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<!--  This file copyright Persistence of Vision Raytracer Pty. Ltd. 2003-2004  -->
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<title>2.1.4 Features</title>
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    <a href="s_51.html">2.1.3 What is POV-Ray?</a> 
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    <strong class="NavBar">POV-Ray 3.6 for UNIX documentation</strong><br> <strong>2.1.4 
   Features</strong> 
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  <td align="right" valign="middle" width="30%">
    <a href="s_53.html">2.1.5 The Early History of POV-Ray</a> 
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<h3><a name="s02_01_04">2.1.4 </a>Features</h3>

<p>
  Here are some highlights of POV-Ray's features: 
</p>

<ul>
 
 <li>
   Easy to use scene description language. 
 </li>

 <li>
   Large library of stunning example scene files. 
 </li>

 <li>
   Standard include files that pre-define many shapes, colors and textures. 
 </li>

 <li>
   Very high quality output image files (up to 48-bit color). 
 </li>

 <li>
   16 and 24 bit color display on many computer platforms using appropriate hardware. 
 </li>

 <li>
   Create landscapes using smoothed height fields. 
 </li>

 <li>
   Many camera types, including <a href="s_100.html#s03_03_01_02_01">perspective</a>, <a href="s_100.html#s03_03_01_02_02">orthographic</a>, 
  <a href="s_100.html#s03_03_01_02_03">fisheye</a>, etc. 
 </li>

 <li>
   <a href="s_111.html#s03_04_07_02">Spotlights</a>, <a href="s_111.html#s03_04_07_03">cylindrical lights</a> and <a href="s_111.html#s03_04_07_05">area 
  lights</a> for sophisticated lighting. 
 </li>

 <li>
   <a href="#l4">Photons</a> for realistic, reflected and refracted, caustics. Photons also interact with media. 
 </li>

 <li>
   <a href="s_117.html#s03_05_03_03_01">Phong</a> and <a href="s_117.html#s03_05_03_03_02">specular highlighting</a> 
  for more realistic-looking surfaces. 
 </li>

 <li>
   Inter-diffuse reflection (<a href="#l5">radiosity</a>) for more realistic lighting. 
 </li>

 <li>
   Atmospheric effects like <a href="s_129.html#s03_06_02">atmosphere</a>, <a href="s_101.html#s03_03_02_03">ground-fog</a> 
  and <a href="#l6">rainbow</a>. 
 </li>

 <li>
   <a href="#l7">Particle media</a> to model effects like clouds, dust, fire and steam. 
 </li>

 <li>
   Several image file <a href="s_95.html#s03_01_02_04_01">output formats</a> including Targa, BMP (Windows only), 
  PNG and PPM. 
 </li>

 <li>
   Basic shape primitives such as ... <a href="s_105.html#s03_04_01_09">spheres</a>, <a href="s_105.html#s03_04_01_02">boxes</a>, 
  <a href="s_107.html#s03_04_03_03">quadrics</a>, <a href="s_105.html#s03_04_01_04">cylinders</a>, <a href="s_105.html#s03_04_01_03">cones</a>, 
  <a href="s_106.html#s03_04_02_06">triangle</a> and <a href="s_107.html#s03_04_03_01">planes</a>. 
 </li>

 <li>
   Advanced shape primitives such as ... <a href="s_105.html#s03_04_01_14">Tori</a> (donuts), <a href="s_106.html#s03_04_02_01">bezier 
  patches</a>, <a href="s_105.html#s03_04_01_05">height fields</a> (mountains), <a href="s_105.html#s03_04_01_01">blobs</a>, 
  <a href="s_107.html#s03_04_03_02">quartics</a>, <a href="s_106.html#s03_04_02_06">smooth triangles</a>, <a href="s_105.html#s03_04_01_13">text</a>, 
  <a href="s_105.html#s03_04_01_11">superquadrics</a>, <a href="s_105.html#s03_04_01_12">surfaces of revolution</a>, <a href="s_105.html#s03_04_01_08">prisms</a>, 
  <a href="s_106.html#s03_04_02_05">polygons</a>, <a href="s_105.html#s03_04_01_07">lathes</a>, <a href="s_105.html#s03_04_01_06">fractals</a>, 
  <a href="#l8">isosurfaces</a> and the <a href="#l9">parametric</a> object. 
 </li>

 <li>
   Shapes can easily be combined to create new complex shapes using <a href="s_110.html#s03_04_06">Constructive 
  Solid Geometry</a> (CSG). POV-Ray supports unions, merges, intersections and differences. 
 </li>

 <li>
   Objects are assigned materials called <a href="#l10">textures</a> (a texture describes the coloring and surface 
  properties of a shape) and interior properties such as <a href="#l11">index of refraction</a> and <a href="#l12">particle 
  media</a> (formerly known as &quot;halos&quot;). 
 </li>

 <li>
   Built-in color and normal patterns: <a href="s_125.html#s03_05_11_01">Agate</a>, <a href="s_125.html#s03_05_11_04">Bozo</a>, 
  <a href="s_125.html#s03_05_11_06">Bumps</a>, <a href="s_125.html#s03_05_11_08">Checker</a>, <a href="s_125.html#s03_05_11_09">Crackle</a>, 
  <a href="s_125.html#s03_05_11_12">Dents</a>, <a href="s_125.html#s03_05_11_18">Granite</a>, <a href="#l13">Gradient</a>, 
  <a href="s_125.html#s03_05_11_19">Hexagon</a>, <a href="s_125.html#s03_05_11_21">Leopard</a>, <a href="s_125.html#s03_05_11_14">Mandel</a>, 
  <a href="s_125.html#s03_05_11_22">Marble</a>, <a href="s_125.html#s03_05_11_24">Onion</a>, <a href="s_125.html#s03_05_11_27">Quilted</a>, 
  <a href="s_125.html#s03_05_11_29">Ripples</a>, <a href="s_125.html#s03_05_11_34">Spotted</a>, <a href="#l14">Spiral</a>, 
  <a href="s_125.html#s03_05_11_28">Radial</a>, <a href="s_125.html#s03_05_11_35">Waves</a>, <a href="#l15">Wood</a>, <a href="s_125.html#s03_05_11_37">Wrinkles</a> 
  and <a href="s_115.html#s03_05_01_05">image file mapping</a>. Or build your own pattern using <a href="#l16">functions</a>. 
  
 </li>

 <li>
   Users can create their own textures or use pre-defined textures such as ... Brass, Chrome, Copper, Gold, Silver, 
  Stone, Wood. 
 </li>

 <li>
   Combine textures using layering of semi-transparent textures or tiles of textures or material map files. 
 </li>

 <li>
   Display preview of image while rendering (not available on all platforms). 
 </li>

 <li>
   Halt and save a render part way through, and continue rendering the halted partial render later. 
 </li>

</ul>

<p>
 <a name="l4">
<small><strong>More about &quot;Photons&quot;</strong></small>
</a>
 <ul>
  
  <li><small>
   <a href="s_130.html#s03_06_03">3.6.3 Photons</a> in 3.6 Interior &amp; Media &amp; Photons
  </small>

  <li><small>
   <a href="s_130.html#s03_06_03_02_01">3.6.3.2.1 Photon Global Settings</a> in 3.6.3.2 Using Photon Mapping 
   in Your Scene
  </small>

  <li><small>
   <a href="s_165.html#s03_08_13_02">3.8.13.2 Photons</a> in 3.8.13 Global Settings
  </small>

 </ul>

</p>

<p>
 <a name="l5">
<small><strong>More about &quot;radiosity&quot;</strong></small>
</a>
 <ul>
  
  <li><small>
   <a href="s_103.html#s03_03_04">3.3.4 Radiosity</a> in 3.3 Scene Settings
  </small>

  <li><small>
   <a href="s_165.html#s03_08_13_01">3.8.13.1 Radiosity</a> in 3.8.13 Global Settings
  </small>

  <li><small>
   <a href="s_72.html#s02_03_07">2.3.7 Radiosity</a> in 2.3 Advanced Features
  </small>

 </ul>

</p>

<p>
 <a name="l6">
<small><strong>More about &quot;rainbow&quot;</strong></small>
</a>
 <ul>
  
  <li><small>
   <a href="s_101.html#s03_03_02_05">3.3.2.5 Rainbow</a> in 3.3.2 Atmospheric Effects
  </small>

  <li><small>
   <a href="s_164.html#s03_08_12_04">3.8.12.4 Rainbow</a> in 3.8.12 Atmospheric Effects
  </small>

 </ul>

</p>

<p>
 <a name="l7">
<small><strong>More about &quot;Particle media&quot;</strong></small>
</a>
 <ul>
  
  <li><small>
   <a href="s_129.html#s03_06_02">3.6.2 Media</a> in 3.6 Interior &amp; Media &amp; Photons
  </small>

  <li><small>
   <a href="s_163.html#s03_08_11">3.8.11 Media</a> in 3.8 Quick Reference
  </small>

 </ul>

</p>

<p>
 <a name="l8">
<small><strong>More about &quot;isosurfaces&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_160.html#s03_08_08_04">3.8.8.4 Isosurface</a> in 3.8.8 Objects
  </small>

 </ul>

</p>

<p>
 <a name="l9">
<small><strong>More about &quot;parametric&quot;</strong></small>
</a>
 <ul>
  
  <li><small>
   <a href="s_109.html#s03_04_05">3.4.5 Parametric Object</a> in 3.4 Objects
  </small>

  <li><small>
   <a href="s_160.html#s03_08_08_05">3.8.8.5 Parametric</a> in 3.8.8 Objects
  </small>

 </ul>

</p>

<p>
 <a name="l10">
<small><strong>More about &quot;textures&quot;</strong></small>
</a>
 <ul>
  
  <li><small>
   <a href="s_114.html#s03_05">3.5 Textures</a> in 3 POV-Ray Reference
  </small>

  <li><small>
   <a href="s_162.html#s03_08_10">3.8.10 Texture</a> in 3.8 Quick Reference
  </small>

 </ul>

</p>

<p>
 <a name="l11">
<small><strong>More about &quot;index of refraction&quot;</strong></small>
</a>
 <ul>
  
  <li><small>
   <a href="s_128.html#s03_06_01_04">3.6.1.4 Refraction</a> in 3.6.1 Interior
  </small>

  <li><small>
   <a href="s_135.html#s03_07_04_06">3.7.4.6 IORs</a> in 3.7.4 consts.inc
  </small>

 </ul>

</p>

<p>
 <a name="l12">
<small><strong>More about &quot;particle media&quot;</strong></small>
</a>
 <ul>
  
  <li><small>
   <a href="s_129.html#s03_06_02">3.6.2 Media</a> in 3.6 Interior &amp; Media &amp; Photons
  </small>

  <li><small>
   <a href="s_163.html#s03_08_11">3.8.11 Media</a> in 3.8 Quick Reference
  </small>

 </ul>

</p>

<p>
 <a name="l13">
<small><strong>More about &quot;Gradient&quot;</strong></small>
</a>
 <ul>
  
  <li><small>
   <a href="s_125.html#s03_05_11_17">3.5.11.17 Gradient</a> in 3.5.11 Patterns
  </small>

  <li><small>
   <a href="s_140.html#s03_07_09_03">3.7.9.3 Vector Analysis</a> in 3.7.9 math.inc
  </small>

 </ul>

</p>

<p>
 <a name="l14">
<small><strong>More about &quot;Spiral&quot;</strong></small>
</a>
 <ul>
  
  <li><small>
   <a href="s_125.html#s03_05_11_32">3.5.11.32 Spiral1</a> in 3.5.11 Patterns
  </small>

  <li><small>
   <a href="s_125.html#s03_05_11_33">3.5.11.33 Spiral2</a> in 3.5.11 Patterns
  </small>

 </ul>

</p>

<p>
 <a name="l15">
<small><strong>More about &quot;Wood&quot;</strong></small>
</a>
 <ul>
  
  <li><small>
   <a href="s_125.html#s03_05_11_36">3.5.11.36 Wood</a> in 3.5.11 Patterns
  </small>

  <li><small>
   <a href="s_148.html#s03_07_17_03">3.7.17.3 Woods</a> in 3.7.17 textures.inc
  </small>

 </ul>

</p>

<p>
 <a name="l16">
<small><strong>More about &quot;functions&quot;</strong></small>
</a>
 <ul>
  
  <li><small>
   <a href="s_97.html#s03_02_01_03_04">3.2.1.3.4 Functions</a> in 3.2.1.3 Float Expressions
  </small>

  <li><small>
   <a href="s_97.html#s03_02_01_04_05">3.2.1.4.5 Functions</a> in 3.2.1.4 Vector Expressions
  </small>

  <li><small>
   <a href="s_97.html#s03_02_01_06">3.2.1.6 User-Defined Functions</a> in 3.2.1 Language Basics
  </small>

 </ul>

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