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<!--  This file copyright Persistence of Vision Raytracer Pty. Ltd. 2003-2004  -->
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    <strong class="NavBar">POV-Ray 3.6 for UNIX documentation</strong><br> <strong>3.4 
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    <a href="s_105.html">3.4.1 Finite Solid Primitives</a> 
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<h2><a name="s03_04">3.4 </a>Objects</h2>
<a name="s03_04_i1"><a name="objects"></a>
<p>
  Objects are the building blocks of your scene. There are a lot of different types of objects supported by POV-Ray. 
 In the sections which follows, we describe &quot;<a href="s_105.html#s03_04_01">Finite Solid Primitives</a>&quot;, 
 &quot;<a href="s_106.html#s03_04_02">Finite Patch Primitives</a>&quot;, &quot;<a href="s_107.html#s03_04_03">Infinite 
 Solid Primitives</a>&quot;, &quot;<a href="#l129">Isosurface Object</a>&quot;, &quot;<a href="s_109.html#s03_04_05">Parametric 
 Object</a>&quot;, and &quot;<a href="s_111.html#s03_04_07">Light Sources</a>&quot;. These primitive shapes may be 
 combined into complex shapes using &quot;<a href="s_110.html#s03_04_06">Constructive Solid Geometry</a>&quot; (also 
 known as <a href="#l130">CSG</a>). 
</p>

<p>
  The basic syntax of an object is a keyword describing its type, some floats, vectors or other parameters which 
 further define its location and/or shape and some optional object modifiers such as texture, interior_texture, 
 pigment, normal, finish, interior, bounding, clipping or transformations. Specifically the syntax is: 
</p>

<pre>
OBJECT:
    FINITE_SOLID_OBJECT | FINITE_PATCH_OBJECT | 
    INFINITE_SOLID_OBJECT | ISOSURFACE_OBJECT | PARAMETRIC_OBJECT |
    CSG_OBJECT | LIGHT_SOURCE |
    object { OBJECT_IDENTIFIER [OBJECT_MODIFIERS...] }
FINITE_SOLID_OBJECT:
    BLOB | BOX | CONE | CYLINDER | HEIGHT_FIELD | JULIA_FRACTAL |
    LATHE | PRISM | SPHERE | SPHERESWEEP | SUPERELLIPSOID | SOR |
    TEXT | TORUS
FINITE_PATCH_OBJECT:
    BICUBIC_PATCH | DISC | MESH | MESH2 | POLYGON | TRIANGLE |
    SMOOTH_TRIANGLE
INFINITE_SOLID_OBJECT:
    PLANE | POLY | CUBIC | QUARTIC | QUADRIC
ISOSURFACE_OBJECT:
	ISOSURFACE
PARAMETRIC_OBJECT:
	PARAMETRIC	
CSG_OBJECT:
    UNION | INTERSECTION | DIFFERENCE | MERGE
</pre>

<p>
  Object identifiers may be declared to make scene files more readable and to parameterize scenes so that changing a 
 single declaration changes many values. An identifier is declared as follows. 
</p>

<pre>
OBJECT_DECLARATION:
    #declare IDENTIFIER = OBJECT |
    #local IDENTIFIER = OBJECT
</pre>

<p>
  Where <em>IDENTIFIER</em> is the name of the identifier up to 40 characters long and <em>OBJECT</em> is any valid 
 object. To invoke an object identifier, you wrap it in an <code>object{...}</code> statement. You use the <code>object</code> 
 statement regardless of what type of object it originally was. Although early versions of POV-Ray required this <code> 
 object</code> wrapper all of the time, now it is only used with <em> OBJECT_IDENTIFIERS</em>. 
</p>

<p>
  Object modifiers are covered in detail later. However here is a brief overview. 
</p>

<p>
  The texture describes the surface properties of the object. Complete details are in &quot;Textures&quot;. Textures 
 are combinations of pigments, normals, and finishes. In the section &quot;<a href="#l131">Pigment</a>&quot; you will 
 learn how to specify the color or pattern of colors inherent in the material. In &quot;Normal&quot; we describe a 
 method of simulating various patterns of bumps, dents, ripples or waves by modifying the surface normal vector. The 
 section on &quot;Finish&quot; describes the reflective properties of the surface. The &quot;Interior&quot; is a 
 feature introduced in POV-Ray 3.1. It contains information about the interior of the object which was formerly 
 contained in the finish and halo parts of a texture. Interior items are no longer part of the texture. Instead, they 
 attach directly to the objects. The halo feature has been discontinued and replaced with a new feature called 
 &quot;Media&quot; which replaces both halo and atmosphere. 
</p>

<p>
  Bounding shapes are finite, invisible shapes which wrap around complex, slow rendering shapes in order to speed up 
 rendering time. Clipping shapes are used to cut away parts of shapes to expose a hollow interior. Transformations tell 
 the ray-tracer how to move, size or rotate the shape and/or the texture in the scene. 
</p>

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

<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>

<p>
 <a name="l129">
<small><strong>More about &quot;Isosurface Object&quot;</strong></small>
</a>
 <ul>
  
  <li><small>
   <a href="s_108.html#s03_04_04">3.4.4 Isosurface Object</a> in 3.4 Objects
  </small>

  <li><small>
   <a href="s_68.html#s02_03_03_03">2.3.3.3 Isosurface Object</a> in 2.3.3 Other Shapes
  </small>

 </ul>

</p>

<p>
 <a name="l130">
<small><strong>More about &quot;CSG&quot;</strong></small>
</a>
 <ul>
  
  <li><small>
   <a href="s_110.html#s03_04_06">3.4.6 Constructive Solid Geometry</a> in 3.4 Objects
  </small>

  <li><small>
   <a href="s_160.html#s03_08_08_06">3.8.8.6 CSG</a> in 3.8.8 Objects
  </small>

 </ul>

</p>

<p>
 <a name="l131">
<small><strong>More about &quot;Pigment&quot;</strong></small>
</a>
 <ul>
  
  <li><small>
   <a href="s_115.html#s03_05_01">3.5.1 Pigment</a> in 3.5 Textures
  </small>

  <li><small>
   <a href="s_162.html#s03_08_10_04">3.8.10.4 Pigment</a> in 3.8.10 Texture
  </small>

  <li><small>
   <a href="s_69.html#s02_03_04_01">2.3.4.1 Pigments</a> in 2.3.4 Advanced Texture Options
  </small>

 </ul>

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