Persistence of Vision(tm) Ray-Tracer (POV-Ray(tm)) User's Documentation 3.0 Copyright 1997 POV-Team(tm)
1 Introduction
1.1 Notation
2 Program Description
2.1 What is Ray-Tracing?
2.2 What is POV-Ray?
2.3 Which Version of POV-Ray should you use?
2.3.1 IBM-PC and Compatibles
2.3.1.1 MS-DOS
2.3.1.2 Windows
2.3.1.3 Linux
2.3.2 Apple Macintosh
2.3.3 Commodore Amiga
2.3.4 SunOS
2.3.5 Generic Unix
2.3.6 All Versions
2.3.7 Compiling POV-Ray
2.3.7.1 Directory Structure
2.3.7.2 Configuring POV-Ray Source
2.3.7.3 Conclusion
2.4 Where to Find POV-Ray Files
2.4.1 POV-Ray Forum on CompuServe
2.4.2 Internet
2.4.3 PC Graphics Area on America On-Line
2.4.4 The Graphics Alternative BBS in El Cerrito, CA
2.4.5 PCGNet
2.4.6 POV-Ray Related Books and CD-ROMs
3 Quick Start
3.1 Installing POV-Ray
3.2 Basic Usage
3.2.1 Running Files in Other Directories
3.2.2 INI Files
3.2.3 Alternatives to POVRAY.INI
3.2.4 Batch Files
3.2.5 Display Types
4 Beginning Tutorial
4.1 Our First Image
4.1.1 Understanding POV-Ray's Coordinate System
4.1.2 Adding Standard Include Files
4.1.3 Adding a Camera
4.1.4 Describing an Object
4.1.5 Adding Texture to an Object
4.1.6 Defining a Light Source
4.2 Using the Camera
4.2.1 Using Focal Blur
4.3 Simple Shapes
4.3.1 Box Object
4.3.2 Cone Object
4.3.3 Cylinder Object
4.3.4 Plane Object
4.3.5 Standard Include Objects
4.4 Advanced Shapes
4.4.1 Bicubic Patch Object
4.4.2 Blob Object
4.4.2.1 Component Types and Other New Features
4.4.2.2 Complex Blob Constructs and Negative Strength
4.4.3 Height Field Object
4.4.4 Lathe Object
4.4.4.1 Understanding The Concept of Splines
4.4.5 Mesh Object
4.4.6 Polygon Object
4.4.7 Prism Object
4.4.7.1 Teaching An Old Spline New Tricks
4.4.7.2 Smooth Transitions
4.4.7.3 Multiple Sub-Shapes
4.4.7.4 Conic Sweeps And The Tapering Effect
4.4.8 Superquadric Ellipsoid Object
4.4.9 Surface of Revolution Object
4.4.10 Text Object
4.4.11 Torus Object
4.5 CSG Objects
4.5.1 What is CSG?
4.5.2 CSG Union
4.5.3 CSG Intersection
4.5.4 CSG Difference
4.5.5 CSG Merge
4.5.6 CSG Pitfalls
4.5.6.1 Coincidence Surfaces
4.6 The Light Source
4.6.1 The Ambient Light Source
4.6.2 The Pointlight Source
4.6.3 The Spotlight Source
4.6.4 The Cylindrical Light Source
4.6.5 The Area Light Source
4.6.6 Assigning an Object to a Light Source
4.6.7 Light Source Specials
4.6.7.1 Using Shadowless Lights
4.6.7.2 Using Light Fading
4.6.7.3 Light Sources and Atmosphere
4.7 Simple Texture Options
4.7.1 Surface Finishes
4.7.2 Adding Bumpiness
4.7.3 Creating Color Patterns
4.7.4 Pre-defined Textures
4.8 Advanced Texture Options
4.8.1 Pigment and Normal Patterns
4.8.2 Pigments
4.8.2.1 Using Color List Pigments
4.8.2.2 Using Pigment and Patterns
4.8.2.3 Using Pattern Modifiers
4.8.2.4 Using Transparent Pigments and Layered Textures
4.8.2.5 Using Pigment Maps
4.8.3 Normals
4.8.3.1 Using Basic Normal Modifiers
4.8.3.2 Blending Normals
4.8.4 Finishes
4.8.4.1 Using Ambient
4.8.4.2 Using Surface Highlights
4.8.4.3 Using Reflection and Metallic
4.8.4.4 Using Refraction
4.8.4.5 Adding Light Attenuation
4.8.4.6 Using Faked Caustics
4.8.4.6.1 What are Caustics?
4.8.4.6.2 Applying Caustics to a Scene
4.8.4.6.3 Caustics And Normals
4.8.4.7 Using Iridescence
4.8.5 Halos
4.8.5.1 What are Halos?
4.8.5.2 The Emitting Halo
4.8.5.2.1 Starting with a Basic Halo
4.8.5.2.2 Increasing the Brightness
4.8.5.2.3 Adding Some Turbulence
4.8.5.2.4 Resizing the Halo
4.8.5.2.5 Using Frequency to Improve Realism
4.8.5.2.6 Changing the Halo Color
4.8.5.3 The Glowing Halo
4.8.5.4 The Attenuating Halo
4.8.5.4.1 Making a Cloud
4.8.5.4.2 Scaling the Halo Container
4.8.5.4.3 Adding Additional Halos
4.8.5.5 The Dust Halo
4.8.5.5.1 Starting With an Object Lit by a Spotlight
4.8.5.5.2 Adding Some Dust
4.8.5.5.3 Decreasing the Dust Density
4.8.5.5.4 Making the Shadows Look Good
4.8.5.5.5 Adding Turbulence
4.8.5.5.6 Using a Coloured Dust
4.8.5.6 Halo Pitfalls
4.8.5.6.1 Where Halos are Allowed
4.8.5.6.2 Overlapping Container Objects
4.8.5.6.3 Multiple Attenuating Halos
4.8.5.6.4 Halos and Hollow Objects
4.8.5.6.5 Scaling a Halo Container
4.8.5.6.6 Choosing a Sampling Rate
4.8.5.6.7 Using Turbulence
4.9 Working With Special Textures
4.9.1 Working With Pigment Maps
4.9.2 Working With Normal Maps
4.9.3 Working With Texture Maps
4.9.4 Working With List Textures
4.9.5 What About Tiles?
4.9.6 Average Function
4.9.7 Working With Layered Textures
4.9.7.1 Declaring Layered Textures
4.9.7.2 Another Layered Textures Example
4.9.8 When All Else Fails: Material Maps
4.9.9 Limitations Of Special Textures
4.10 Using Atmospheric Effects
4.10.1 The Background
4.10.2 The Sky Sphere
4.10.2.1 Creating a Sky with a Color Gradient
4.10.2.2 Adding the Sun
4.10.2.3 Adding Some Clouds
4.10.3 The Fog
4.10.3.1 A Constant Fog
4.10.3.2 Setting a Minimum Translucency
4.10.3.3 Creating a Filtering Fog
4.10.3.4 Adding Some Turbulence to the Fog
4.10.3.5 Using Ground Fog
4.10.3.6 Using Multiple Layers of Fog
4.10.3.7 Fog and Hollow Objects
4.10.4 The Atmosphere
4.10.4.1 Starting With an Empty Room
4.10.4.2 Adding Dust to the Room
4.10.4.3 Choosing a Good Sampling Rate
4.10.4.4 Using a Coloured Atmosphere
4.10.4.5 Atmosphere Tips
4.10.4.5.1 Choosing the Distance and Scattering Parameters
4.10.4.5.2 Atmosphere and Light Sources
4.10.4.5.3 Atmosphere Scattering Types
4.10.4.5.4 Increasing the Image Resolution
4.10.4.5.5 Using Hollow Objects and Atmosphere
4.10.5 The Rainbow
4.10.5.1 Starting With a Simple Rainbow
4.10.5.2 Increasing the Rainbow's Translucency
4.10.5.3 Using a Rainbow Arc
4.10.6 Animation
4.10.6.1 The Clock Variable: Key To It All
4.10.6.2 Clock Dependant Variables And Multi-Stage Animations
4.10.6.3 The Phase Keyword
4.10.6.4 Do Not Use Jitter Or Crand
4.10.6.5 INI File Settings
5 POV-Ray Reference
6 POV-Ray Options
6.1 Setting POV-Ray Options
6.1.1 Command Line Switches
6.1.2 Using INI Files
6.1.3 Using the POVINI Environment Variable
6.2 Options Reference
6.2.1 Animation Options
6.2.1.1 External Animation Loop
6.2.1.2 Internal Animation Loop
6.2.1.3 Subsets of Animation Frames
6.2.1.4 Cyclic Animation
6.2.1.5 Field Rendering
6.2.2 Output Options
6.2.2.1 General Output Options
6.2.2.1.1 Height and Width of Output
6.2.2.1.2 Partial Output Options
6.2.2.1.3 Interrupting Options
6.2.2.1.4 Resuming Options
6.2.2.2 Display Output Options
6.2.2.2.1 Display Hardware Settings
6.2.2.2.2 Display Related Settings
6.2.2.2.3 Mosaic Preview
6.2.2.3 File Output Options
6.2.2.3.1 Output File Type
6.2.2.3.2 Output File Name
6.2.2.3.3 Output File Buffer
6.2.2.4 CPU Utilization Histogram
6.2.2.4.1 File Type
6.2.2.4.2 File Name
6.2.2.4.3 Grid Size
6.2.3 Scene Parsing Options
6.2.3.1 Input File Name
6.2.3.2 Library Paths
6.2.3.3 Language Version
6.2.3.4 Removing User Bounding
6.2.4 Shell-out to Operating System
6.2.4.1 String Substitution in Shell Commands
6.2.4.2 Shell Command Sequencing
6.2.4.3 Shell Command Return Actions
6.2.5 Text Output
6.2.5.1 Text Streams
6.2.5.2 Console Text Output
6.2.5.3 Directing Text Streams to Files
6.2.5.4 Help Screen Switches
6.2.6 Tracing Options
6.2.6.1 Quality Settings
6.2.6.2 Radiosity Setting
6.2.6.3 Automatic Bounding Control
6.2.6.4 Anti-Aliasing Options
7 Scene Description Language
7.1 Language Basics
7.1.1 Identifiers and Keywords
7.1.2 Comments
7.1.3 Float Expressions
7.1.3.1 Float Literals
7.1.3.2 Float Identifiers
7.1.3.3 Float Operators
7.1.4 Vector Expressions
7.1.4.1 Vector Literals
7.1.4.2 Vector Identifiers
7.1.4.3 Vector Operators
7.1.4.4 Operator Promotion
7.1.5 Specifying Colors
7.1.5.1 Color Vectors
7.1.5.2 Color Keywords
7.1.5.3 Color Identifiers
7.1.5.4 Color Operators
7.1.5.5 Common Color Pitfalls
7.1.6 Strings
7.1.6.1 String Literals
7.1.6.2 String Identifiers
7.1.7 Built-in Identifiers
7.1.7.1 Constant Built-in Identifiers
7.1.7.2 Built-in Identifier 'clock'
7.1.7.3 Built-in Identifier 'version'
7.1.8 Functions
7.1.8.1 Float Functions
7.1.8.2 Vector Functions
7.1.8.3 String Functions
7.2 Language Directives
7.2.1 Include Files
7.2.2 Declare
7.2.2.1 Declaring identifiers
7.2.3 Default Directive
7.2.4 Version Directive
7.2.5 Conditional Directives
7.2.5.1 IF ELSE Directives
7.2.5.2 IFDEF Directives
7.2.5.3 IFNDEF Directives
7.2.5.4 SWITCH CASE and RANGE Directives
7.2.5.5 WHILE Directive
7.2.6 User Message Directives
7.2.6.1 Text Message Streams
7.2.6.2 Text Formatting
7.3 POV-Ray Coordinate System
7.3.1 Transformations
7.3.1.1 Translate
7.3.1.2 Scale
7.3.1.3 Rotate
7.3.1.4 Matrix Keyword
7.3.2 Transformation Order
7.3.3 Transform Identifiers
7.3.4 Transforming Textures and Objects
7.4 Camera
7.4.1 Type of Projection
7.4.2 Focal Blur
7.4.3 Camera Ray Perturbation
7.4.4 Placing the Camera
7.4.4.1 Location and Look_At
7.4.4.2 The Sky Vector
7.4.4.3 The Direction Vector
7.4.4.4 Angle
7.4.4.5 Up and Right Vectors
7.4.4.5.1 Aspect Ratio
7.4.4.5.2 Handedness
7.4.4.6 Transforming the Camera
7.4.5 Camera Identifiers
7.5 Objects
7.5.1 Empty and Solid Objects
7.5.1.1 Halo Pitfall
7.5.1.2 Refraction Pitfall
7.5.2 Finite Solid Primitives
7.5.2.1 Blob
7.5.2.2 Box
7.5.2.3 Cone
7.5.2.4 Cylinder
7.5.2.5 Height Field
7.5.2.6 Julia Fractal
7.5.2.7 Lathe
7.5.2.8 Prism
7.5.2.9 Sphere
7.5.2.10 Superquadric Ellipsoid
7.5.2.11 Surface of Revolution
7.5.2.12 Text
7.5.2.13 Torus
7.5.3 Finite Patch Primitives
7.5.3.1 Bicubic Patch
7.5.3.2 Disc
7.5.3.3 Mesh
7.5.3.4 Polygon
7.5.3.5 Triangle and Smooth Triangle
7.5.4 Infinite Solid Primitives
7.5.4.1 Plane
7.5.4.2 Poly, Cubic and Quartic
7.5.4.3 Quadric
7.5.5 Constructive Solid Geometry
7.5.5.1 About CSG
7.5.5.2 Inside and Outside
7.5.5.3 Inverse
7.5.5.4 Union
7.5.5.5 Intersection
7.5.5.6 Difference
7.5.5.7 Merge
7.5.6 Light Sources
7.5.6.1 Point Lights
7.5.6.2 Spotlights
7.5.6.3 Cylindrical Lights
7.5.6.4 Area Lights
7.5.6.5 Shadowless Lights
7.5.6.6 Looks_like
7.5.6.7 Light Fading
7.5.6.8 Atmosphere Interaction
7.5.6.9 Atmospheric Attenuation
7.5.7 Object Modifiers
7.5.7.1 Clipped_By
7.5.7.2 Bounded_By
7.5.7.3 Hollow
7.5.7.4 No_Shadow
7.5.7.5 Sturm
7.6 Textures
7.6.1 Pigment
7.6.1.1 Solid Color Pigments
7.6.1.2 Color List Pigments
7.6.1.3 Color Maps
7.6.1.4 Pigment Maps
7.6.1.5 Image Maps
7.6.1.5.1 Specifying an Image Map
7.6.1.5.2 The map_type Option
7.6.1.5.3 The Filter and Transmit Bitmap Modifiers
7.6.1.5.4 Using the Alpha Channel
7.6.1.6 Quick Color
7.6.2 Normal
7.6.2.1 Slope Maps
7.6.2.2 Normal Maps
7.6.2.3 Bump Maps
7.6.2.3.1 Specifying a Bump Map
7.6.2.3.2 Bump_Size
7.6.2.3.3 Use_Index and Use_Color
7.6.3 Finish
7.6.3.1 Ambient
7.6.3.2 Diffuse Reflection Items
7.6.3.2.1 Diffuse
7.6.3.2.2 Brilliance
7.6.3.2.3 Crand Graininess
7.6.3.3 Highlights
7.6.3.3.1 Phong Highlights
7.6.3.3.2 Specular Highlight
7.6.3.3.3 Metallic Highlight Modifier
7.6.3.4 Specular Reflection
7.6.3.5 Refraction
7.6.3.5.1 Light Attenuation
7.6.3.5.2 Faked Caustics
7.6.3.6 Iridescence
7.6.4 Halo
7.6.4.1 Halo Mapping
7.6.4.2 Multiple Halos
7.6.4.3 Halo Type
7.6.4.3.1 Attenuating
7.6.4.3.2 Dust
7.6.4.3.3 Emitting
7.6.4.3.4 Glowing
7.6.4.4 Density Mapping
7.6.4.4.1 Box Mapping
7.6.4.4.2 Cylindrical Mapping
7.6.4.4.3 Planar Mapping
7.6.4.4.4 Spherical Mapping
7.6.4.5 Density Function
7.6.4.5.1 Constant
7.6.4.5.2 Linear
7.6.4.5.3 Cubic
7.6.4.5.4 Poly
7.6.4.6 Halo Color Map
7.6.4.7 Halo Sampling
7.6.4.7.1 Number of Samples
7.6.4.7.2 Super-Sampling
7.6.4.7.3 Jitter
7.6.4.8 Halo Modifiers
7.6.4.8.1 Frequency Modifier
7.6.4.8.2 Phase Modifier
7.6.4.8.3 Transformation Modifiers
7.6.5 Special Textures
7.6.5.1 Texture Maps
7.6.5.2 Tiles
7.6.5.3 Material Maps
7.6.5.3.1 Specifying a Material Map
7.6.6 Layered Textures
7.6.7 Patterns
7.6.7.1 Agate
7.6.7.2 Average
7.6.7.3 Bozo
7.6.7.4 Brick
7.6.7.5 Bumps
7.6.7.6 Checker
7.6.7.7 Crackle
7.6.7.8 Dents
7.6.7.9 Gradient
7.6.7.10 Granite
7.6.7.11 Hexagon
7.6.7.12 Leopard
7.6.7.13 Mandel
7.6.7.14 Marble
7.6.7.15 Onion
7.6.7.16 Quilted
7.6.7.17 Radial
7.6.7.18 Ripples
7.6.7.19 Spiral1
7.6.7.20 Spiral2
7.6.7.21 Spotted
7.6.7.22 Waves
7.6.7.23 Wood
7.6.7.24 Wrinkles
7.6.8 Pattern Modifiers
7.6.8.1 Transforming Patterns
7.6.8.2 Frequency and Phase
7.6.8.3 Waveform
7.6.8.4 Turbulence
7.6.8.5 Octaves
7.6.8.6 Lambda
7.6.8.7 Omega
7.6.8.8 Warps
7.6.8.8.1 Black Hole Warp
7.6.8.8.2 Repeat Warp
7.6.8.8.3 Turbulence Warp
7.6.8.9 Bitmap Modifiers
7.6.8.9.1 The once Option
7.6.8.9.2 The "map_type" Option
7.6.8.9.3 The interpolate Option
7.7 Atmospheric Effects
7.7.1 Atmosphere
7.7.2 Background
7.7.3 Fog
7.7.4 Sky Sphere
7.7.5 Rainbow
7.8 Global Settings
7.8.1 ADC_Bailout
7.8.2 Ambient Light
7.8.3 Assumed_Gamma
7.8.3.1 Monitor Gamma
7.8.3.2 Image File Gamma
7.8.3.3 Scene File Gamma
7.8.4 HF_Gray_16
7.8.5 Irid_Wavelength
7.8.6 Max_Trace_Level
7.8.7 Max_Intersections
7.8.8 Number_Of_Waves
7.8.9 Radiosity
7.8.9.1 How Radiosity Works
7.8.9.2 Adjusting Radiosity
7.8.9.2.1 brightness
7.8.9.2.2 count
7.8.9.2.3 distance_maximum
7.8.9.2.4 error_bound
7.8.9.2.5 gray_threshold
7.8.9.2.6 low_error_factor
7.8.9.2.7 minimum_reuse
7.8.9.2.8 nearest_count
7.8.9.2.9 radiosity_quality
7.8.9.2.10 recursion_limit
7.8.9.3 Tips on Radiosity
Appendices
A Copyright
A.1 General License Agreement
A.2 Usage Provisions
A.3 General Rules for All Distributions
A.4 Definition of "Full Package"
A.5 Conditions for On-Line Services and BBS's Including 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 Retail Value of This Software
A.10 Other Provisions
A.11 Revocation of License
A.12 Disclaimer
A.13 Technical Support
B Authors
C Contacting the Authors
D Postcards for POV-Ray Team Members
E Credits
F Tips and Hints
F.1 Scene Design Tips
F.2 Scene Debugging Tips
F.3 Animation Tips
F.4 Texture Tips
F.5 Height Field Tips
F.6 Converting "Handedness"
#
#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
+A0.1
+A0.2
+AM
+B
+C
+D
+D0
+D0T
+D1
+D?
+DG
+DGH
+DGT
+E
+EC
+EP
+ER
+F
+FD
+FN
+FR
+FT
+GA
+GI
+GS
+H
+HTC
+I
+J
+k
+KC
+KF
+KFF
+KFI
+KI
+L
+MB
+MV
+O
+P
+Q
+Q5
+QR
+R
+S
+SC
+SP
+SR
+SU
+UA
+UD
+UF
+UL
+UO
+UV
+V
+W
+X
-
-A
-D
-F
-GS
-H
-J
-L
-M
-MB
-P
-UA
-UD
-UR
-V
-W
..._Return
.t
.x
.y
.z
/* ... */
//
<
>
A Constant Fog
aa_level
aa_threshold
About CSG
abs
acos
acosh
adaptive
adc_bailout
Adding a Camera
Adding Additional Halos
Adding Bumpiness
Adding Dust to the Room
Adding Light Attenuation
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
All_Console
All_File
alpha
alpha channel
Alternatives to POVRAY.INI
ambient
Ambient Light
ambient light source
ambient_light
angle
Animation
Animation Options
Animation Tips
Another Layered Textures Example
Anti-Aliasing Options
Antialias
Antialias_Depth
Antialias_Threshold
aperture
Apple Macintosh
Applying Caustics to a Scene
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 Questions
atmospheric_attenuation
attenuating
attenuation
Authors
Automatic Bounding Control
average
Average Function
background
Basic Usage
Batch Files
Beginning Tutorial
Bezier patch
Bezier patches
Bicubic Patch
Bicubic Patch Object
bicubic_patch
Bitmap Modifiers
Bits_Per_Color
black hole
Black Hole Warp
black_hole
Blending Normals
Blob
Blob Object
blue
blur_samples
bounded_by
Bounding
Bounding_Threshold
box
Box Mapping
Box Object
box_mapping
bozo
break
brick
brick_size
brightness
brilliance
Buffer_Output
Buffer_Size
Built-in Identifier 'clock'
Built-in Identifier 'version'
Built-in Identifiers
bump
Bump Maps
bumps
bumpy1
bumpy2
bumpy3
bump_map
bump_size
camera
Camera Identifiers
Camera Ray Perturbation
case
caustic
caustics
Caustics And Normals
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
Clock Dependant Variables And Multi-Stage Animations
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
Complex Blob Constructs and Negative Strength
component
Component Types and Other New Features
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 Sweeps And The Tapering Effect
conic_sweep
Console Text Output
constant
Constant Built-in Identifiers
constructive solid geometry
Contacting the Authors
Continue_Trace
control0
control1
Converting "Handedness"
Copyright
cos
cosh
count
CPU Utilization Histogram
crackle
crand
Crand Graininess
Create_Ini
Creating a Filtering Fog
Creating a Sky with a Color Gradient
Creating Color Patterns
Credits
CSG
CSG Difference
CSG Intersection
CSG Merge
CSG Objects
CSG Pitfalls
CSG Union
cube
cubic
cubic spline
cubic_spline
Cyclic Animation
Cyclic_Animation
cylinder
Cylinder Object
cylindrical
cylindrical light
Cylindrical Lights
Cylindrical Mapping
cylindrical_mapping
debug
declare
Declaring identifiers
Declaring Layered Textures
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
Directory Structure
disc
Disclaimer
Display
Display Hardware Settings
Display Output Options
Display Related Settings
Display Types
Display_Gamma
distance
distance_maximum
div
Do Not Use Jitter Or Crand
Draw_Vistas
dust
dust_type
eccentricity
else
emitting
Empty and Solid Objects
end
End_Column
End_Row
error
error_bound
exp
exponent
External Animation Loop
fade_distance
fade_power
Faked Caustics
falloff
falloff_angle
false
Fatal_Error_Command
Field Rendering
Field_Render
File Name
File Output Options
File Type
file_exists
filter
Final_Clock
Final_Frame
finish
Finishes
Finite Patch Primitives
Finite Solid Primitives
fisheye
flatness
flip
Float Expressions
Float Functions
Float Identifiers
Float Literals
Float Operators
floor
Focal Blur
focal_point
fog
Fog and Hollow Objects
Fog Questions
fog_alt
fog_offset
fog_type
Frame_Final
Frame_Initial
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
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
linear
max_value
multiple halos
phase
planar_mapping
poly
samples
scale
spherical_mapping
super-sampling
turbulence
Halos
Halos and Hollow Objects
Handedness
Height
Height and Width of Output
height field
Height Field Object
Height Field Questions
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 File Questions
Include Files
Increasing the Brightness
Increasing the Image Resolution
Increasing the Rainbow's Translucency
Infinite Solid Primitives
INI File Settings
INI Files
Initial_Clock
Initial_Frame
Input File Name
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
Jitter_Amount
Julia Fractal
julia_fractal
lambda
Language Basics
Language Directives
Language Version
lathe
Lathe Object
Layered Textures
leopard
Library Paths
Library_Path
Light Attenuation
Light Fading
light source
Light Source Specials
Light Sources
Light Sources and Atmosphere
Light_Buffer
light_source
Limitations Of Special Textures
linear
linear spline
linear_spline
linear_sweep
Linux
location
Location and Look_At
location)
log
looks_like
look_at
low_error_factor
m00
m32
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
Multiple Sub-Shapes
My_Clock
My_Color
nearest_count
negation
negative
no
normal
Normal Maps
Normals
normal_map
Notation
no_shadow
Number of Samples
number_of_waves
object
Object Modifiers
Object Questions
Objects
octaves
Odd_Field
off
offset
omega
omnimax
on
once
onion
Online or Remote Execution of POV-Ray
open
Operator Promotion
Options Reference
orthographic
Other Provisions
Our First Image
Output File Buffer
Output File Name
Output File Type
Output Options
Output_Alpha
Output_File_Name
Output_File_Type
Output_to_file
Overlapping Container Objects
Palette
panoramic
Partial Output Options
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
Pause_When_Done
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
Post_Frame_Command
Post_Scene_Command
Post_Scene_Commands
pot
POV-Ray Coordinate System
POV-Ray Forum on CompuServe
POV-Ray Options
POV-Ray Options Questions
POV-Ray Reference
POV-Ray Related Books and CD-ROMs
pow
ppm
Pre-defined Textures
precision
Preview_End_Size
Preview_Start_Size
Pre_Frame_Command
Pre_Frame_Return
Pre_Frame_Return=
Pre_Scene_Command
prism
Prism Object
Program Description
pwr
quadratic spline
quadratic_spline
quadric
Quality
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_count
radiosity_error_bound
radiosity_gray
radiosity_nearest_count
radiosity_quality
radiosity_reuse_dist_min
radius
rainbow
ramp_wave
rand
range
ray-tracing
reciprocal
recursion_limit
red
reflection
refraction
Refraction Pitfall
Remove_Bounds
Removing User Bounding
render
repeat
Repeat Warp
Resizing the Halo
Resuming Options
Retail Value of This Software
reuse_count
reuse_dist_max
reuse_nearest_count
Revocation of License
rgb
rgbf
rgbft
rgbt
rgbtf
right
ripples
rotate
roughness
Running Files in Other Directories
samples
sampling
adaptive
non-adaptine
Sampling_Method
scale
Scaling a Halo Container
Scaling the Halo Container
scallop_wave
scattering
Scene Debugging Tips
Scene Description Language
Scene Design Tips
Scene File Gamma
Scene Parsing Options
seed
Setting a Minimum Translucency
Setting POV-Ray Options
Shade
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 Transitions
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
Split_Unions
Spot
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
Start_Column
Start_Row
statistics
Statistic_Console
Statistic_File
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
Subset_End_Frame
Subset_Start_Frame
substr
Suggested Reading
SunOS
Super-Sampling
superellipsoid
superquadric ellipsoid
Superquadric Ellipsoid Object
Surface Finishes
surface of revolution
Surface of Revolution Object
switch
SWITCH CASE and RANGE Directives
sys
t
tan
tanh
Teaching An Old Spline New Tricks
Technical Support
Test_Abort
Test_Abort_Count
test_camera_1
test_camera_2
test_camera_3
test_camera_4
text
Text Formatting
Text Message Streams
Text Object
Text Output
Text Questions
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 Clock Variable: Key To It All
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 Phase Keyword
The Pointlight 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 Warp
turb_depth
type
Type of Projection
u
ultra_wide_angle
Understanding POV-Ray's Coordinate System
Understanding The Concept of Splines
union
up
Up and Right Vectors
Usage Provisions
User Message Directives
User_Abort_Command
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 Color List Pigments
Using Faked Caustics
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
Verbose
Version
Version Directive
Video_Mode
Vista_Buffer
vlength
vnormalize
volume_object
volume_rendered
vol_with_light
vrotate
v_steps
warning
warp
Warps
water_level
Waveform
waves
What About Tiles?
What are Caustics?
What are Halos?
What is CSG?
What is POV-Ray?
What is Ray-Tracing?
When All Else Fails: Material Maps
Where Halos are Allowed
Where to Find POV-Ray Files
Which Version of POV-Ray should you use?
while
WHILE Directive
width
Windows
wood
Working With Layered Textures
Working With List Textures
Working With Normal Maps
Working With Pigment Maps
Working With Special Textures
Working With Texture Maps
wrinkles
x
y
yes
z
[]