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<!--  This file copyright Persistence of Vision Raytracer Pty. Ltd. 2003-2004  -->
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    <a href="s_160.html">3.8.8 Objects</a> 
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    <strong class="NavBar">POV-Ray 3.6 for UNIX documentation</strong><br> <strong>3.8.9 
   Object Modifiers</strong> 
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<h3><a name="s03_08_09">3.8.9 </a>Object Modifiers</h3>
<a name="s03_08_09_i1"><a name="quickref, object modifiers"></a><a name="s03_08_09_i2"><a name="s03_08_09_i3">
<dl class="Syntax">
 
 <dt class="SubDesc">
   Manipulate the appearance of an object 
 <dt>
   OBJECT_MODIFIERS: 
 <dd>
   <code>[OBJECT_PHOTONS] &amp; [CLIPPED_BY] &amp; [BOUNDED_BY] &amp; [MATERIAL] &amp; [INTERIOR] &amp; 
  [INTERIOR_TEXTURE] &amp; [TEXTURE] &amp; [PIGMENT] &amp; [NORMAL] &amp; [FINISH] &amp; [TRANSFORMATION...] &amp; [<strong>no_shadow</strong>] 
  &amp; [<strong>no_image</strong>[BOOL]] &amp; [<strong>no_reflection</strong>{BOOL]] &amp; [<strong>inverse</strong>] 
  &amp; [<strong>double_illuminate</strong>[BOOL]] &amp; [<strong>hollow</strong>&nbsp;[BOOL]]</code> 
</dl>

<dl class="Syntax">
 
 <dt class="SubDesc">
   Specify how an object should interact with photons: 
 <dt>
   OBJECT_PHOTONS: 
 <dd class="Jump">
   <a href="s_130.html#s03_06_03_02_02">Jump to SDL</a> 
 <dd>
   <code><strong>photons {</strong> OBJECT_PHOTON_ITEMS <strong>}</strong></code> 
 <dt>
   OBJECT_PHOTON_ITEMS: 
 <dd>
   <code>[<strong>target</strong> [F_SPACING_MULT]] &amp; [<strong>refraction</strong>&nbsp;BOOL] &amp; [<strong>reflection</strong>&nbsp;BOOL] 
  &amp; [<strong>collect</strong>&nbsp;BOOL] &amp; [<strong>pass_through</strong>&nbsp;[BOOL]]</code> 
</dl>

<dl class="Syntax">
 
 <dt class="SubDesc">
   Slice a portion of a shape: 
 <dt>
   CLIPPED_BY: 
 <dd>
   <code><strong>clipped_by {</strong> UNTEXTURED_SOLID_OBJECT... <strong>}</strong> |<br> <strong>clipped_by { 
  bounded_by }</strong></code> 
 <dt>
   UNTEXTURED_SOLID_OBJECT: 
 <dd>
   <code>FINITE_SOLID_OBJECT | INFINITE_SOLID_OBJECT</code> 
 <dd class="ItemNote">
   Note, neither with a texture applied. 
</dl>

<dl class="Syntax">
 
 <dt class="SubDesc">
   Specify a bounding shape for an object: 
 <dt>
   BOUNDED_BY: 
 <dd>
   <code><strong>bounded_by {</strong> UNTEXTURED_SOLID_OBJECT... <strong>}</strong> |<br> <strong>bounded_by { 
  clipped_by }</strong></code> 
</dl>

<p>
  <a href="s_153.html#s03_08_01">Quick Reference Contents</a> 
</p>

<h4><a name="s03_08_09_01">3.8.9.1 </a>UV Mapping</h4>
<a name="s03_08_09_01_i1"><a name="quickref, uv_mapping"></a><a name="s03_08_09_01_i2">
<dl class="Syntax">
 
 <dt class="SubDesc">
   Map a texture to an object using surface coordinates: 
 <dt>
   UV_MAPPING: 
 <dd class="Jump">
   <a href="s_121.html#s03_05_07">Jump to SDL</a> 
 <dd>
   <code><strong>uv_mapping</strong> PIGMENT | <strong>pigment&nbsp;{&nbsp;uv_mapping</strong>&nbsp;<a href="s_162.html#s03_08_10_04">PIGMENT_BODY</a>&nbsp;<strong>}</strong> 
  |<br> <strong>uv_mapping</strong> NORMAL | <strong>normal&nbsp;{&nbsp;uv_mapping</strong>&nbsp;<a href="s_162.html#s03_08_10_05">NORMAL_BODY</a>&nbsp;<strong>}</strong> 
  |<br> <strong>uv_mapping</strong> TEXTURE | <strong>texture&nbsp;{&nbsp;uv_mapping</strong>&nbsp;<a href="s_162.html#s03_08_10_03">TEXTURE_BODY</a>&nbsp;<strong>}</strong></code> 
  
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  <a href="s_153.html#s03_08_01">Quick Reference Contents</a> 
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<h4><a name="s03_08_09_02">3.8.9.2 </a>Material</h4>
<a name="s03_08_09_02_i1"><a name="quickref, material"></a><a name="s03_08_09_02_i2">
<dl class="Syntax">
 
 <dt class="SubDesc">
   Group together surface textures and interior properties: 
 <dt>
   MATERIAL: 
 <dd>
   <code><strong>material {</strong> [MATERIAL_IDENTIFIER] [MATERIAL_ITEM ...] <strong>}</strong></code> 
 <dt>
   MATERIAL_ITEMS: 
 <dd>
   <code>TEXTURE | INTERIOR_TEXTURE | INTERIOR | TRANSFORMATION</code> 
</dl>

<p>
  <a href="s_153.html#s03_08_01">Quick Reference Contents</a> 
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<h4><a name="s03_08_09_03">3.8.9.3 </a>Interior</h4>
<a name="s03_08_09_03_i1"><a name="quickref, interior"></a><a name="s03_08_09_03_i2">
<dl class="Syntax">
 
 <dt class="SubDesc">
   Describe the interior of an object: 
 <dt>
   INTERIOR: 
 <dd class="Jump">
   <a href="s_128.html#s03_06_01">Jump to SDL</a> 
 <dd>
   <code><strong>interior {</strong> [INTERIOR_IDENTIFIER] [INTERIOR_ITEMS] <strong>}</strong></code> 
 <dt>
   INTERIOR_ITEMS: 
 <dd>
   <code>[<strong>ior</strong> FLOAT] &amp; [<strong>dispersion</strong>&nbsp;FLOAT] &amp; [<strong>dispersion_samples</strong>&nbsp;INT] 
  &amp; [<strong>caustics</strong>&nbsp;FLOAT] &amp; [<strong>fade_distance</strong>&nbsp;FLOAT] &amp; [<strong>fade_power</strong>&nbsp;FLOAT] 
  &amp; [<strong>fade_color</strong>&nbsp;COLOR] &amp; [MEDIA...]</code> 
</dl>

<p>
  <a href="s_153.html#s03_08_01">Quick Reference Contents</a> 
</p>

<h4><a name="s03_08_09_04">3.8.9.4 </a>Interior Texture</h4>
<a name="s03_08_09_04_i1"><a name="quickref, interior texture"></a><a name="s03_08_09_04_i2">
<dl class="Syntax">
 
 <dt class="SubDesc">
   Describe the interior surface of an object: 
 <dt>
   INTERIOR_TEXTURE: 
 <dd>
   <code><strong>interior_texture {</strong> <a href="s_162.html#s03_08_10_03">TEXTURE_BODY</a> <strong>}</strong></code> 
  
</dl>

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    <strong>3.8.9 Object Modifiers</strong> 
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