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    <strong class="NavBar">POV-Ray 3.6 for UNIX documentation</strong><br> <strong>2.3 
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    <a href="s_66.html">2.3.1 Spline Based Shapes</a> 
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<h2><a name="s02_03">2.3 </a>Advanced Features</h2>
<p><strong>
 Section Contents
</strong>
<ul>
 
 <li>
  <a href="s_66.html#s02_03_01">2.3.1 Spline Based Shapes</a>
  <ul>
   
   <li>
    <a href="s_66.html#s02_03_01_01">2.3.1.1 Lathe Object</a>
    <ul>
     
     <li>
      <a href="s_66.html#s02_03_01_01_01">2.3.1.1.1 Understanding The Concept of Splines</a>
    </ul>
   <li>
    <a href="s_66.html#s02_03_01_02">2.3.1.2 Surface of Revolution Object</a>
   <li>
    <a href="s_66.html#s02_03_01_03">2.3.1.3 Prism Object</a>
    <ul>
     
     <li>
      <a href="s_66.html#s02_03_01_03_01">2.3.1.3.1 Teaching An Old Spline New Tricks</a>
     <li>
      <a href="s_66.html#s02_03_01_03_02">2.3.1.3.2 Smooth Transitions</a>
     <li>
      <a href="s_66.html#s02_03_01_03_03">2.3.1.3.3 Multiple Sub-Shapes</a>
     <li>
      <a href="s_66.html#s02_03_01_03_04">2.3.1.3.4 Conic Sweeps And The Tapering Effect</a>
    </ul>
   <li>
    <a href="s_66.html#s02_03_01_04">2.3.1.4 Sphere Sweep Object</a>
   <li>
    <a href="s_66.html#s02_03_01_05">2.3.1.5 Bicubic Patch Object</a>
   <li>
    <a href="s_66.html#s02_03_01_06">2.3.1.6 Text Object</a>
  </ul>
 <li>
  <a href="s_67.html#s02_03_02">2.3.2 Polygon Based Shapes</a>
  <ul>
   
   <li>
    <a href="s_67.html#s02_03_02_01">2.3.2.1 Mesh Object</a>
   <li>
    <a href="s_67.html#s02_03_02_02">2.3.2.2 Mesh2 Object</a>
    <ul>
     
     <li>
      <a href="s_67.html#s02_03_02_02_01">2.3.2.2.1 Smooth triangles and mesh2</a>
     <li>
      <a href="s_67.html#s02_03_02_02_02">2.3.2.2.2 UV mapping and mesh2</a>
     <li>
      <a href="s_67.html#s02_03_02_02_03">2.3.2.2.3 A separate texture per triangle</a>
    </ul>
   <li>
    <a href="s_67.html#s02_03_02_03">2.3.2.3 Polygon Object</a>
  </ul>
 <li>
  <a href="s_68.html#s02_03_03">2.3.3 Other Shapes</a>
  <ul>
   
   <li>
    <a href="s_68.html#s02_03_03_01">2.3.3.1 Blob Object</a>
    <ul>
     
     <li>
      <a href="s_68.html#s02_03_03_01_01">2.3.3.1.1 Component Types and Other New Features</a>
     <li>
      <a href="s_68.html#s02_03_03_01_02">2.3.3.1.2 Complex Blob Constructs and Negative Strength</a>
    </ul>
   <li>
    <a href="s_68.html#s02_03_03_02">2.3.3.2 Height Field Object</a>
   <li>
    <a href="s_68.html#s02_03_03_03">2.3.3.3 Isosurface Object</a>
    <ul>
     
     <li>
      <a href="s_68.html#s02_03_03_03_01">2.3.3.3.1 Simple functions</a>
     <li>
      <a href="s_68.html#s02_03_03_03_02">2.3.3.3.2 Several surfaces</a>
     <li>
      <a href="s_68.html#s02_03_03_03_03">2.3.3.3.3 Non-linear functions</a>
     <li>
      <a href="s_68.html#s02_03_03_03_04">2.3.3.3.4 Specifying functions</a>
     <li>
      <a href="s_68.html#s02_03_03_03_05">2.3.3.3.5 Internal functions</a>
     <li>
      <a href="s_68.html#s02_03_03_03_06">2.3.3.3.6 Combining isosurface functions</a>
     <li>
      <a href="s_68.html#s02_03_03_03_07">2.3.3.3.7 Noise and pigment functions</a>
     <li>
      <a href="s_68.html#s02_03_03_03_08">2.3.3.3.8 Conditional directives and loops</a>
     <li>
      <a href="s_68.html#s02_03_03_03_09">2.3.3.3.9 Transformations on functions</a>
     <li>
      <a href="s_68.html#s02_03_03_03_10">2.3.3.3.10 Improving Isosurface Speed</a>
    </ul>
   <li>
    <a href="s_68.html#s02_03_03_04">2.3.3.4 Poly Object</a>
    <ul>
     
     <li>
      <a href="s_68.html#s02_03_03_04_01">2.3.3.4.1 Creating the polynomial function</a>
     <li>
      <a href="s_68.html#s02_03_03_04_02">2.3.3.4.2 Writing the polynomial vector</a>
    </ul>
   <li>
    <a href="s_68.html#s02_03_03_05">2.3.3.5 Superquadric Ellipsoid Object</a>
  </ul>
 <li>
  <a href="s_69.html#s02_03_04">2.3.4 Advanced Texture Options</a>
  <ul>
   
   <li>
    <a href="s_69.html#s02_03_04_01">2.3.4.1 Pigments</a>
    <ul>
     
     <li>
      <a href="s_69.html#s02_03_04_01_01">2.3.4.1.1 Using Color List Pigments</a>
     <li>
      <a href="s_69.html#s02_03_04_01_02">2.3.4.1.2 Using Pigment and Patterns</a>
     <li>
      <a href="s_69.html#s02_03_04_01_03">2.3.4.1.3 Using Pattern Modifiers</a>
     <li>
      <a href="s_69.html#s02_03_04_01_04">2.3.4.1.4 Using Transparent Pigments and Layered Textures</a>
     <li>
      <a href="s_69.html#s02_03_04_01_05">2.3.4.1.5 Using Pigment Maps</a>
    </ul>
   <li>
    <a href="s_69.html#s02_03_04_02">2.3.4.2 Normals</a>
    <ul>
     
     <li>
      <a href="s_69.html#s02_03_04_02_01">2.3.4.2.1 Using Basic Normal Modifiers</a>
     <li>
      <a href="s_69.html#s02_03_04_02_02">2.3.4.2.2 Blending Normals</a>
    </ul>
   <li>
    <a href="s_69.html#s02_03_04_03">2.3.4.3 Finishes</a>
    <ul>
     
     <li>
      <a href="s_69.html#s02_03_04_03_01">2.3.4.3.1 Using Ambient</a>
     <li>
      <a href="s_69.html#s02_03_04_03_02">2.3.4.3.2 Using Surface Highlights</a>
     <li>
      <a href="s_69.html#s02_03_04_03_03">2.3.4.3.3 Using Reflection, Metallic and Metallic</a>
     <li>
      <a href="s_69.html#s02_03_04_03_04">2.3.4.3.4 Using Iridescence</a>
    </ul>
   <li>
    <a href="s_69.html#s02_03_04_04">2.3.4.4 Working With Pigment Maps</a>
   <li>
    <a href="s_69.html#s02_03_04_05">2.3.4.5 Working With Normal Maps</a>
   <li>
    <a href="s_69.html#s02_03_04_06">2.3.4.6 Working With Texture Maps</a>
   <li>
    <a href="s_69.html#s02_03_04_07">2.3.4.7 Working With List Textures</a>
   <li>
    <a href="s_69.html#s02_03_04_08">2.3.4.8 What About Tiles?</a>
   <li>
    <a href="s_69.html#s02_03_04_09">2.3.4.9 Average Function</a>
   <li>
    <a href="s_69.html#s02_03_04_10">2.3.4.10 Working With Layered Textures</a>
    <ul>
     
     <li>
      <a href="s_69.html#s02_03_04_10_01">2.3.4.10.1 Declaring Layered Textures</a>
     <li>
      <a href="s_69.html#s02_03_04_10_02">2.3.4.10.2 Another Layered Textures Example</a>
    </ul>
   <li>
    <a href="s_69.html#s02_03_04_11">2.3.4.11 When All Else Fails: Material Maps</a>
   <li>
    <a href="s_69.html#s02_03_04_12">2.3.4.12 Limitations Of Special Textures</a>
  </ul>
 <li>
  <a href="s_70.html#s02_03_05">2.3.5 Using Atmospheric Effects</a>
  <ul>
   
   <li>
    <a href="s_70.html#s02_03_05_01">2.3.5.1 The Background</a>
   <li>
    <a href="s_70.html#s02_03_05_02">2.3.5.2 The Sky Sphere</a>
    <ul>
     
     <li>
      <a href="s_70.html#s02_03_05_02_01">2.3.5.2.1 Creating a Sky with a Color Gradient</a>
     <li>
      <a href="s_70.html#s02_03_05_02_02">2.3.5.2.2 Adding the Sun</a>
     <li>
      <a href="s_70.html#s02_03_05_02_03">2.3.5.2.3 Adding Some Clouds</a>
    </ul>
   <li>
    <a href="s_70.html#s02_03_05_03">2.3.5.3 The Fog</a>
    <ul>
     
     <li>
      <a href="s_70.html#s02_03_05_03_01">2.3.5.3.1 A Constant Fog</a>
     <li>
      <a href="s_70.html#s02_03_05_03_02">2.3.5.3.2 Setting a Minimum Translucency</a>
     <li>
      <a href="s_70.html#s02_03_05_03_03">2.3.5.3.3 Creating a Filtering Fog</a>
     <li>
      <a href="s_70.html#s02_03_05_03_04">2.3.5.3.4 Adding Some Turbulence to the Fog</a>
     <li>
      <a href="s_70.html#s02_03_05_03_05">2.3.5.3.5 Using Ground Fog</a>
     <li>
      <a href="s_70.html#s02_03_05_03_06">2.3.5.3.6 Using Multiple Layers of Fog</a>
     <li>
      <a href="s_70.html#s02_03_05_03_07">2.3.5.3.7 Fog and Hollow Objects</a>
    </ul>
   <li>
    <a href="s_70.html#s02_03_05_04">2.3.5.4 The Rainbow</a>
    <ul>
     
     <li>
      <a href="s_70.html#s02_03_05_04_01">2.3.5.4.1 Starting With a Simple Rainbow</a>
     <li>
      <a href="s_70.html#s02_03_05_04_02">2.3.5.4.2 Increasing the Rainbow's Translucency</a>
     <li>
      <a href="s_70.html#s02_03_05_04_03">2.3.5.4.3 Using a Rainbow Arc</a>
    </ul>
  </ul>
 <li>
  <a href="s_71.html#s02_03_06">2.3.6 Simple Media Tutorial</a>
  <ul>
   
   <li>
    <a href="s_71.html#s02_03_06_01">2.3.6.1 Types of media</a>
   <li>
    <a href="s_71.html#s02_03_06_02">2.3.6.2 Some media concepts</a>
   <li>
    <a href="s_71.html#s02_03_06_03">2.3.6.3 Simple media examples</a>
    <ul>
     
     <li>
      <a href="s_71.html#s02_03_06_03_01">2.3.6.3.1 Emitting media</a>
     <li>
      <a href="s_71.html#s02_03_06_03_02">2.3.6.3.2 Absorbing media</a>
     <li>
      <a href="s_71.html#s02_03_06_03_03">2.3.6.3.3 Scattering media</a>
    </ul>
   <li>
    <a href="s_71.html#s02_03_06_04">2.3.6.4 Multiple medias inside the same object</a>
   <li>
    <a href="s_71.html#s02_03_06_05">2.3.6.5 Media and transformations</a>
   <li>
    <a href="s_71.html#s02_03_06_06">2.3.6.6 A more advanced example of scattering media</a>
   <li>
    <a href="s_71.html#s02_03_06_07">2.3.6.7 Media and photons</a>
  </ul>
 <li>
  <a href="s_72.html#s02_03_07">2.3.7 Radiosity</a>
  <ul>
   
   <li>
    <a href="s_72.html#s02_03_07_01">2.3.7.1 Introduction</a>
   <li>
    <a href="s_72.html#s02_03_07_02">2.3.7.2 Radiosity with conventional lighting</a>
   <li>
    <a href="s_72.html#s02_03_07_03">2.3.7.3 Radiosity without conventional lighting</a>
   <li>
    <a href="s_72.html#s02_03_07_04">2.3.7.4 Normals and Radiosity</a>
   <li>
    <a href="s_72.html#s02_03_07_05">2.3.7.5 Performance considerations</a>
  </ul>
 <li>
  <a href="s_73.html#s02_03_08">2.3.8 Making Animations</a>
  <ul>
   
   <li>
    <a href="s_73.html#s02_03_08_01">2.3.8.1 The Clock Variable: Key To It All</a>
   <li>
    <a href="s_73.html#s02_03_08_02">2.3.8.2 Clock Dependant Variables And Multi-Stage Animations</a>
   <li>
    <a href="s_73.html#s02_03_08_03">2.3.8.3 The Phase Keyword</a>
   <li>
    <a href="s_73.html#s02_03_08_04">2.3.8.4 Do Not Use Jitter Or Crand</a>
   <li>
    <a href="s_73.html#s02_03_08_05">2.3.8.5 INI File Settings</a>
  </ul>
 <li>
  <a href="s_74.html#s02_03_09">2.3.9 While-loop tutorial</a>
  <ul>
   
   <li>
    <a href="s_74.html#s02_03_09_01">2.3.9.1 What a while-loop is and what it is not</a>
   <li>
    <a href="s_74.html#s02_03_09_02">2.3.9.2 How does a single while-loop work?</a>
   <li>
    <a href="s_74.html#s02_03_09_03">2.3.9.3 How do I make a while-loop?</a>
   <li>
    <a href="s_74.html#s02_03_09_04">2.3.9.4 What is a condition and how do I make one?</a>
   <li>
    <a href="s_74.html#s02_03_09_05">2.3.9.5 What about loop types other than simple for-loops?</a>
   <li>
    <a href="s_74.html#s02_03_09_06">2.3.9.6 What about nested loops?</a>
   <li>
    <a href="s_74.html#s02_03_09_07">2.3.9.7 Mixed-type nested loops</a>
   <li>
    <a href="s_74.html#s02_03_09_08">2.3.9.8 Other things to note</a>
  </ul>
 <li>
  <a href="s_75.html#s02_03_10">2.3.10 SDL tutorial: A raytracer</a>
  <ul>
   
   <li>
    <a href="s_75.html#s02_03_10_01">2.3.10.1 Introduction</a>
   <li>
    <a href="s_75.html#s02_03_10_02">2.3.10.2 The idea and the code</a>
   <li>
    <a href="s_75.html#s02_03_10_03">2.3.10.3 Short introduction to raytracing</a>
   <li>
    <a href="s_75.html#s02_03_10_04">2.3.10.4 Global settings</a>
   <li>
    <a href="s_75.html#s02_03_10_05">2.3.10.5 Scene definition</a>
   <li>
    <a href="s_75.html#s02_03_10_06">2.3.10.6 Initializing the raytracer</a>
   <li>
    <a href="s_75.html#s02_03_10_07">2.3.10.7 Ray-sphere intersection</a>
    <ul>
     
     <li>
      <a href="s_75.html#s02_03_10_07_01">2.3.10.7.1 Inner workings of a #macro</a>
     <li>
      <a href="s_75.html#s02_03_10_07_02">2.3.10.7.2 The ray-sphere intersection macro</a>
    </ul>
   <li>
    <a href="s_75.html#s02_03_10_08">2.3.10.8 The Trace macro</a>
    <ul>
     
     <li>
      <a href="s_75.html#s02_03_10_08_01">2.3.10.8.1 Calculating the closest intersection</a>
     <li>
      <a href="s_75.html#s02_03_10_08_02">2.3.10.8.2 If the ray doesn't hit anything</a>
     <li>
      <a href="s_75.html#s02_03_10_08_03">2.3.10.8.3 Initializing color calculations</a>
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