Sophie

Sophie

distrib > Mandriva > 2010.2 > i586 > by-pkgid > 8c84ab5fe0ecd5f81b4e4e07120af05b > files > 1005

povray-3.6.1-8mdv2010.1.i586.rpm


<!--  This file copyright Persistence of Vision Raytracer Pty. Ltd. 2003-2004  -->
<html> 
<head>
  
<!--  NOTE: In order to users to help find information about POV-Ray using  -->
 
<!--  web search engines, we ask you to *not* let them index documentation  -->
 
<!--  mirrors because effectively, when searching, users will get hundreds  -->
 
<!--  of results containing the same information! For this reason, the two  -->
 
<!--  meta tags below disable archiving and indexing of this page by all  -->
 
<!--  search engines that support these meta tags.  -->
 
 <meta content="noarchive" name="robots">
   
 <meta content="noindex" name="robots">
   
 <meta content="no-cache" http-equiv="Pragma">
   
 <meta content="0" http-equiv="expires">
   
<title>2 Introduction to POV-Ray</title>
 <link href="povray35.css" rel="stylesheet" type="text/css"> 
</head>
 <body> 
<table class="NavBar" width="100%">
  
 <tr>
   
  <td align="left" nowrap="" valign="middle" width="32">
    <a href="s_46.html"><img alt="previous" border="0" src="prev.png"></a> 
   
  </td>
   
  <td align="left" valign="middle" width="30%">
    <a href="s_46.html">1.8.5 Render Quality</a> 
  </td>
   
  <td align="center" valign="middle">
    <strong class="NavBar">POV-Ray 3.6 for UNIX documentation</strong><br> <strong>2 
   Introduction to POV-Ray</strong> 
  </td>
   
  <td align="right" valign="middle" width="30%">
    <a href="s_48.html">2.1 Introduction</a> 
  </td>
   
  <td align="right" nowrap="" valign="middle" width="32">
    <a href="s_48.html"><img alt="next" border="0" src="next.png"></a> 
   
  </td>
   
 </tr>
  
</table>
 
<h1><a name="s02">2 </a>Introduction to POV-Ray</h1>

<p><strong>
 Section Contents
</strong>

<ul>
 
 <li>
  <a href="s_48.html#s02_01">2.1 Introduction</a>
  <ul>
   
   <li>
    <a href="s_49.html#s02_01_01">2.1.1 Program Description</a>
   <li>
    <a href="s_50.html#s02_01_02">2.1.2 What is Ray-Tracing?</a>
   <li>
    <a href="s_51.html#s02_01_03">2.1.3 What is POV-Ray?</a>
   <li>
    <a href="s_52.html#s02_01_04">2.1.4 Features</a>
   <li>
    <a href="s_53.html#s02_01_05">2.1.5 The Early History of POV-Ray</a>
    <ul>
     
     <li>
      <a href="s_53.html#s02_01_05_01">2.1.5.1 The Original Creation Message</a>
     <li>
      <a href="s_53.html#s02_01_05_02">2.1.5.2 The Name</a>
     <li>
      <a href="s_53.html#s02_01_05_03">2.1.5.3 A Historic 'Version History'</a>
    </ul>

   <li>
    <a href="s_54.html#s02_01_06">2.1.6 How Do I Begin?</a>
   <li>
    <a href="s_55.html#s02_01_07">2.1.7 Notation and Basic Assumptions</a>
  </ul>

 <li>
  <a href="s_56.html#s02_02">2.2 Getting Started</a>
  <ul>
   
   <li>
    <a href="s_57.html#s02_02_01">2.2.1 Our First Image</a>
    <ul>
     
     <li>
      <a href="s_57.html#s02_02_01_01">2.2.1.1 Understanding POV-Ray's Coordinate System</a>
     <li>
      <a href="s_57.html#s02_02_01_02">2.2.1.2 Adding Standard Include Files</a>
     <li>
      <a href="s_57.html#s02_02_01_03">2.2.1.3 Adding a Camera</a>
     <li>
      <a href="s_57.html#s02_02_01_04">2.2.1.4 Describing an Object</a>
     <li>
      <a href="s_57.html#s02_02_01_05">2.2.1.5 Adding Texture to an Object</a>
     <li>
      <a href="s_57.html#s02_02_01_06">2.2.1.6 Defining a Light Source</a>
    </ul>

   <li>
    <a href="s_58.html#s02_02_02">2.2.2 Basic Shapes</a>
    <ul>
     
     <li>
      <a href="s_58.html#s02_02_02_01">2.2.2.1 Box Object</a>
     <li>
      <a href="s_58.html#s02_02_02_02">2.2.2.2 Cone Object</a>
     <li>
      <a href="s_58.html#s02_02_02_03">2.2.2.3 Cylinder Object</a>
     <li>
      <a href="s_58.html#s02_02_02_04">2.2.2.4 Plane Object</a>
     <li>
      <a href="s_58.html#s02_02_02_05">2.2.2.5 Torus Object</a>
    </ul>

   <li>
    <a href="s_59.html#s02_02_03">2.2.3 CSG Objects</a>
    <ul>
     
     <li>
      <a href="s_59.html#s02_02_03_01">2.2.3.1 What is CSG?</a>
     <li>
      <a href="s_59.html#s02_02_03_02">2.2.3.2 CSG Union</a>
     <li>
      <a href="s_59.html#s02_02_03_03">2.2.3.3 CSG Intersection</a>
     <li>
      <a href="s_59.html#s02_02_03_04">2.2.3.4 CSG Difference</a>
     <li>
      <a href="s_59.html#s02_02_03_05">2.2.3.5 CSG Merge</a>
     <li>
      <a href="s_59.html#s02_02_03_06">2.2.3.6 CSG Pitfalls</a>
      <ul>
       
       <li>
        <a href="s_59.html#s02_02_03_06_01">2.2.3.6.1 Co-incident Surfaces</a>
      </ul>

    </ul>

   <li>
    <a href="s_60.html#s02_02_04">2.2.4 The Light Source</a>
    <ul>
     
     <li>
      <a href="s_60.html#s02_02_04_01">2.2.4.1 The Pointlight Source</a>
     <li>
      <a href="s_60.html#s02_02_04_02">2.2.4.2 The Spotlight Source</a>
     <li>
      <a href="s_60.html#s02_02_04_03">2.2.4.3 The Cylindrical Light Source</a>
     <li>
      <a href="s_60.html#s02_02_04_04">2.2.4.4 The Area Light Source</a>
     <li>
      <a href="s_60.html#s02_02_04_05">2.2.4.5 The Ambient Light Source</a>
     <li>
      <a href="s_60.html#s02_02_04_06">2.2.4.6 Light Source Specials</a>
      <ul>
       
       <li>
        <a href="s_60.html#s02_02_04_06_01">2.2.4.6.1 Using Shadowless Lights</a>
       <li>
        <a href="s_60.html#s02_02_04_06_02">2.2.4.6.2 Assigning an Object to a Light Source</a>
       <li>
        <a href="s_60.html#s02_02_04_06_03">2.2.4.6.3 Using Light Fading</a>
      </ul>

    </ul>

   <li>
    <a href="s_61.html#s02_02_05">2.2.5 Simple Texture Options</a>
    <ul>
     
     <li>
      <a href="s_61.html#s02_02_05_01">2.2.5.1 Surface Finishes</a>
     <li>
      <a href="s_61.html#s02_02_05_02">2.2.5.2 Adding Bumpiness</a>
     <li>
      <a href="s_61.html#s02_02_05_03">2.2.5.3 Creating Color Patterns</a>
     <li>
      <a href="s_61.html#s02_02_05_04">2.2.5.4 Pre-defined Textures</a>
    </ul>

   <li>
    <a href="s_62.html#s02_02_06">2.2.6 Using the Camera</a>
    <ul>
     
     <li>
      <a href="s_62.html#s02_02_06_01">2.2.6.1 Using Focal Blur</a>
    </ul>

   <li>
    <a href="s_63.html#s02_02_07">2.2.7 POV-Ray Coordinate System</a>
    <ul>
     
     <li>
      <a href="s_63.html#s02_02_07_01">2.2.7.1 Transformations</a>
      <ul>
       
       <li>
        <a href="s_63.html#s02_02_07_01_01">2.2.7.1.1 Translate</a>
       <li>
        <a href="s_63.html#s02_02_07_01_02">2.2.7.1.2 Scale</a>
       <li>
        <a href="s_63.html#s02_02_07_01_03">2.2.7.1.3 Rotate</a>
       <li>
        <a href="s_63.html#s02_02_07_01_04">2.2.7.1.4 Matrix</a>
      </ul>

     <li>
      <a href="s_63.html#s02_02_07_02">2.2.7.2 Transformation Order</a>
     <li>
      <a href="s_63.html#s02_02_07_03">2.2.7.3 Inverse Transform</a>
     <li>
      <a href="s_63.html#s02_02_07_04">2.2.7.4 Transform Identifiers</a>
     <li>
      <a href="s_63.html#s02_02_07_05">2.2.7.5 Transforming Textures and Objects</a>
    </ul>

   <li>
    <a href="s_64.html#s02_02_08">2.2.8 Setting POV-Ray Options</a>
    <ul>
     
     <li>
      <a href="s_64.html#s02_02_08_01">2.2.8.1 Command Line Switches</a>
     <li>
      <a href="s_64.html#s02_02_08_02">2.2.8.2 Using INI Files</a>
     <li>
      <a href="s_64.html#s02_02_08_03">2.2.8.3 Using the POVINI Environment Variable</a>
    </ul>

  </ul>

 <li>
  <a href="s_65.html#s02_03">2.3 Advanced Features</a>
  <ul>
   
   <li>
    <a href="s_66.html#s02_03_01">2.3.1 Spline Based Shapes</a>
    <ul>
     
     <li>
      <a href="s_66.html#s02_03_01_01">2.3.1.1 Lathe Object</a>
      <ul>
       
       <li>
        <a href="s_66.html#s02_03_01_01_01">2.3.1.1.1 Understanding The Concept of Splines</a>
      </ul>

     <li>
      <a href="s_66.html#s02_03_01_02">2.3.1.2 Surface of Revolution Object</a>
     <li>
      <a href="s_66.html#s02_03_01_03">2.3.1.3 Prism Object</a>
      <ul>
       
       <li>
        <a href="s_66.html#s02_03_01_03_01">2.3.1.3.1 Teaching An Old Spline New Tricks</a>
       <li>
        <a href="s_66.html#s02_03_01_03_02">2.3.1.3.2 Smooth Transitions</a>
       <li>
        <a href="s_66.html#s02_03_01_03_03">2.3.1.3.3 Multiple Sub-Shapes</a>
       <li>
        <a href="s_66.html#s02_03_01_03_04">2.3.1.3.4 Conic Sweeps And The Tapering Effect</a>
      </ul>

     <li>
      <a href="s_66.html#s02_03_01_04">2.3.1.4 Sphere Sweep Object</a>
     <li>
      <a href="s_66.html#s02_03_01_05">2.3.1.5 Bicubic Patch Object</a>
     <li>
      <a href="s_66.html#s02_03_01_06">2.3.1.6 Text Object</a>
    </ul>

   <li>
    <a href="s_67.html#s02_03_02">2.3.2 Polygon Based Shapes</a>
    <ul>
     
     <li>
      <a href="s_67.html#s02_03_02_01">2.3.2.1 Mesh Object</a>
     <li>
      <a href="s_67.html#s02_03_02_02">2.3.2.2 Mesh2 Object</a>
      <ul>
       
       <li>
        <a href="s_67.html#s02_03_02_02_01">2.3.2.2.1 Smooth triangles and mesh2</a>
       <li>
        <a href="s_67.html#s02_03_02_02_02">2.3.2.2.2 UV mapping and mesh2</a>
       <li>
        <a href="s_67.html#s02_03_02_02_03">2.3.2.2.3 A separate texture per triangle</a>
      </ul>

     <li>
      <a href="s_67.html#s02_03_02_03">2.3.2.3 Polygon Object</a>
    </ul>

   <li>
    <a href="s_68.html#s02_03_03">2.3.3 Other Shapes</a>
    <ul>
     
     <li>
      <a href="s_68.html#s02_03_03_01">2.3.3.1 Blob Object</a>
      <ul>
       
       <li>
        <a href="s_68.html#s02_03_03_01_01">2.3.3.1.1 Component Types and Other New Features</a>
       <li>
        <a href="s_68.html#s02_03_03_01_02">2.3.3.1.2 Complex Blob Constructs and Negative Strength</a>
      </ul>

     <li>
      <a href="s_68.html#s02_03_03_02">2.3.3.2 Height Field Object</a>
     <li>
      <a href="s_68.html#s02_03_03_03">2.3.3.3 Isosurface Object</a>
      <ul>
       
       <li>
        <a href="s_68.html#s02_03_03_03_01">2.3.3.3.1 Simple functions</a>
       <li>
        <a href="s_68.html#s02_03_03_03_02">2.3.3.3.2 Several surfaces</a>
       <li>
        <a href="s_68.html#s02_03_03_03_03">2.3.3.3.3 Non-linear functions</a>
       <li>
        <a href="s_68.html#s02_03_03_03_04">2.3.3.3.4 Specifying functions</a>
       <li>
        <a href="s_68.html#s02_03_03_03_05">2.3.3.3.5 Internal functions</a>
       <li>
        <a href="s_68.html#s02_03_03_03_06">2.3.3.3.6 Combining isosurface functions</a>
       <li>
        <a href="s_68.html#s02_03_03_03_07">2.3.3.3.7 Noise and pigment functions</a>
       <li>
        <a href="s_68.html#s02_03_03_03_08">2.3.3.3.8 Conditional directives and loops</a>
       <li>
        <a href="s_68.html#s02_03_03_03_09">2.3.3.3.9 Transformations on functions</a>
       <li>
        <a href="s_68.html#s02_03_03_03_10">2.3.3.3.10 Improving Isosurface Speed</a>
      </ul>

     <li>
      <a href="s_68.html#s02_03_03_04">2.3.3.4 Poly Object</a>
      <ul>
       
       <li>
        <a href="s_68.html#s02_03_03_04_01">2.3.3.4.1 Creating the polynomial function</a>
       <li>
        <a href="s_68.html#s02_03_03_04_02">2.3.3.4.2 Writing the polynomial vector</a>
      </ul>

     <li>
      <a href="s_68.html#s02_03_03_05">2.3.3.5 Superquadric Ellipsoid Object</a>
    </ul>

   <li>
    <a href="s_69.html#s02_03_04">2.3.4 Advanced Texture Options</a>
    <ul>
     
     <li>
      <a href="s_69.html#s02_03_04_01">2.3.4.1 Pigments</a>
      <ul>
       
       <li>
        <a href="s_69.html#s02_03_04_01_01">2.3.4.1.1 Using Color List Pigments</a>
       <li>
        <a href="s_69.html#s02_03_04_01_02">2.3.4.1.2 Using Pigment and Patterns</a>
       <li>
        <a href="s_69.html#s02_03_04_01_03">2.3.4.1.3 Using Pattern Modifiers</a>
       <li>
        <a href="s_69.html#s02_03_04_01_04">2.3.4.1.4 Using Transparent Pigments and Layered Textures</a>
       <li>
        <a href="s_69.html#s02_03_04_01_05">2.3.4.1.5 Using Pigment Maps</a>
      </ul>

     <li>
      <a href="s_69.html#s02_03_04_02">2.3.4.2 Normals</a>
      <ul>
       
       <li>
        <a href="s_69.html#s02_03_04_02_01">2.3.4.2.1 Using Basic Normal Modifiers</a>
       <li>
        <a href="s_69.html#s02_03_04_02_02">2.3.4.2.2 Blending Normals</a>
      </ul>

     <li>
      <a href="s_69.html#s02_03_04_03">2.3.4.3 Finishes</a>
      <ul>
       
       <li>
        <a href="s_69.html#s02_03_04_03_01">2.3.4.3.1 Using Ambient</a>
       <li>
        <a href="s_69.html#s02_03_04_03_02">2.3.4.3.2 Using Surface Highlights</a>
       <li>
        <a href="s_69.html#s02_03_04_03_03">2.3.4.3.3 Using Reflection, Metallic and Metallic</a>
       <li>
        <a href="s_69.html#s02_03_04_03_04">2.3.4.3.4 Using Iridescence</a>
      </ul>

     <li>
      <a href="s_69.html#s02_03_04_04">2.3.4.4 Working With Pigment Maps</a>
     <li>
      <a href="s_69.html#s02_03_04_05">2.3.4.5 Working With Normal Maps</a>
     <li>
      <a href="s_69.html#s02_03_04_06">2.3.4.6 Working With Texture Maps</a>
     <li>
      <a href="s_69.html#s02_03_04_07">2.3.4.7 Working With List Textures</a>
     <li>
      <a href="s_69.html#s02_03_04_08">2.3.4.8 What About Tiles?</a>
     <li>
      <a href="s_69.html#s02_03_04_09">2.3.4.9 Average Function</a>
     <li>
      <a href="s_69.html#s02_03_04_10">2.3.4.10 Working With Layered Textures</a>
      <ul>
       
       <li>
        <a href="s_69.html#s02_03_04_10_01">2.3.4.10.1 Declaring Layered Textures</a>
       <li>
        <a href="s_69.html#s02_03_04_10_02">2.3.4.10.2 Another Layered Textures Example</a>
      </ul>

     <li>
      <a href="s_69.html#s02_03_04_11">2.3.4.11 When All Else Fails: Material Maps</a>
     <li>
      <a href="s_69.html#s02_03_04_12">2.3.4.12 Limitations Of Special Textures</a>
    </ul>

   <li>
    <a href="s_70.html#s02_03_05">2.3.5 Using Atmospheric Effects</a>
    <ul>
     
     <li>
      <a href="s_70.html#s02_03_05_01">2.3.5.1 The Background</a>
     <li>
      <a href="s_70.html#s02_03_05_02">2.3.5.2 The Sky Sphere</a>
      <ul>
       
       <li>
        <a href="s_70.html#s02_03_05_02_01">2.3.5.2.1 Creating a Sky with a Color Gradient</a>
       <li>
        <a href="s_70.html#s02_03_05_02_02">2.3.5.2.2 Adding the Sun</a>
       <li>
        <a href="s_70.html#s02_03_05_02_03">2.3.5.2.3 Adding Some Clouds</a>
      </ul>

     <li>
      <a href="s_70.html#s02_03_05_03">2.3.5.3 The Fog</a>
      <ul>
       
       <li>
        <a href="s_70.html#s02_03_05_03_01">2.3.5.3.1 A Constant Fog</a>
       <li>
        <a href="s_70.html#s02_03_05_03_02">2.3.5.3.2 Setting a Minimum Translucency</a>
       <li>
        <a href="s_70.html#s02_03_05_03_03">2.3.5.3.3 Creating a Filtering Fog</a>
       <li>
        <a href="s_70.html#s02_03_05_03_04">2.3.5.3.4 Adding Some Turbulence to the Fog</a>
       <li>
        <a href="s_70.html#s02_03_05_03_05">2.3.5.3.5 Using Ground Fog</a>
       <li>
        <a href="s_70.html#s02_03_05_03_06">2.3.5.3.6 Using Multiple Layers of Fog</a>
       <li>
        <a href="s_70.html#s02_03_05_03_07">2.3.5.3.7 Fog and Hollow Objects</a>
      </ul>

     <li>
      <a href="s_70.html#s02_03_05_04">2.3.5.4 The Rainbow</a>
      <ul>
       
       <li>
        <a href="s_70.html#s02_03_05_04_01">2.3.5.4.1 Starting With a Simple Rainbow</a>
       <li>
        <a href="s_70.html#s02_03_05_04_02">2.3.5.4.2 Increasing the Rainbow's Translucency</a>
       <li>
        <a href="s_70.html#s02_03_05_04_03">2.3.5.4.3 Using a Rainbow Arc</a>
      </ul>

    </ul>

   <li>
    <a href="s_71.html#s02_03_06">2.3.6 Simple Media Tutorial</a>
    <ul>
     
     <li>
      <a href="s_71.html#s02_03_06_01">2.3.6.1 Types of media</a>
     <li>
      <a href="s_71.html#s02_03_06_02">2.3.6.2 Some media concepts</a>
     <li>
      <a href="s_71.html#s02_03_06_03">2.3.6.3 Simple media examples</a>
      <ul>
       
       <li>
        <a href="s_71.html#s02_03_06_03_01">2.3.6.3.1 Emitting media</a>
       <li>
        <a href="s_71.html#s02_03_06_03_02">2.3.6.3.2 Absorbing media</a>
       <li>
        <a href="s_71.html#s02_03_06_03_03">2.3.6.3.3 Scattering media</a>
      </ul>

     <li>
      <a href="s_71.html#s02_03_06_04">2.3.6.4 Multiple medias inside the same object</a>
     <li>
      <a href="s_71.html#s02_03_06_05">2.3.6.5 Media and transformations</a>
     <li>
      <a href="s_71.html#s02_03_06_06">2.3.6.6 A more advanced example of scattering media</a>
     <li>
      <a href="s_71.html#s02_03_06_07">2.3.6.7 Media and photons</a>
    </ul>

   <li>
    <a href="s_72.html#s02_03_07">2.3.7 Radiosity</a>
    <ul>
     
     <li>
      <a href="s_72.html#s02_03_07_01">2.3.7.1 Introduction</a>
     <li>
      <a href="s_72.html#s02_03_07_02">2.3.7.2 Radiosity with conventional lighting</a>
     <li>
      <a href="s_72.html#s02_03_07_03">2.3.7.3 Radiosity without conventional lighting</a>
     <li>
      <a href="s_72.html#s02_03_07_04">2.3.7.4 Normals and Radiosity</a>
     <li>
      <a href="s_72.html#s02_03_07_05">2.3.7.5 Performance considerations</a>
    </ul>

   <li>
    <a href="s_73.html#s02_03_08">2.3.8 Making Animations</a>
    <ul>
     
     <li>
      <a href="s_73.html#s02_03_08_01">2.3.8.1 The Clock Variable: Key To It All</a>
     <li>
      <a href="s_73.html#s02_03_08_02">2.3.8.2 Clock Dependant Variables And Multi-Stage Animations</a>
     <li>
      <a href="s_73.html#s02_03_08_03">2.3.8.3 The Phase Keyword</a>
     <li>
      <a href="s_73.html#s02_03_08_04">2.3.8.4 Do Not Use Jitter Or Crand</a>
     <li>
      <a href="s_73.html#s02_03_08_05">2.3.8.5 INI File Settings</a>
    </ul>

   <li>
    <a href="s_74.html#s02_03_09">2.3.9 While-loop tutorial</a>
    <ul>
     
     <li>
      <a href="s_74.html#s02_03_09_01">2.3.9.1 What a while-loop is and what it is not</a>
     <li>
      <a href="s_74.html#s02_03_09_02">2.3.9.2 How does a single while-loop work?</a>
     <li>
      <a href="s_74.html#s02_03_09_03">2.3.9.3 How do I make a while-loop?</a>
     <li>
      <a href="s_74.html#s02_03_09_04">2.3.9.4 What is a condition and how do I make one?</a>
     <li>
      <a href="s_74.html#s02_03_09_05">2.3.9.5 What about loop types other than simple for-loops?</a>
     <li>
      <a href="s_74.html#s02_03_09_06">2.3.9.6 What about nested loops?</a>
     <li>
      <a href="s_74.html#s02_03_09_07">2.3.9.7 Mixed-type nested loops</a>
     <li>
      <a href="s_74.html#s02_03_09_08">2.3.9.8 Other things to note</a>
    </ul>

   <li>
    <a href="s_75.html#s02_03_10">2.3.10 SDL tutorial: A raytracer</a>
    <ul>
     
     <li>
      <a href="s_75.html#s02_03_10_01">2.3.10.1 Introduction</a>
     <li>
      <a href="s_75.html#s02_03_10_02">2.3.10.2 The idea and the code</a>
     <li>
      <a href="s_75.html#s02_03_10_03">2.3.10.3 Short introduction to raytracing</a>
     <li>
      <a href="s_75.html#s02_03_10_04">2.3.10.4 Global settings</a>
     <li>
      <a href="s_75.html#s02_03_10_05">2.3.10.5 Scene definition</a>
     <li>
      <a href="s_75.html#s02_03_10_06">2.3.10.6 Initializing the raytracer</a>
     <li>
      <a href="s_75.html#s02_03_10_07">2.3.10.7 Ray-sphere intersection</a>
      <ul>
       
       <li>
        <a href="s_75.html#s02_03_10_07_01">2.3.10.7.1 Inner workings of a #macro</a>
       <li>
        <a href="s_75.html#s02_03_10_07_02">2.3.10.7.2 The ray-sphere intersection macro</a>
      </ul>

     <li>
      <a href="s_75.html#s02_03_10_08">2.3.10.8 The Trace macro</a>
      <ul>
       
       <li>
        <a href="s_75.html#s02_03_10_08_01">2.3.10.8.1 Calculating the closest intersection</a>
       <li>
        <a href="s_75.html#s02_03_10_08_02">2.3.10.8.2 If the ray doesn't hit anything</a>
       <li>
        <a href="s_75.html#s02_03_10_08_03">2.3.10.8.3 Initializing color calculations</a>
       <li>
        <a href="s_75.html#s02_03_10_08_04">2.3.10.8.4 Going through the light sources</a>
       <li>
        <a href="s_75.html#s02_03_10_08_05">2.3.10.8.5 Shadow test</a>
       <li>
        <a href="s_75.html#s02_03_10_08_06">2.3.10.8.6 Diffuse lighting</a>
       <li>
        <a href="s_75.html#s02_03_10_08_07">2.3.10.8.7 Specular lighting</a>
       <li>
        <a href="s_75.html#s02_03_10_08_08">2.3.10.8.8 Reflection Calculation</a>
      </ul>

     <li>
      <a href="s_75.html#s02_03_10_09">2.3.10.9 Calculating the image</a>
     <li>
      <a href="s_75.html#s02_03_10_10">2.3.10.10 Creating the colored mesh</a>
      <ul>
       
       <li>
        <a href="s_75.html#s02_03_10_10_01">2.3.10.10.1 The structure of the mesh</a>
       <li>
        <a href="s_75.html#s02_03_10_10_02">2.3.10.10.2 Creating the mesh</a>
       <li>
        <a href="s_75.html#s02_03_10_10_03">2.3.10.10.3 Creating the vertex points</a>
       <li>
        <a href="s_75.html#s02_03_10_10_04">2.3.10.10.4 Creating the textures</a>
       <li>
        <a href="s_75.html#s02_03_10_10_05">2.3.10.10.5 Creating the triangles</a>
      </ul>

     <li>
      <a href="s_75.html#s02_03_10_11">2.3.10.11 The Camera-setup</a>
    </ul>

  </ul>

 <li>
  <a href="s_76.html#s02_04">2.4 Questions and Tips</a>
  <ul>
   
   <li>
    <a href="s_77.html#s02_04_01">2.4.1 Language Tips and tricks to achieve useful things</a>
    <ul>
     
     <li>
      <a href="s_77.html#s02_04_01_01">2.4.1.1 How do I make a visible light source?</a>
     <li>
      <a href="s_77.html#s02_04_01_02">2.4.1.2 How do I make bright objects?</a>
     <li>
      <a href="s_77.html#s02_04_01_03">2.4.1.3 How do I move the camera in a circular path?</a>
     <li>
      <a href="s_77.html#s02_04_01_04">2.4.1.4 How do I use an image to texture my object?</a>
     <li>
      <a href="s_77.html#s02_04_01_05">2.4.1.5 How can I generate a spline?</a>
     <li>
      <a href="s_77.html#s02_04_01_06">2.4.1.6 How can I simulate motion blur?</a>
     <li>
      <a href="s_77.html#s02_04_01_07">2.4.1.7 How can I find the size of a text object?</a>
     <li>
      <a href="s_77.html#s02_04_01_08">2.4.1.8 How do I make extruded text?</a>
     <li>
      <a href="s_77.html#s02_04_01_09">2.4.1.9 How do I make an object hollow?</a>
     <li>
      <a href="s_77.html#s02_04_01_10">2.4.1.10 How can I fill a glass with water or other objects?</a>
     <li>
      <a href="s_77.html#s02_04_01_11">2.4.1.11 How can I bend a object?</a>
     <li>
      <a href="s_77.html#s02_04_01_12">2.4.1.12 Can I get non-grainy focal blur?</a>
    </ul>

   <li>
    <a href="s_78.html#s02_04_02">2.4.2 Language Things that don't work as one expects</a>
    <ul>
     
     <li>
      <a href="s_78.html#s02_04_02_01">2.4.2.1 Using several transparent objects makes them black?</a>
     <li>
      <a href="s_78.html#s02_04_02_02">2.4.2.2 I'm getting color banding in the image</a>
     <li>
      <a href="s_78.html#s02_04_02_03">2.4.2.3 Rotation behaves very strangely</a>
     <li>
      <a href="s_78.html#s02_04_02_04">2.4.2.4 The image gets distorted when rendering a square image</a>
     <li>
      <a href="s_78.html#s02_04_02_05">2.4.2.5 Why are there strange dark pixels or noise on my CSG object?</a>
     <li>
      <a href="s_78.html#s02_04_02_06">2.4.2.6 Why won't the textures in stars.inc work with my sky_sphere?</a>
     <li>
      <a href="s_78.html#s02_04_02_07">2.4.2.7 When I use filter or transmit with my .tga image map nothing happens.</a>
     <li>
      <a href="s_78.html#s02_04_02_08">2.4.2.8 Isosurface not rendering properly?</a>
    </ul>

   <li>
    <a href="s_79.html#s02_04_03">2.4.3 Language related things</a>
    <ul>
     
     <li>
      <a href="s_79.html#s02_04_03_01">2.4.3.1 How do I turn animation on?</a>
     <li>
      <a href="s_79.html#s02_04_03_02">2.4.3.2 Can POV-Ray use multiple processors?</a>
     <li>
      <a href="s_79.html#s02_04_03_03">2.4.3.3 Can I get a wireframe render of my scene?</a>
     <li>
      <a href="s_79.html#s02_04_03_04">2.4.3.4 Can I specify variable IOR for an object?</a>
     <li>
      <a href="s_79.html#s02_04_03_05">2.4.3.5 What is Photon Mapping?</a>
    </ul>

   <li>
    <a href="s_80.html#s02_04_04">2.4.4 File Formats</a>
    <ul>
     
     <li>
      <a href="s_80.html#s02_04_04_01">2.4.4.1 Saving the image to disk.</a>
     <li>
      <a href="s_80.html#s02_04_04_02">2.4.4.2 Can I convert my POV-Ray scenes to another format?</a>
     <li>
      <a href="s_80.html#s02_04_04_03">2.4.4.3 How can I convert my scenes from format X to POV-Ray format?</a>
     <li>
      <a href="s_80.html#s02_04_04_04">2.4.4.4 How do I import all of my textures I created in 3DS Max into POV-Ray?</a>
     <li>
      <a href="s_80.html#s02_04_04_05">2.4.4.5 How can I avoid artifacts and still get good JPEG compression?</a>
     <li>
      <a href="s_80.html#s02_04_04_06">2.4.4.6 Why are there no converters from POV to other formats?</a>
     <li>
      <a href="s_80.html#s02_04_04_07">2.4.4.7 Why are triangle meshes in ASCII format?</a>
    </ul>

   <li>
    <a href="s_81.html#s02_04_05">2.4.5 Utilities, models, etc.</a>
    <ul>
     
     <li>
      <a href="s_81.html#s02_04_05_01">2.4.5.1 What is the best animation program available?</a>
     <li>
      <a href="s_81.html#s02_04_05_02">2.4.5.2 Creating/viewing MPEG-files.</a>
     <li>
      <a href="s_81.html#s02_04_05_03">2.4.5.3 Where can I find models/textures?</a>
     <li>
      <a href="s_81.html#s02_04_05_04">2.4.5.4 What are the best modellers for POV-Ray?</a>
     <li>
      <a href="s_81.html#s02_04_05_05">2.4.5.5 Any POV-Ray modellers for Mac?</a>
     <li>
      <a href="s_81.html#s02_04_05_06">2.4.5.6 Is there any user gallery of POV-Ray images?</a>
     <li>
      <a href="s_81.html#s02_04_05_07">2.4.5.7 Any good heightfield modellers?</a>
     <li>
      <a href="s_81.html#s02_04_05_08">2.4.5.8 Any easy way of creating trees?</a>
    </ul>

   <li>
    <a href="s_82.html#s02_04_06">2.4.6 Rendering speed</a>
    <ul>
     
     <li>
      <a href="s_82.html#s02_04_06_01">2.4.6.1 Will POV-Ray render faster with a 3D card?</a>
     <li>
      <a href="s_82.html#s02_04_06_02">2.4.6.2 How do I increase rendering speed?</a>
     <li>
      <a href="s_82.html#s02_04_06_03">2.4.6.3 CSG speed</a>
     <li>
      <a href="s_82.html#s02_04_06_04">2.4.6.4 Does POV-Ray support 3DNow?</a>
    </ul>

   <li>
    <a href="s_83.html#s02_04_07">2.4.7 Miscellaneous questions</a>
    <ul>
     
     <li>
      <a href="s_83.html#s02_04_07_01">2.4.7.1 Where do I suggest new features?</a>
     <li>
      <a href="s_83.html#s02_04_07_02">2.4.7.2 I'm getting a &quot;Illegal grid value in dda_traversal()&quot;</a>
     <li>
      <a href="s_83.html#s02_04_07_03">2.4.7.3 No beep when finished?</a>
     <li>
      <a href="s_83.html#s02_04_07_04">2.4.7.4 POV-Ray viruses?</a>
     <li>
      <a href="s_83.html#s02_04_07_05">2.4.7.5 GUI for Unix POV-Ray?</a>
    </ul>

   <li>
    <a href="s_84.html#s02_04_08">2.4.8 The shadow line artifact</a>
    <ul>
     
     <li>
      <a href="s_84.html#s02_04_08_01">2.4.8.1 What is the problem?</a>
     <li>
      <a href="s_84.html#s02_04_08_02">2.4.8.2 What causes the problem?</a>
     <li>
      <a href="s_84.html#s02_04_08_03">2.4.8.3 Can this problem be solved?</a>
     <li>
      <a href="s_84.html#s02_04_08_04">2.4.8.4 Possible solutions?</a>
    </ul>

   <li>
    <a href="s_85.html#s02_04_09">2.4.9 Smooth triangle artifact</a>
    <ul>
     
     <li>
      <a href="s_85.html#s02_04_09_01">2.4.9.1 What is the problem?</a>
     <li>
      <a href="s_85.html#s02_04_09_02">2.4.9.2 What causes the problem?</a>
     <li>
      <a href="s_85.html#s02_04_09_03">2.4.9.3 Can this problem be solved?</a>
    </ul>

  </ul>

 <li>
  <a href="s_86.html#s02_05">2.5 Appendices</a>
  <ul>
   
   <li>
    <a href="s_87.html#s02_05_01">2.5.1 POV-Ray User License</a>
   <li>
    <a href="s_88.html#s02_05_02">2.5.2 Citing POV-Ray in Academic Publications</a>
   <li>
    <a href="s_89.html#s02_05_03">2.5.3 The POV-Team</a>
    <ul>
     
     <li>
      <a href="s_89.html#s02_05_03_01">2.5.3.1 Contacting the Authors</a>
     <li>
      <a href="s_89.html#s02_05_03_02">2.5.3.2 The TAG</a>
     <li>
      <a href="s_89.html#s02_05_03_03">2.5.3.3 POV-Ray 3.6 Development</a>
    </ul>

   <li>
    <a href="s_90.html#s02_05_04">2.5.4 What to do if you don't have POV-Ray</a>
    <ul>
     
     <li>
      <a href="s_90.html#s02_05_04_01">2.5.4.1 Which Version of POV-Ray should you use?</a>
      <ul>
       
       <li>
        <a href="s_90.html#s02_05_04_01_01">2.5.4.1.1 Microsoft Windows 9x/NT/2000/XP</a>
       <li>
        <a href="s_90.html#s02_05_04_01_02">2.5.4.1.2 Linux for Intel x86</a>
       <li>
        <a href="s_90.html#s02_05_04_01_03">2.5.4.1.3 Apple Macintosh</a>
       <li>
        <a href="s_90.html#s02_05_04_01_04">2.5.4.1.4 Generic Unix</a>
       <li>
        <a href="s_90.html#s02_05_04_01_05">2.5.4.1.5 All Versions</a>
      </ul>

     <li>
      <a href="s_90.html#s02_05_04_02">2.5.4.2 Where to Find POV-Ray Files</a>
      <ul>
       
       <li>
        <a href="s_90.html#s02_05_04_02_01">2.5.4.2.1 World Wide Website www.povray.org</a>
       <li>
        <a href="s_90.html#s02_05_04_02_02">2.5.4.2.2 Books, Magazines and CD-ROMs</a>
      </ul>

    </ul>

   <li>
    <a href="s_91.html#s02_05_05">2.5.5 Suggested Reading</a>
  </ul>

</ul>
 <br> 
<table class="NavBar" width="100%">
  
 <tr>
   
  <td align="left" nowrap="" valign="middle" width="32">
    <a href="s_46.html"><img alt="previous" border="0" src="prev.png"></a> 
   
  </td>
   
  <td align="left" valign="middle" width="30%">
    <a href="s_46.html">1.8.5 Render Quality</a> 
  </td>
   
  <td align="center" valign="middle">
    <strong>2 Introduction to POV-Ray</strong> 
  </td>
   
  <td align="right" valign="middle" width="30%">
    <a href="s_48.html">2.1 Introduction</a> 
  </td>
   
  <td align="right" nowrap="" valign="middle" width="32">
    <a href="s_48.html"><img alt="next" border="0" src="next.png"></a> 
   
  </td>
   
 </tr>
  
</table>
 </body> </html>