<!-- 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>3 POV-Ray Reference</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_91.html"><img alt="previous" border="0" src="prev.png"></a> </td> <td align="left" valign="middle" width="30%"> <a href="s_91.html">2.5.5 Suggested Reading</a> </td> <td align="center" valign="middle"> <strong class="NavBar">POV-Ray 3.6 for UNIX documentation</strong><br> <strong>3 POV-Ray Reference</strong> </td> <td align="right" valign="middle" width="30%"> <a href="s_93.html">3.1 Introduction</a> </td> <td align="right" nowrap="" valign="middle" width="32"> <a href="s_93.html"><img alt="next" border="0" src="next.png"></a> </td> </tr> </table> <h1><a name="s03">3 </a>POV-Ray Reference</h1> <p><strong> Section Contents </strong> <ul> <li> <a href="s_93.html#s03_01">3.1 Introduction</a> <ul> <li> <a href="s_94.html#s03_01_01">3.1.1 Notation and Basic Assumptions</a> <li> <a href="s_95.html#s03_01_02">3.1.2 Command-line Options</a> <ul> <li> <a href="s_95.html#s03_01_02_01">3.1.2.1 Animation Options</a> <ul> <li> <a href="s_95.html#s03_01_02_01_01">3.1.2.1.1 External Animation Loop</a> <li> <a href="s_95.html#s03_01_02_01_02">3.1.2.1.2 Internal Animation Loop</a> <li> <a href="s_95.html#s03_01_02_01_03">3.1.2.1.3 Subsets of Animation Frames</a> <li> <a href="s_95.html#s03_01_02_01_04">3.1.2.1.4 Cyclic Animation</a> <li> <a href="s_95.html#s03_01_02_01_05">3.1.2.1.5 Field Rendering</a> </ul> <li> <a href="s_95.html#s03_01_02_02">3.1.2.2 General Output Options</a> <ul> <li> <a href="s_95.html#s03_01_02_02_01">3.1.2.2.1 Height and Width of Output</a> <li> <a href="s_95.html#s03_01_02_02_02">3.1.2.2.2 Partial Output Options</a> <li> <a href="s_95.html#s03_01_02_02_03">3.1.2.2.3 Interrupting Options</a> <li> <a href="s_95.html#s03_01_02_02_04">3.1.2.2.4 Resuming Options</a> </ul> <li> <a href="s_95.html#s03_01_02_03">3.1.2.3 Display Output Options</a> <ul> <li> <a href="s_95.html#s03_01_02_03_01">3.1.2.3.1 Display Hardware Settings</a> <li> <a href="s_95.html#s03_01_02_03_02">3.1.2.3.2 Setting your Display Gamma</a> <li> <a href="s_95.html#s03_01_02_03_03">3.1.2.3.3 Display Related Settings</a> <li> <a href="s_95.html#s03_01_02_03_04">3.1.2.3.4 Mosaic Preview</a> </ul> <li> <a href="s_95.html#s03_01_02_04">3.1.2.4 File Output Options</a> <ul> <li> <a href="s_95.html#s03_01_02_04_01">3.1.2.4.1 Output File Type</a> <li> <a href="s_95.html#s03_01_02_04_02">3.1.2.4.2 Output File Name</a> <li> <a href="s_95.html#s03_01_02_04_03">3.1.2.4.3 Output File Buffer</a> <li> <a href="s_95.html#s03_01_02_04_04">3.1.2.4.4 CPU Utilization Histogram</a> <li> <a href="s_95.html#s03_01_02_04_05">3.1.2.4.5 File Type</a> <li> <a href="s_95.html#s03_01_02_04_06">3.1.2.4.6 File Name</a> <li> <a href="s_95.html#s03_01_02_04_07">3.1.2.4.7 Grid Size</a> </ul> <li> <a href="s_95.html#s03_01_02_05">3.1.2.5 Scene Parsing Options</a> <ul> <li> <a href="s_95.html#s03_01_02_05_01">3.1.2.5.1 Constant</a> <li> <a href="s_95.html#s03_01_02_05_02">3.1.2.5.2 Input File Name</a> <li> <a href="s_95.html#s03_01_02_05_03">3.1.2.5.3 Include File Name</a> <li> <a href="s_95.html#s03_01_02_05_04">3.1.2.5.4 Library Paths</a> <li> <a href="s_95.html#s03_01_02_05_05">3.1.2.5.5 Language Version</a> </ul> <li> <a href="s_95.html#s03_01_02_06">3.1.2.6 Shell-out to Operating System</a> <ul> <li> <a href="s_95.html#s03_01_02_06_01">3.1.2.6.1 String Substitution in Shell Commands</a> <li> <a href="s_95.html#s03_01_02_06_02">3.1.2.6.2 Shell Command Sequencing</a> <li> <a href="s_95.html#s03_01_02_06_03">3.1.2.6.3 Shell Command Return Actions</a> </ul> <li> <a href="s_95.html#s03_01_02_07">3.1.2.7 Text Output</a> <ul> <li> <a href="s_95.html#s03_01_02_07_01">3.1.2.7.1 Text Streams</a> <li> <a href="s_95.html#s03_01_02_07_02">3.1.2.7.2 Console Text Output</a> <li> <a href="s_95.html#s03_01_02_07_03">3.1.2.7.3 Directing Text Streams to Files</a> <li> <a href="s_95.html#s03_01_02_07_04">3.1.2.7.4 Warning Level</a> <li> <a href="s_95.html#s03_01_02_07_05">3.1.2.7.5 Help Screen Switches</a> </ul> <li> <a href="s_95.html#s03_01_02_08">3.1.2.8 Tracing Options</a> <ul> <li> <a href="s_95.html#s03_01_02_08_01">3.1.2.8.1 Quality Settings</a> <li> <a href="s_95.html#s03_01_02_08_02">3.1.2.8.2 Automatic Bounding Control</a> <li> <a href="s_95.html#s03_01_02_08_03">3.1.2.8.3 Removing User Bounding</a> <li> <a href="s_95.html#s03_01_02_08_04">3.1.2.8.4 Anti-Aliasing Options</a> </ul> </ul> </ul> <li> <a href="s_96.html#s03_02">3.2 Scene Description Language</a> <ul> <li> <a href="s_97.html#s03_02_01">3.2.1 Language Basics</a> <ul> <li> <a href="s_97.html#s03_02_01_01">3.2.1.1 Identifiers and Keywords</a> <li> <a href="s_97.html#s03_02_01_02">3.2.1.2 Comments</a> <li> <a href="s_97.html#s03_02_01_03">3.2.1.3 Float Expressions</a> <ul> <li> <a href="s_97.html#s03_02_01_03_01">3.2.1.3.1 Literals</a> <li> <a href="s_97.html#s03_02_01_03_02">3.2.1.3.2 Identifiers</a> <li> <a href="s_97.html#s03_02_01_03_03">3.2.1.3.3 Operators</a> <li> <a href="s_97.html#s03_02_01_03_04">3.2.1.3.4 Functions</a> <li> <a href="s_97.html#s03_02_01_03_05">3.2.1.3.5 Built-in Constants</a> <li> <a href="s_97.html#s03_02_01_03_06">3.2.1.3.6 Built-in Variables</a> </ul> <li> <a href="s_97.html#s03_02_01_04">3.2.1.4 Vector Expressions</a> <ul> <li> <a href="s_97.html#s03_02_01_04_01">3.2.1.4.1 Literals</a> <li> <a href="s_97.html#s03_02_01_04_02">3.2.1.4.2 Identifiers</a> <li> <a href="s_97.html#s03_02_01_04_03">3.2.1.4.3 Operators</a> <li> <a href="s_97.html#s03_02_01_04_04">3.2.1.4.4 Operator Promotion</a> <li> <a href="s_97.html#s03_02_01_04_05">3.2.1.4.5 Functions</a> <li> <a href="s_97.html#s03_02_01_04_06">3.2.1.4.6 Built-in Constants</a> </ul> <li> <a href="s_97.html#s03_02_01_05">3.2.1.5 Specifying Colors</a> <ul> <li> <a href="s_97.html#s03_02_01_05_01">3.2.1.5.1 Color Vectors</a> <li> <a href="s_97.html#s03_02_01_05_02">3.2.1.5.2 Color Keywords</a> <li> <a href="s_97.html#s03_02_01_05_03">3.2.1.5.3 Color Identifiers</a> <li> <a href="s_97.html#s03_02_01_05_04">3.2.1.5.4 Color Operators</a> <li> <a href="s_97.html#s03_02_01_05_05">3.2.1.5.5 Common Color Pitfalls</a> </ul> <li> <a href="s_97.html#s03_02_01_06">3.2.1.6 User-Defined Functions</a> <ul> <li> <a href="s_97.html#s03_02_01_06_01">3.2.1.6.1 Sum and Product functions</a> <li> <a href="s_97.html#s03_02_01_06_02">3.2.1.6.2 Functions and Macros</a> <li> <a href="s_97.html#s03_02_01_06_03">3.2.1.6.3 Declaring User-Defined Float Functions</a> <li> <a href="s_97.html#s03_02_01_06_04">3.2.1.6.4 Declaring User-Defined Vector Functions</a> <li> <a href="s_97.html#s03_02_01_06_05">3.2.1.6.5 Declaring User-Defined Color Functions</a> <li> <a href="s_97.html#s03_02_01_06_06">3.2.1.6.6 Internal Pre-Defined Functions</a> </ul> <li> <a href="s_97.html#s03_02_01_07">3.2.1.7 Strings</a> <ul> <li> <a href="s_97.html#s03_02_01_07_01">3.2.1.7.1 String Literals</a> <li> <a href="s_97.html#s03_02_01_07_02">3.2.1.7.2 String Identifiers</a> <li> <a href="s_97.html#s03_02_01_07_03">3.2.1.7.3 String Functions</a> </ul> <li> <a href="s_97.html#s03_02_01_08">3.2.1.8 Array Identifiers</a> <ul> <li> <a href="s_97.html#s03_02_01_08_01">3.2.1.8.1 Declaring Arrays</a> <li> <a href="s_97.html#s03_02_01_08_02">3.2.1.8.2 Array Initializers</a> </ul> <li> <a href="s_97.html#s03_02_01_09">3.2.1.9 Spline Identifiers</a> <ul> <li> <a href="s_97.html#s03_02_01_09_01">3.2.1.9.1 Splines and Macros</a> </ul> </ul> <li> <a href="s_98.html#s03_02_02">3.2.2 Language Directives</a> <ul> <li> <a href="s_98.html#s03_02_02_01">3.2.2.1 Include Files and the #include Directive</a> <li> <a href="s_98.html#s03_02_02_02">3.2.2.2 The #declare and #local Directives</a> <ul> <li> <a href="s_98.html#s03_02_02_02_01">3.2.2.2.1 Declaring identifiers</a> <li> <a href="s_98.html#s03_02_02_02_02">3.2.2.2.2 #declare vs. #local</a> <li> <a href="s_98.html#s03_02_02_02_03">3.2.2.2.3 Identifier Name Collisions</a> <li> <a href="s_98.html#s03_02_02_02_04">3.2.2.2.4 Destroying Identifiers with #undef</a> </ul> <li> <a href="s_98.html#s03_02_02_03">3.2.2.3 File I/O Directives</a> <ul> <li> <a href="s_98.html#s03_02_02_03_01">3.2.2.3.1 The #fopen Directive</a> <li> <a href="s_98.html#s03_02_02_03_02">3.2.2.3.2 The #fclose Directive</a> <li> <a href="s_98.html#s03_02_02_03_03">3.2.2.3.3 The #read Directive</a> <li> <a href="s_98.html#s03_02_02_03_04">3.2.2.3.4 The #write Directive</a> </ul> <li> <a href="s_98.html#s03_02_02_04">3.2.2.4 The #default Directive</a> <li> <a href="s_98.html#s03_02_02_05">3.2.2.5 The #version Directive</a> <li> <a href="s_98.html#s03_02_02_06">3.2.2.6 Conditional Directives</a> <ul> <li> <a href="s_98.html#s03_02_02_06_01">3.2.2.6.1 The #if...#else...#end Directives</a> <li> <a href="s_98.html#s03_02_02_06_02">3.2.2.6.2 The #ifdef and #ifndef Directives</a> <li> <a href="s_98.html#s03_02_02_06_03">3.2.2.6.3 The #switch, #case, #range and #break Directives</a> <li> <a href="s_98.html#s03_02_02_06_04">3.2.2.6.4 The #while...#end Directive</a> </ul> <li> <a href="s_98.html#s03_02_02_07">3.2.2.7 User Message Directives</a> <ul> <li> <a href="s_98.html#s03_02_02_07_01">3.2.2.7.1 Text Message Streams</a> <li> <a href="s_98.html#s03_02_02_07_02">3.2.2.7.2 Text Formatting</a> </ul> <li> <a href="s_98.html#s03_02_02_08">3.2.2.8 User Defined Macros</a> <ul> <li> <a href="s_98.html#s03_02_02_08_01">3.2.2.8.1 The #macro Directive</a> <li> <a href="s_98.html#s03_02_02_08_02">3.2.2.8.2 Invoking Macros</a> <li> <a href="s_98.html#s03_02_02_08_03">3.2.2.8.3 Are POV-Ray Macros a Function or a Macro?</a> <li> <a href="s_98.html#s03_02_02_08_04">3.2.2.8.4 Returning a Value Like a Function</a> <li> <a href="s_98.html#s03_02_02_08_05">3.2.2.8.5 Returning Values Via Parameters</a> </ul> </ul> </ul> <li> <a href="s_99.html#s03_03">3.3 Scene Settings</a> <ul> <li> <a href="s_100.html#s03_03_01">3.3.1 Camera</a> <ul> <li> <a href="s_100.html#s03_03_01_01">3.3.1.1 Placing the Camera</a> <ul> <li> <a href="s_100.html#s03_03_01_01_01">3.3.1.1.1 Location and Look_At</a> <li> <a href="s_100.html#s03_03_01_01_02">3.3.1.1.2 The Sky Vector</a> <li> <a href="s_100.html#s03_03_01_01_03">3.3.1.1.3 Angles</a> <li> <a href="s_100.html#s03_03_01_01_04">3.3.1.1.4 The Direction Vector</a> <li> <a href="s_100.html#s03_03_01_01_05">3.3.1.1.5 Up and Right Vectors</a> <li> <a href="s_100.html#s03_03_01_01_06">3.3.1.1.6 Aspect Ratio</a> <li> <a href="s_100.html#s03_03_01_01_07">3.3.1.1.7 Handedness</a> <li> <a href="s_100.html#s03_03_01_01_08">3.3.1.1.8 Transforming the Camera</a> </ul> <li> <a href="s_100.html#s03_03_01_02">3.3.1.2 Types of Projection</a> <ul> <li> <a href="s_100.html#s03_03_01_02_01">3.3.1.2.1 Perspective projection</a> <li> <a href="s_100.html#s03_03_01_02_02">3.3.1.2.2 Orthographic projection</a> <li> <a href="s_100.html#s03_03_01_02_03">3.3.1.2.3 Fisheye projection</a> <li> <a href="s_100.html#s03_03_01_02_04">3.3.1.2.4 Ultra wide angle projection</a> <li> <a href="s_100.html#s03_03_01_02_05">3.3.1.2.5 Omnimax projection</a> <li> <a href="s_100.html#s03_03_01_02_06">3.3.1.2.6 Panoramic projection</a> <li> <a href="s_100.html#s03_03_01_02_07">3.3.1.2.7 Cylindrical projection</a> <li> <a href="s_100.html#s03_03_01_02_08">3.3.1.2.8 Spherical projection</a> </ul> <li> <a href="s_100.html#s03_03_01_03">3.3.1.3 Focal Blur</a> <li> <a href="s_100.html#s03_03_01_04">3.3.1.4 Camera Ray Perturbation</a> <li> <a href="s_100.html#s03_03_01_05">3.3.1.5 Camera Identifiers</a> </ul> <li> <a href="s_101.html#s03_03_02">3.3.2 Atmospheric Effects</a> <ul> <li> <a href="s_101.html#s03_03_02_01">3.3.2.1 Atmospheric Media</a> <li> <a href="s_101.html#s03_03_02_02">3.3.2.2 Background</a> <li> <a href="s_101.html#s03_03_02_03">3.3.2.3 Fog</a> <li> <a href="s_101.html#s03_03_02_04">3.3.2.4 Sky Sphere</a> <li> <a href="s_101.html#s03_03_02_05">3.3.2.5 Rainbow</a> </ul> <li> <a href="s_102.html#s03_03_03">3.3.3 Global Settings</a> <ul> <li> <a href="s_102.html#s03_03_03_01">3.3.3.1 ADC_Bailout</a> <li> <a href="s_102.html#s03_03_03_02">3.3.3.2 Ambient_Light</a> <li> <a href="s_102.html#s03_03_03_03">3.3.3.3 Assumed_Gamma</a> <ul> <li> <a href="s_102.html#s03_03_03_03_01">3.3.3.3.1 Monitor Gamma</a> <li> <a href="s_102.html#s03_03_03_03_02">3.3.3.3.2 Image File Gamma</a> <li> <a href="s_102.html#s03_03_03_03_03">3.3.3.3.3 Scene File Gamma</a> </ul> <li> <a href="s_102.html#s03_03_03_04">3.3.3.4 HF_Gray_16</a> <li> <a href="s_102.html#s03_03_03_05">3.3.3.5 Irid_Wavelength</a> <li> <a href="s_102.html#s03_03_03_06">3.3.3.6 Charset</a> <li> <a href="s_102.html#s03_03_03_07">3.3.3.7 Max_Trace_Level</a> <li> <a href="s_102.html#s03_03_03_08">3.3.3.8 Max_Intersections</a> <li> <a href="s_102.html#s03_03_03_09">3.3.3.9 Number_Of_Waves</a> <li> <a href="s_102.html#s03_03_03_10">3.3.3.10 Noise_generator</a> <li> <a href="s_102.html#s03_03_03_11">3.3.3.11 Radiosity Basics</a> </ul> <li> <a href="s_103.html#s03_03_04">3.3.4 Radiosity</a> <ul> <li> <a href="s_103.html#s03_03_04_01">3.3.4.1 How Radiosity Works</a> <li> <a href="s_103.html#s03_03_04_02">3.3.4.2 Adjusting Radiosity</a> <ul> <li> <a href="s_103.html#s03_03_04_02_01">3.3.4.2.1 radiosity adc_bailout</a> <li> <a href="s_103.html#s03_03_04_02_02">3.3.4.2.2 always_sample</a> <li> <a href="s_103.html#s03_03_04_02_03">3.3.4.2.3 brightness</a> <li> <a href="s_103.html#s03_03_04_02_04">3.3.4.2.4 count</a> <li> <a href="s_103.html#s03_03_04_02_05">3.3.4.2.5 error_bound</a> <li> <a href="s_103.html#s03_03_04_02_06">3.3.4.2.6 gray_threshold</a> <li> <a href="s_103.html#s03_03_04_02_07">3.3.4.2.7 low_error_factor</a> <li> <a href="s_103.html#s03_03_04_02_08">3.3.4.2.8 max_sample</a> <li> <a href="s_103.html#s03_03_04_02_09">3.3.4.2.9 Media and Radiosity</a> <li> <a href="s_103.html#s03_03_04_02_10">3.3.4.2.10 minimum_reuse</a> <li> <a href="s_103.html#s03_03_04_02_11">3.3.4.2.11 nearest_count</a> <li> <a href="s_103.html#s03_03_04_02_12">3.3.4.2.12 Normal and Radiosity</a> <li> <a href="s_103.html#s03_03_04_02_13">3.3.4.2.13 Pretrace</a> <li> <a href="s_103.html#s03_03_04_02_14">3.3.4.2.14 recursion_limit</a> <li> <a href="s_103.html#s03_03_04_02_15">3.3.4.2.15 Save and load radiosity data</a> </ul> <li> <a href="s_103.html#s03_03_04_03">3.3.4.3 Tips on Radiosity</a> </ul> </ul> <li> <a href="s_104.html#s03_04">3.4 Objects</a> <ul> <li> <a href="s_105.html#s03_04_01">3.4.1 Finite Solid Primitives</a> <ul> <li> <a href="s_105.html#s03_04_01_01">3.4.1.1 Blob</a> <li> <a href="s_105.html#s03_04_01_02">3.4.1.2 Box</a> <li> <a href="s_105.html#s03_04_01_03">3.4.1.3 Cone</a> <li> <a href="s_105.html#s03_04_01_04">3.4.1.4 Cylinder</a> <li> <a href="s_105.html#s03_04_01_05">3.4.1.5 Height Field</a> <li> <a href="s_105.html#s03_04_01_06">3.4.1.6 Julia Fractal</a> <li> <a href="s_105.html#s03_04_01_07">3.4.1.7 Lathe</a> <li> <a href="s_105.html#s03_04_01_08">3.4.1.8 Prism</a> <li> <a href="s_105.html#s03_04_01_09">3.4.1.9 Sphere</a> <li> <a href="s_105.html#s03_04_01_10">3.4.1.10 Sphere Sweep</a> <li> <a href="s_105.html#s03_04_01_11">3.4.1.11 Superquadric Ellipsoid</a> <li> <a href="s_105.html#s03_04_01_12">3.4.1.12 Surface of Revolution</a> <li> <a href="s_105.html#s03_04_01_13">3.4.1.13 Text</a> <li> <a href="s_105.html#s03_04_01_14">3.4.1.14 Torus</a> </ul> <li> <a href="s_106.html#s03_04_02">3.4.2 Finite Patch Primitives</a> <ul> <li> <a href="s_106.html#s03_04_02_01">3.4.2.1 Bicubic Patch</a> <li> <a href="s_106.html#s03_04_02_02">3.4.2.2 Disc</a> <li> <a href="s_106.html#s03_04_02_03">3.4.2.3 Mesh</a> <ul> <li> <a href="s_106.html#s03_04_02_03_01">3.4.2.3.1 Solid Mesh</a> </ul> <li> <a href="s_106.html#s03_04_02_04">3.4.2.4 Mesh2</a> <ul> <li> <a href="s_106.html#s03_04_02_04_01">3.4.2.4.1 Smooth and Flat triangles in the same mesh</a> <li> <a href="s_106.html#s03_04_02_04_02">3.4.2.4.2 Mesh Triangle Textures</a> </ul> <li> <a href="s_106.html#s03_04_02_05">3.4.2.5 Polygon</a> <li> <a href="s_106.html#s03_04_02_06">3.4.2.6 Triangle and Smooth Triangle</a> </ul> <li> <a href="s_107.html#s03_04_03">3.4.3 Infinite Solid Primitives</a> <ul> <li> <a href="s_107.html#s03_04_03_01">3.4.3.1 Plane</a> <li> <a href="s_107.html#s03_04_03_02">3.4.3.2 Poly, Cubic and Quartic</a> <li> <a href="s_107.html#s03_04_03_03">3.4.3.3 Quadric</a> </ul> <li> <a href="s_108.html#s03_04_04">3.4.4 Isosurface Object</a> <li> <a href="s_109.html#s03_04_05">3.4.5 Parametric Object</a> <li> <a href="s_110.html#s03_04_06">3.4.6 Constructive Solid Geometry</a> <ul> <li> <a href="s_110.html#s03_04_06_01">3.4.6.1 Inside and Outside</a> <li> <a href="s_110.html#s03_04_06_02">3.4.6.2 Union</a> <ul> <li> <a href="s_110.html#s03_04_06_02_01">3.4.6.2.1 Split_Union</a> </ul> <li> <a href="s_110.html#s03_04_06_03">3.4.6.3 Intersection</a> <li> <a href="s_110.html#s03_04_06_04">3.4.6.4 Difference</a> <li> <a href="s_110.html#s03_04_06_05">3.4.6.5 Merge</a> </ul> <li> <a href="s_111.html#s03_04_07">3.4.7 Light Sources</a> <ul> <li> <a href="s_111.html#s03_04_07_01">3.4.7.1 Point Lights</a> <li> <a href="s_111.html#s03_04_07_02">3.4.7.2 Spotlights</a> <li> <a href="s_111.html#s03_04_07_03">3.4.7.3 Cylindrical Lights</a> <li> <a href="s_111.html#s03_04_07_04">3.4.7.4 Parallel Lights</a> <li> <a href="s_111.html#s03_04_07_05">3.4.7.5 Area Lights</a> <li> <a href="s_111.html#s03_04_07_06">3.4.7.6 Shadowless Lights</a> <li> <a href="s_111.html#s03_04_07_07">3.4.7.7 Looks_like</a> <li> <a href="s_111.html#s03_04_07_08">3.4.7.8 Projected_Through</a> <li> <a href="s_111.html#s03_04_07_09">3.4.7.9 Light Fading</a> <li> <a href="s_111.html#s03_04_07_10">3.4.7.10 Atmospheric Media Interaction</a> <li> <a href="s_111.html#s03_04_07_11">3.4.7.11 Atmospheric Attenuation</a> </ul> <li> <a href="s_112.html#s03_04_08">3.4.8 Light Groups</a> <li> <a href="s_113.html#s03_04_09">3.4.9 Object Modifiers</a> <ul> <li> <a href="s_113.html#s03_04_09_01">3.4.9.1 Clipped_By</a> <li> <a href="s_113.html#s03_04_09_02">3.4.9.2 Bounded_By</a> <li> <a href="s_113.html#s03_04_09_03">3.4.9.3 Material</a> <li> <a href="s_113.html#s03_04_09_04">3.4.9.4 Inverse</a> <li> <a href="s_113.html#s03_04_09_05">3.4.9.5 Hollow</a> <li> <a href="s_113.html#s03_04_09_06">3.4.9.6 No_Shadow</a> <li> <a href="s_113.html#s03_04_09_07">3.4.9.7 No_Image, No_Reflection</a> <li> <a href="s_113.html#s03_04_09_08">3.4.9.8 Double_Illuminate</a> <li> <a href="s_113.html#s03_04_09_09">3.4.9.9 Sturm</a> </ul> </ul> <li> <a href="s_114.html#s03_05">3.5 Textures</a> <ul> <li> <a href="s_115.html#s03_05_01">3.5.1 Pigment</a> <ul> <li> <a href="s_115.html#s03_05_01_01">3.5.1.1 Solid Color Pigments</a> <li> <a href="s_115.html#s03_05_01_02">3.5.1.2 Color List Pigments</a> <li> <a href="s_115.html#s03_05_01_03">3.5.1.3 Color Maps</a> <li> <a href="s_115.html#s03_05_01_04">3.5.1.4 Pigment Maps and Pigment Lists</a> <li> <a href="s_115.html#s03_05_01_05">3.5.1.5 Image Maps</a> <ul> <li> <a href="s_115.html#s03_05_01_05_01">3.5.1.5.1 Specifying an Image Map</a> <li> <a href="s_115.html#s03_05_01_05_02">3.5.1.5.2 The Filter and Transmit Bitmap Modifiers</a> <li> <a href="s_115.html#s03_05_01_05_03">3.5.1.5.3 Using the Alpha Channel</a> </ul> <li> <a href="s_115.html#s03_05_01_06">3.5.1.6 Quick Color</a> </ul> <li> <a href="s_116.html#s03_05_02">3.5.2 Normal</a> <ul> <li> <a href="s_116.html#s03_05_02_01">3.5.2.1 Slope Maps</a> <ul> <li> <a href="s_116.html#s03_05_02_01_01">3.5.2.1.1 Normals, Accuracy</a> </ul> <li> <a href="s_116.html#s03_05_02_02">3.5.2.2 Normal Maps and Normal Lists</a> <li> <a href="s_116.html#s03_05_02_03">3.5.2.3 Bump Maps</a> <ul> <li> <a href="s_116.html#s03_05_02_03_01">3.5.2.3.1 Specifying a Bump Map</a> <li> <a href="s_116.html#s03_05_02_03_02">3.5.2.3.2 Bump_Size</a> <li> <a href="s_116.html#s03_05_02_03_03">3.5.2.3.3 Use_Index and Use_Color</a> </ul> <li> <a href="s_116.html#s03_05_02_04">3.5.2.4 Scaling normals</a> </ul> <li> <a href="s_117.html#s03_05_03">3.5.3 Finish</a> <ul> <li> <a href="s_117.html#s03_05_03_01">3.5.3.1 Ambient</a> <li> <a href="s_117.html#s03_05_03_02">3.5.3.2 Diffuse Reflection Items</a> <ul> <li> <a href="s_117.html#s03_05_03_02_01">3.5.3.2.1 Diffuse</a> <li> <a href="s_117.html#s03_05_03_02_02">3.5.3.2.2 Brilliance</a> <li> <a href="s_117.html#s03_05_03_02_03">3.5.3.2.3 Crand Graininess</a> </ul> <li> <a href="s_117.html#s03_05_03_03">3.5.3.3 Highlights</a> <ul> <li> <a href="s_117.html#s03_05_03_03_01">3.5.3.3.1 Phong Highlights</a> <li> <a href="s_117.html#s03_05_03_03_02">3.5.3.3.2 Specular Highlight</a> <li> <a href="s_117.html#s03_05_03_03_03">3.5.3.3.3 Metallic Highlight Modifier</a> </ul> <li> <a href="s_117.html#s03_05_03_04">3.5.3.4 Specular Reflection</a> <li> <a href="s_117.html#s03_05_03_05">3.5.3.5 Conserve Energy for Reflection</a> <li> <a href="s_117.html#s03_05_03_06">3.5.3.6 Iridescence</a> </ul> <li> <a href="s_118.html#s03_05_04">3.5.4 Halo</a> <li> <a href="s_119.html#s03_05_05">3.5.5 Patterned Textures</a> <ul> <li> <a href="s_119.html#s03_05_05_01">3.5.5.1 Texture Maps</a> <li> <a href="s_119.html#s03_05_05_02">3.5.5.2 Tiles</a> <li> <a href="s_119.html#s03_05_05_03">3.5.5.3 Material Maps</a> <ul> <li> <a href="s_119.html#s03_05_05_03_01">3.5.5.3.1 Specifying a Material Map</a> </ul> </ul> <li> <a href="s_120.html#s03_05_06">3.5.6 Layered Textures</a> <li> <a href="s_121.html#s03_05_07">3.5.7 UV Mapping</a> <ul> <li> <a href="s_121.html#s03_05_07_01">3.5.7.1 Supported Objects</a> <li> <a href="s_121.html#s03_05_07_02">3.5.7.2 UV Vectors</a> </ul> <li> <a href="s_122.html#s03_05_08">3.5.8 Triangle Texture Interpolation</a> <li> <a href="s_123.html#s03_05_09">3.5.9 Interior Texture</a> <li> <a href="s_124.html#s03_05_10">3.5.10 Cutaway Textures</a> <li> <a href="s_125.html#s03_05_11">3.5.11 Patterns</a> <ul> <li> <a href="s_125.html#s03_05_11_01">3.5.11.1 Agate</a> <li> <a href="s_125.html#s03_05_11_02">3.5.11.2 Average</a> <li> <a href="s_125.html#s03_05_11_03">3.5.11.3 Boxed</a> <li> <a href="s_125.html#s03_05_11_04">3.5.11.4 Bozo</a> <li> <a href="s_125.html#s03_05_11_05">3.5.11.5 Brick</a> <li> <a href="s_125.html#s03_05_11_06">3.5.11.6 Bumps</a> <li> <a href="s_125.html#s03_05_11_07">3.5.11.7 Cells</a> <li> <a href="s_125.html#s03_05_11_08">3.5.11.8 Checker</a> <li> <a href="s_125.html#s03_05_11_09">3.5.11.9 Crackle Patterns</a> <li> <a href="s_125.html#s03_05_11_10">3.5.11.10 Cylindrical</a> <li> <a href="s_125.html#s03_05_11_11">3.5.11.11 Density_File</a> <ul> <li> <a href="s_125.html#s03_05_11_11_01">3.5.11.11.1 df3 file format</a> </ul> <li> <a href="s_125.html#s03_05_11_12">3.5.11.12 Dents</a> <li> <a href="s_125.html#s03_05_11_13">3.5.11.13 Facets</a> <li> <a href="s_125.html#s03_05_11_14">3.5.11.14 Fractal Patterns</a> <li> <a href="s_125.html#s03_05_11_15">3.5.11.15 Function as pattern</a> <ul> <li> <a href="s_125.html#s03_05_11_15_01">3.5.11.15.1 What can be used</a> </ul> <li> <a href="s_125.html#s03_05_11_16">3.5.11.16 Function Image</a> <li> <a href="s_125.html#s03_05_11_17">3.5.11.17 Gradient</a> <li> <a href="s_125.html#s03_05_11_18">3.5.11.18 Granite</a> <li> <a href="s_125.html#s03_05_11_19">3.5.11.19 Hexagon</a> <li> <a href="s_125.html#s03_05_11_20">3.5.11.20 Image Pattern</a> <li> <a href="s_125.html#s03_05_11_21">3.5.11.21 Leopard</a> <li> <a href="s_125.html#s03_05_11_22">3.5.11.22 Marble</a> <li> <a href="s_125.html#s03_05_11_23">3.5.11.23 Object Pattern</a> <li> <a href="s_125.html#s03_05_11_24">3.5.11.24 Onion</a> <li> <a href="s_125.html#s03_05_11_25">3.5.11.25 Pigment Pattern</a> <li> <a href="s_125.html#s03_05_11_26">3.5.11.26 Planar</a> <li> <a href="s_125.html#s03_05_11_27">3.5.11.27 Quilted</a> <li> <a href="s_125.html#s03_05_11_28">3.5.11.28 Radial</a> <li> <a href="s_125.html#s03_05_11_29">3.5.11.29 Ripples</a> <li> <a href="s_125.html#s03_05_11_30">3.5.11.30 Slope</a> <li> <a href="s_125.html#s03_05_11_31">3.5.11.31 Spherical</a> <li> <a href="s_125.html#s03_05_11_32">3.5.11.32 Spiral1</a> <li> <a href="s_125.html#s03_05_11_33">3.5.11.33 Spiral2</a> <li> <a href="s_125.html#s03_05_11_34">3.5.11.34 Spotted</a> <li> <a href="s_125.html#s03_05_11_35">3.5.11.35 Waves</a> <li> <a href="s_125.html#s03_05_11_36">3.5.11.36 Wood</a> <li> <a href="s_125.html#s03_05_11_37">3.5.11.37 Wrinkles</a> </ul> <li> <a href="s_126.html#s03_05_12">3.5.12 Pattern Modifiers</a> <ul> <li> <a href="s_126.html#s03_05_12_01">3.5.12.1 Transforming Patterns</a> <li> <a href="s_126.html#s03_05_12_02">3.5.12.2 Frequency and Phase</a> <li> <a href="s_126.html#s03_05_12_03">3.5.12.3 Waveforms</a> <li> <a href="s_126.html#s03_05_12_04">3.5.12.4 Noise Generators</a> <li> <a href="s_126.html#s03_05_12_05">3.5.12.5 Turbulence</a> <li> <a href="s_126.html#s03_05_12_06">3.5.12.6 Warps</a> <ul> <li> <a href="s_126.html#s03_05_12_06_01">3.5.12.6.1 Black Hole Warp</a> <li> <a href="s_126.html#s03_05_12_06_02">3.5.12.6.2 Repeat Warp</a> <li> <a href="s_126.html#s03_05_12_06_03">3.5.12.6.3 Turbulence versus Turbulence Warp</a> <li> <a href="s_126.html#s03_05_12_06_04">3.5.12.6.4 Turbulence Warp</a> <li> <a href="s_126.html#s03_05_12_06_05">3.5.12.6.5 Mapping using warps</a> </ul> <li> <a href="s_126.html#s03_05_12_07">3.5.12.7 Bitmap Modifiers</a> <ul> <li> <a href="s_126.html#s03_05_12_07_01">3.5.12.7.1 The once Option</a> <li> <a href="s_126.html#s03_05_12_07_02">3.5.12.7.2 The map_type Option</a> <li> <a href="s_126.html#s03_05_12_07_03">3.5.12.7.3 The interpolate Option</a> </ul> </ul> </ul> <li> <a href="s_127.html#s03_06">3.6 Interior & Media & Photons</a> <ul> <li> <a href="s_128.html#s03_06_01">3.6.1 Interior</a> <ul> <li> <a href="s_128.html#s03_06_01_01">3.6.1.1 Why are Interior and Media Necessary?</a> <li> <a href="s_128.html#s03_06_01_02">3.6.1.2 Empty and Solid Objects</a> <li> <a href="s_128.html#s03_06_01_03">3.6.1.3 Scaling objects with an interior</a> <li> <a href="s_128.html#s03_06_01_04">3.6.1.4 Refraction</a> <li> <a href="s_128.html#s03_06_01_05">3.6.1.5 Dispersion</a> <ul> <li> <a href="s_128.html#s03_06_01_05_01">3.6.1.5.1 Dispersion & Caustics</a> </ul> <li> <a href="s_128.html#s03_06_01_06">3.6.1.6 Attenuation</a> <li> <a href="s_128.html#s03_06_01_07">3.6.1.7 Simulated Caustics</a> <li> <a href="s_128.html#s03_06_01_08">3.6.1.8 Object-Media</a> </ul> <li> <a href="s_129.html#s03_06_02">3.6.2 Media</a> <ul> <li> <a href="s_129.html#s03_06_02_01">3.6.2.1 Media Types</a> <ul> <li> <a href="s_129.html#s03_06_02_01_01">3.6.2.1.1 Absorption</a> <li> <a href="s_129.html#s03_06_02_01_02">3.6.2.1.2 Emission</a> <li> <a href="s_129.html#s03_06_02_01_03">3.6.2.1.3 Scattering</a> </ul> <li> <a href="s_129.html#s03_06_02_02">3.6.2.2 Sampling Parameters & Methods</a> <li> <a href="s_129.html#s03_06_02_03">3.6.2.3 Density</a> <ul> <li> <a href="s_129.html#s03_06_02_03_01">3.6.2.3.1 General Density Modifiers</a> <li> <a href="s_129.html#s03_06_02_03_02">3.6.2.3.2 Density with color_map</a> <li> <a href="s_129.html#s03_06_02_03_03">3.6.2.3.3 Density Maps and Density Lists</a> <li> <a href="s_129.html#s03_06_02_03_04">3.6.2.3.4 Multiple Density vs. Multiple Media</a> </ul> </ul> <li> <a href="s_130.html#s03_06_03">3.6.3 Photons</a> <ul> <li> <a href="s_130.html#s03_06_03_01">3.6.3.1 Overview</a> <ul> <li> <a href="s_130.html#s03_06_03_01_01">3.6.3.1.1 Examples</a> </ul> <li> <a href="s_130.html#s03_06_03_02">3.6.3.2 Using Photon Mapping in Your Scene</a> <ul> <li> <a href="s_130.html#s03_06_03_02_01">3.6.3.2.1 Photon Global Settings</a> <li> <a href="s_130.html#s03_06_03_02_02">3.6.3.2.2 Shooting Photons at an Object</a> <li> <a href="s_130.html#s03_06_03_02_03">3.6.3.2.3 Photons and Light Sources</a> <li> <a href="s_130.html#s03_06_03_02_04">3.6.3.2.4 Photons and Media</a> </ul> <li> <a href="s_130.html#s03_06_03_03">3.6.3.3 Photons FAQ</a> <li> <a href="s_130.html#s03_06_03_04">3.6.3.4 Photon Tips</a> <li> <a href="s_130.html#s03_06_03_05">3.6.3.5 Advanced Techniques</a> <ul> <li> <a href="s_130.html#s03_06_03_05_01">3.6.3.5.1 Autostop</a> <li> <a href="s_130.html#s03_06_03_05_02">3.6.3.5.2 Adaptive Search Radius</a> <li> <a href="s_130.html#s03_06_03_05_03">3.6.3.5.3 Photons and Dispersion</a> <li> <a href="s_130.html#s03_06_03_05_04">3.6.3.5.4 Saving and Loading Photon Maps</a> </ul> </ul> </ul> <li> <a href="s_131.html#s03_07">3.7 Include Files</a> <ul> <li> <a href="s_132.html#s03_07_01">3.7.1 arrays.inc</a> <li> <a href="s_133.html#s03_07_02">3.7.2 chars.inc</a> <li> <a href="s_134.html#s03_07_03">3.7.3 colors.inc</a> <ul> <li> <a href="s_134.html#s03_07_03_01">3.7.3.1 Predefined 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href="s_138.html#s03_07_07_01_01">3.7.7.1.1 Field Strength</a> <li> <a href="s_138.html#s03_07_07_01_02">3.7.7.1.2 Field Limit</a> <li> <a href="s_138.html#s03_07_07_01_03">3.7.7.1.3 SOR Switch</a> <li> <a href="s_138.html#s03_07_07_01_04">3.7.7.1.4 SOR Offset</a> <li> <a href="s_138.html#s03_07_07_01_05">3.7.7.1.5 SOR Angle</a> <li> <a href="s_138.html#s03_07_07_01_06">3.7.7.1.6 Invert Isosurface</a> </ul> <li> <a href="s_138.html#s03_07_07_02">3.7.7.2 Internal Functions</a> <li> <a href="s_138.html#s03_07_07_03">3.7.7.3 Pre defined functions</a> <ul> <li> <a href="s_138.html#s03_07_07_03_01">3.7.7.3.1 Pattern functions</a> </ul> </ul> <li> <a href="s_139.html#s03_07_08">3.7.8 glass.inc, glass_old.inc</a> <ul> <li> <a href="s_139.html#s03_07_08_01">3.7.8.1 Glass colors (with transparency)</a> <li> <a href="s_139.html#s03_07_08_02">3.7.8.2 Glass colors (without transparency, for fade_color)</a> <li> <a href="s_139.html#s03_07_08_03">3.7.8.3 Glass finishes</a> <li> <a 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The Scene</a> <li> <a href="s_155.html#s03_08_03">3.8.3 Language Basics</a> <ul> <li> <a href="s_155.html#s03_08_03_01">3.8.3.1 Floats</a> <li> <a href="s_155.html#s03_08_03_02">3.8.3.2 Vectors</a> <li> <a href="s_155.html#s03_08_03_03">3.8.3.3 Colors</a> <li> <a href="s_155.html#s03_08_03_04">3.8.3.4 User defined Functions</a> <li> <a href="s_155.html#s03_08_03_05">3.8.3.5 Strings</a> <li> <a href="s_155.html#s03_08_03_06">3.8.3.6 Arrays</a> <li> <a href="s_155.html#s03_08_03_07">3.8.3.7 Splines</a> </ul> <li> <a href="s_156.html#s03_08_04">3.8.4 Language Directives</a> <ul> <li> <a href="s_156.html#s03_08_04_01">3.8.4.1 File Inclusion</a> <li> <a href="s_156.html#s03_08_04_02">3.8.4.2 Identifier Declaration</a> <li> <a href="s_156.html#s03_08_04_03">3.8.4.3 File Input/Output</a> <li> <a href="s_156.html#s03_08_04_04">3.8.4.4 Default Texture</a> <li> <a href="s_156.html#s03_08_04_05">3.8.4.5 Version Identfier</a> <li> <a href="s_156.html#s03_08_04_06">3.8.4.6 Control Flow 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href="s_161.html#s03_08_09_01">3.8.9.1 UV Mapping</a> <li> <a href="s_161.html#s03_08_09_02">3.8.9.2 Material</a> <li> <a href="s_161.html#s03_08_09_03">3.8.9.3 Interior</a> <li> <a href="s_161.html#s03_08_09_04">3.8.9.4 Interior Texture</a> </ul> <li> <a href="s_162.html#s03_08_10">3.8.10 Texture</a> <ul> <li> <a href="s_162.html#s03_08_10_01">3.8.10.1 Plain Texture</a> <li> <a href="s_162.html#s03_08_10_02">3.8.10.2 Layered Texture</a> <li> <a href="s_162.html#s03_08_10_03">3.8.10.3 Patterned Texture</a> <li> <a href="s_162.html#s03_08_10_04">3.8.10.4 Pigment</a> <li> <a href="s_162.html#s03_08_10_05">3.8.10.5 Normal</a> <li> <a href="s_162.html#s03_08_10_06">3.8.10.6 Finish</a> <li> <a href="s_162.html#s03_08_10_07">3.8.10.7 Pattern</a> <li> <a href="s_162.html#s03_08_10_08">3.8.10.8 Pattern Modifiers</a> </ul> <li> <a href="s_163.html#s03_08_11">3.8.11 Media</a> <li> <a href="s_164.html#s03_08_12">3.8.12 Atmospheric Effects</a> <ul> <li> <a href="s_164.html#s03_08_12_01">3.8.12.1 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