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<!--  This file copyright Persistence of Vision Raytracer Pty. Ltd. 2003-2004  -->
<html> 
<head>
  
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<title>2.2 Getting Started</title>
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</head>
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    <a href="s_55.html">2.1.7 Notation and Basic Assumptions</a> 
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  <td align="center" valign="middle">
    <strong class="NavBar">POV-Ray 3.6 for UNIX documentation</strong><br> <strong>2.2 
   Getting Started</strong> 
  </td>
   
  <td align="right" valign="middle" width="30%">
    <a href="s_57.html">2.2.1 Our First Image</a> 
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<h2><a name="s02_02">2.2 </a>Getting Started</h2>

<dl class="famousquote">
 
 <dt>
   <em>You know you have been raytracing too long when ...<br> ... You actually read all the documentation that 
  comes with programs.</em> 
 <dd>
   <em>-- AmaltheaJ5</em> 
</dl>

<p>
  The beginning tutorial explains step by step how to use POV-Ray's scene description language to create your own 
 scenes. The use of almost every feature of POV-Ray's language is explained in detail. We will learn basic things like 
 placing cameras and light sources. We will also learn how to create a large variety of objects and how to assign 
 different textures to them. The more sophisticated features like <a href="#l17">radiosity</a>, <a href="#l18">interior</a>, 
 <a href="#l19">media</a> and <a href="s_129.html#s03_06_02">atmospheric effects</a> will be explained in detail. 
</p>

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

<ul>
 
 <li>
  <a href="s_57.html#s02_02_01">2.2.1 Our First Image</a>
  <ul>
   
   <li>
    <a href="s_57.html#s02_02_01_01">2.2.1.1 Understanding POV-Ray's Coordinate System</a>
   <li>
    <a href="s_57.html#s02_02_01_02">2.2.1.2 Adding Standard Include Files</a>
   <li>
    <a href="s_57.html#s02_02_01_03">2.2.1.3 Adding a Camera</a>
   <li>
    <a href="s_57.html#s02_02_01_04">2.2.1.4 Describing an Object</a>
   <li>
    <a href="s_57.html#s02_02_01_05">2.2.1.5 Adding Texture to an Object</a>
   <li>
    <a href="s_57.html#s02_02_01_06">2.2.1.6 Defining a Light Source</a>
  </ul>

 <li>
  <a href="s_58.html#s02_02_02">2.2.2 Basic Shapes</a>
  <ul>
   
   <li>
    <a href="s_58.html#s02_02_02_01">2.2.2.1 Box Object</a>
   <li>
    <a href="s_58.html#s02_02_02_02">2.2.2.2 Cone Object</a>
   <li>
    <a href="s_58.html#s02_02_02_03">2.2.2.3 Cylinder Object</a>
   <li>
    <a href="s_58.html#s02_02_02_04">2.2.2.4 Plane Object</a>
   <li>
    <a href="s_58.html#s02_02_02_05">2.2.2.5 Torus Object</a>
  </ul>

 <li>
  <a href="s_59.html#s02_02_03">2.2.3 CSG Objects</a>
  <ul>
   
   <li>
    <a href="s_59.html#s02_02_03_01">2.2.3.1 What is CSG?</a>
   <li>
    <a href="s_59.html#s02_02_03_02">2.2.3.2 CSG Union</a>
   <li>
    <a href="s_59.html#s02_02_03_03">2.2.3.3 CSG Intersection</a>
   <li>
    <a href="s_59.html#s02_02_03_04">2.2.3.4 CSG Difference</a>
   <li>
    <a href="s_59.html#s02_02_03_05">2.2.3.5 CSG Merge</a>
   <li>
    <a href="s_59.html#s02_02_03_06">2.2.3.6 CSG Pitfalls</a>
    <ul>
     
     <li>
      <a href="s_59.html#s02_02_03_06_01">2.2.3.6.1 Co-incident Surfaces</a>
    </ul>

  </ul>

 <li>
  <a href="s_60.html#s02_02_04">2.2.4 The Light Source</a>
  <ul>
   
   <li>
    <a href="s_60.html#s02_02_04_01">2.2.4.1 The Pointlight Source</a>
   <li>
    <a href="s_60.html#s02_02_04_02">2.2.4.2 The Spotlight Source</a>
   <li>
    <a href="s_60.html#s02_02_04_03">2.2.4.3 The Cylindrical Light Source</a>
   <li>
    <a href="s_60.html#s02_02_04_04">2.2.4.4 The Area Light Source</a>
   <li>
    <a href="s_60.html#s02_02_04_05">2.2.4.5 The Ambient Light Source</a>
   <li>
    <a href="s_60.html#s02_02_04_06">2.2.4.6 Light Source Specials</a>
    <ul>
     
     <li>
      <a href="s_60.html#s02_02_04_06_01">2.2.4.6.1 Using Shadowless Lights</a>
     <li>
      <a href="s_60.html#s02_02_04_06_02">2.2.4.6.2 Assigning an Object to a Light Source</a>
     <li>
      <a href="s_60.html#s02_02_04_06_03">2.2.4.6.3 Using Light Fading</a>
    </ul>

  </ul>

 <li>
  <a href="s_61.html#s02_02_05">2.2.5 Simple Texture Options</a>
  <ul>
   
   <li>
    <a href="s_61.html#s02_02_05_01">2.2.5.1 Surface Finishes</a>
   <li>
    <a href="s_61.html#s02_02_05_02">2.2.5.2 Adding Bumpiness</a>
   <li>
    <a href="s_61.html#s02_02_05_03">2.2.5.3 Creating Color Patterns</a>
   <li>
    <a href="s_61.html#s02_02_05_04">2.2.5.4 Pre-defined Textures</a>
  </ul>

 <li>
  <a href="s_62.html#s02_02_06">2.2.6 Using the Camera</a>
  <ul>
   
   <li>
    <a href="s_62.html#s02_02_06_01">2.2.6.1 Using Focal Blur</a>
  </ul>

 <li>
  <a href="s_63.html#s02_02_07">2.2.7 POV-Ray Coordinate System</a>
  <ul>
   
   <li>
    <a href="s_63.html#s02_02_07_01">2.2.7.1 Transformations</a>
    <ul>
     
     <li>
      <a href="s_63.html#s02_02_07_01_01">2.2.7.1.1 Translate</a>
     <li>
      <a href="s_63.html#s02_02_07_01_02">2.2.7.1.2 Scale</a>
     <li>
      <a href="s_63.html#s02_02_07_01_03">2.2.7.1.3 Rotate</a>
     <li>
      <a href="s_63.html#s02_02_07_01_04">2.2.7.1.4 Matrix</a>
    </ul>

   <li>
    <a href="s_63.html#s02_02_07_02">2.2.7.2 Transformation Order</a>
   <li>
    <a href="s_63.html#s02_02_07_03">2.2.7.3 Inverse Transform</a>
   <li>
    <a href="s_63.html#s02_02_07_04">2.2.7.4 Transform Identifiers</a>
   <li>
    <a href="s_63.html#s02_02_07_05">2.2.7.5 Transforming Textures and Objects</a>
  </ul>

 <li>
  <a href="s_64.html#s02_02_08">2.2.8 Setting POV-Ray Options</a>
  <ul>
   
   <li>
    <a href="s_64.html#s02_02_08_01">2.2.8.1 Command Line Switches</a>
   <li>
    <a href="s_64.html#s02_02_08_02">2.2.8.2 Using INI Files</a>
   <li>
    <a href="s_64.html#s02_02_08_03">2.2.8.3 Using the POVINI Environment Variable</a>
  </ul>

</ul>

<p>
 <a name="l17">
<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="l18">
<small><strong>More about &quot;interior&quot;</strong></small>
</a>
 <ul>
  
  <li><small>
   <a href="s_128.html#s03_06_01">3.6.1 Interior</a> in 3.6 Interior &amp; Media &amp; Photons
  </small>

  <li><small>
   <a href="s_161.html#s03_08_09_03">3.8.9.3 Interior</a> in 3.8.9 Object Modifiers
  </small>

 </ul>

</p>

<p>
 <a name="l19">
<small><strong>More about &quot;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>
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    <strong>2.2 Getting Started</strong> 
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    <a href="s_57.html">2.2.1 Our First Image</a> 
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