapes
Simple Texture Options
sin
sine_wave
sinh
sky
sky sphere
sky_sphere
slice
Slope Maps
slope_map
smooth
smooth triangle
smooth_triangle
Solid Color Pigments
sor
Special Textures
Specifying a Bump Map
Specifying a Material Map
Specifying an Image Map
Specifying Colors
specular
Specular Highlight
Specular Reflection
sphere
Spherical Mapping
spherical_mapping
spiral
spiral1
spiral2
spotlight
Spotlights
spotted
sqr
sqrt
Standard Include Objects
Starting with a Basic Halo
Starting With a Simple Rainbow
Starting With an Empty Room
Starting With an Object Lit by a Spotlight
statistics
STATISTICS|see{streams
STATUS|see{streams
str
strcmp
streams
BANNER
DEBUG
FATAL
RENDER
STATISTICS
STATUS
WARNING
strength
String Functions
String Identifiers
String Literals
String Substitution in Shell Commands
Strings
strlen
strlwr
strupr
sturm
Subsets of Animation Frames
substr
Suggested Reading
SunOS
Super-Sampling
super-sampling|see{sampling
superellipsoid
superquadric ellipsoid
Superquadric Ellipsoid Object
Surface Finishes
surface of revolution
surface of revolution revolution
Surface of Revolution Object
switch
SWITCH CASE and RANGE Directives
sys
t
tan
tanh
Technical Support
test_camera_1
test_camera_2
test_camera_3
test_camera_4
text
Text Formatting
Text Message Streams
Text Object
Text Output
Text Streams
texture
Texture Maps
Texture Tips
texture
bump map
image map
layered
material map
normal map
pigment map
slope map
texture map
Textures
texture_map
tga
The "map_type" Option
The Ambient Light Source
The Area Light Source
The Atmosphere
The Attenuating Halo
The Background
The Cylindrical Light Source
The Direction Vector
The Dust Halo
The Emitting Halo
The Filter and Transmit Bitmap Modifiers
The Fog
The Glowing Halo
The Graphics Alternative BBS in El Cerrito, CA
The interpolate Option
The Light Source
The map_type Option
The Official POV-Ray CDROM
The once Option
The Point Light Source
The Rainbow
The Sky Sphere
The Sky Vector
The Spotlight Source
thickness
threshold
tightness
tile2
tiles
Tips and Hints
Tips on Radiosity
torus
Torus Object
Tracing Options
track
transform
Transform Identifiers
Transformation Modifiers
Transformation Order
Transformations
Transforming Patterns
Transforming Textures and Objects
Transforming the Camera
translate
transmit
triangle
Triangle and Smooth Triangle
triangle_wave
true
ttf
turbulence
Turbulence Modifier
Turbulence Warp
turb_depth
type
Type of Projection
u
ultra_wide_angle
Understanding POV-Ray's Coordinate System
union
up
Up and Right Vectors
Usage Provisions
User Message Directives
use_color
use_colour
use_index
Use_Index and Use_Color
Using a Coloured Atmosphere
Using a Coloured Dust
Using a Rainbow Arc
Using Ambient
Using Atmospheric Effects
Using Basic Normal Modifiers
Using Camera Ray Perturbation
Using Color List Pigments
Using Focal Blur
Using Frequency to Improve Realism
Using Ground Fog
Using Hollow Objects and Atmosphere
Using INI Files
Using Iridescence
Using Light Fading
Using Multiple Layers of Fog
Using Pattern Modifiers
Using Pigment and Patterns
Using Pigment Maps
Using Reflection and Metallic
Using Refraction
Using Shadowless Lights
Using Surface Highlights
Using the Alpha Channel
Using the Camera
Using the POVINI Environment Variable
Using Transparent Pigments and Layered Textures
Using Turbulence
u_steps
v
val
variance
vaxis_rotate
vcross
vdot
Vector Expressions
Vector Functions
Vector Identifiers
Vector Literals
Vector Operators
version
Version Directive
vlength
vnormalize
volume_object
volume_rendered
vol_with_light
vrotate
v_steps
warning
Warning Messages
Warnings during the Parsing Stage
WARNING|see{streams
warp
Warps
water_level
Waveform
waves
What are Halos?
What is CSG?
What is POV-Ray?
What is Ray-Tracing?
Where Halos are Allowed
Where to Find POV-Ray Files
Which Version of POV-Ray should you use?
while
WHILE Directive
width
Windows
wood
wrinkles
x
y
yes
Your First Image
z