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<body> <table class="NavBar" width="100%"> <tr> <td align="left" nowrap="" valign="middle" width="32"> </td> <td align="left" valign="middle" width="30%">
</td> <td align="center" valign="middle"> <strong class="NavBar">POV-Ray 3.6 for UNIX documentation</strong><br> <strong></strong>
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<ul class="index">
<li class="index">
<a href="s_1.html#s01">1 POV-Ray for Unix</a>
<ul class="index">
<li class="index">
<a href="s_2.html#s01_01">1.1 Introduction</a>
<ul class="index">
<li class="index">
<a href="s_3.html#s01_01_01">1.1.1 What is POV-Ray?</a>
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<a href="s_4.html#s01_01_02">1.1.2 What is POV-Ray for Unix?</a>
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<a href="s_4.html#s01_01_02_01">1.1.2.1 ... And What Is It Not?</a>
</ul>
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<a href="s_5.html#s01_01_03">1.1.3 Who Can Use POV-Ray for Unix?</a>
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<a href="s_6.html#s01_01_04">1.1.4 Spelling</a>
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<a href="s_7.html#s01_01_05">1.1.5 Reporting Bugs</a>
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<a href="s_8.html#s01_01_06">1.1.6 Trademarks</a>
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<a href="s_9.html#s01_02">1.2 New Features</a>
<ul class="index">
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<a href="s_10.html#s01_02_01">1.2.1 I/O Restrictions</a>
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<a href="s_11.html#s01_02_02">1.2.2 Display Options</a>
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<a href="s_12.html#s01_02_03">1.2.3 Benchmark Mode</a>
<li class="index">
<a href="s_13.html#s01_02_04">1.2.4 Sample scene render scripts</a>
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<a href="s_14.html#s01_02_05">1.2.5 KDE integration</a>
</ul>
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<a href="s_15.html#s01_03">1.3 Getting Started</a>
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<a href="s_16.html#s01_03_01">1.3.1 Available distributions</a>
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<a href="s_17.html#s01_03_02">1.3.2 Configuration</a>
<ul class="index">
<li class="index">
<a href="s_17.html#s01_03_02_01">1.3.2.1 The I/O Restrictions configuration file</a>
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<a href="s_17.html#s01_03_02_02">1.3.2.2 The main POV-Ray INI file</a>
</ul>
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<a href="s_18.html#s01_03_03">1.3.3 Starting a Render Job</a>
<ul class="index">
<li class="index">
<a href="s_18.html#s01_03_03_01">1.3.3.1 X Window display</a>
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<a href="s_18.html#s01_03_03_02">1.3.3.2 SVGAlib display</a>
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<a href="s_18.html#s01_03_03_03">1.3.3.3 Output file formats</a>
</ul>
<li class="index">
<a href="s_19.html#s01_03_04">1.3.4 Interrupting POV-Ray</a>
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<a href="s_20.html#s01_03_05">1.3.5 Tutorials</a>
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<a href="s_21.html#s01_03_06">1.3.6 Rendering the Sample Scenes</a>
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<a href="s_22.html#s01_03_07">1.3.7 POV-Ray for Unix Tips</a>
<ul class="index">
<li class="index">
<a href="s_22.html#s01_03_07_01">1.3.7.1 Automated execution</a>
<li class="index">
<a href="s_22.html#s01_03_07_02">1.3.7.2 Post-processing Images</a>
</ul>
</ul>
<li class="index">
<a href="s_23.html#s01_04">1.4 I/O Restrictions</a>
<ul class="index">
<li class="index">
<a href="s_24.html#s01_04_01">1.4.1 Configuration file format</a>
<li class="index">
<a href="s_25.html#s01_04_02">1.4.2 File I/O Security</a>
<li class="index">
<a href="s_26.html#s01_04_03">1.4.3 Shellout Security</a>
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<a href="s_27.html#s01_04_04">1.4.4 Permitted Paths</a>
<ul class="index">
<li class="index">
<a href="s_27.html#s01_04_04_01">1.4.4.1 Examples for path settings</a>
</ul>
<li class="index">
<a href="s_28.html#s01_04_05">1.4.5 Example configuration file</a>
</ul>
<li class="index">
<a href="s_29.html#s01_05">1.5 Understanding File Types</a>
<ul class="index">
<li class="index">
<a href="s_30.html#s01_05_01">1.5.1 POV Files</a>
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<a href="s_31.html#s01_05_02">1.5.2 INI Files</a>
<ul class="index">
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<a href="s_31.html#s01_05_02_01">1.5.2.1 INI File Sections</a>
</ul>
</ul>
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<a href="s_32.html#s01_06">1.6 Understanding POV-Ray Options</a>
<ul class="index">
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<a href="s_33.html#s01_06_01">1.6.1 Special Command-Line Options</a>
<li class="index">
<a href="s_34.html#s01_06_02">1.6.2 Benchmark Rendering Mode</a>
</ul>
<li class="index">
<a href="s_35.html#s01_07">1.7 Bug Reports</a>
<ul class="index">
<li class="index">
<a href="s_36.html#s01_07_01">1.7.1 Feature Requests are not bugs</a>
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<a href="s_37.html#s01_07_02">1.7.2 Known Bugs</a>
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<a href="s_38.html#s01_07_03">1.7.3 Spelling</a>
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<a href="s_39.html#s01_07_04">1.7.4 Bug Reporting via Email</a>
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<a href="s_40.html#s01_07_05">1.7.5 Bug Reporting via our News Server</a>
</ul>
<li class="index">
<a href="s_41.html#s01_08">1.8 Speed Considerations</a>
<ul class="index">
<li class="index">
<a href="s_42.html#s01_08_01">1.8.1 Render Priority</a>
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<a href="s_43.html#s01_08_02">1.8.2 Render Window</a>
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<a href="s_44.html#s01_08_03">1.8.3 Memory</a>
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<a href="s_45.html#s01_08_04">1.8.4 Scene Features</a>
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<a href="s_46.html#s01_08_05">1.8.5 Render Quality</a>
</ul>
</ul>
<li class="index">
<a href="s_47.html#s02">2 Introduction to POV-Ray</a>
<ul class="index">
<li class="index">
<a href="s_48.html#s02_01">2.1 Introduction</a>
<ul class="index">
<li class="index">
<a href="s_49.html#s02_01_01">2.1.1 Program Description</a>
<li class="index">
<a href="s_50.html#s02_01_02">2.1.2 What is Ray-Tracing?</a>
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<a href="s_51.html#s02_01_03">2.1.3 What is POV-Ray?</a>
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<a href="s_52.html#s02_01_04">2.1.4 Features</a>
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<a href="s_53.html#s02_01_05">2.1.5 The Early History of POV-Ray</a>
<ul class="index">
<li class="index">
<a href="s_53.html#s02_01_05_01">2.1.5.1 The Original Creation Message</a>
<li class="index">
<a href="s_53.html#s02_01_05_02">2.1.5.2 The Name</a>
<li class="index">
<a href="s_53.html#s02_01_05_03">2.1.5.3 A Historic 'Version History'</a>
</ul>
<li class="index">
<a href="s_54.html#s02_01_06">2.1.6 How Do I Begin?</a>
<li class="index">
<a href="s_55.html#s02_01_07">2.1.7 Notation and Basic Assumptions</a>
</ul>
<li class="index">
<a href="s_56.html#s02_02">2.2 Getting Started</a>
<ul class="index">
<li class="index">
<a href="s_57.html#s02_02_01">2.2.1 Our First Image</a>
<ul class="index">
<li class="index">
<a href="s_57.html#s02_02_01_01">2.2.1.1 Understanding POV-Ray's Coordinate System</a>
<li class="index">
<a href="s_57.html#s02_02_01_02">2.2.1.2 Adding Standard Include Files</a>
<li class="index">
<a href="s_57.html#s02_02_01_03">2.2.1.3 Adding a Camera</a>
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<a href="s_57.html#s02_02_01_04">2.2.1.4 Describing an Object</a>
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<a href="s_57.html#s02_02_01_05">2.2.1.5 Adding Texture to an Object</a>
<li class="index">
<a href="s_57.html#s02_02_01_06">2.2.1.6 Defining a Light Source</a>
</ul>
<li class="index">
<a href="s_58.html#s02_02_02">2.2.2 Basic Shapes</a>
<ul class="index">
<li class="index">
<a href="s_58.html#s02_02_02_01">2.2.2.1 Box Object</a>
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<a href="s_58.html#s02_02_02_02">2.2.2.2 Cone Object</a>
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<a href="s_58.html#s02_02_02_03">2.2.2.3 Cylinder Object</a>
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<a href="s_58.html#s02_02_02_04">2.2.2.4 Plane Object</a>
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<a href="s_58.html#s02_02_02_05">2.2.2.5 Torus Object</a>
</ul>
<li class="index">
<a href="s_59.html#s02_02_03">2.2.3 CSG Objects</a>
<ul class="index">
<li class="index">
<a href="s_59.html#s02_02_03_01">2.2.3.1 What is CSG?</a>
<li class="index">
<a href="s_59.html#s02_02_03_02">2.2.3.2 CSG Union</a>
<li class="index">
<a href="s_59.html#s02_02_03_03">2.2.3.3 CSG Intersection</a>
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<a href="s_59.html#s02_02_03_04">2.2.3.4 CSG Difference</a>
<li class="index">
<a href="s_59.html#s02_02_03_05">2.2.3.5 CSG Merge</a>
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<a href="s_59.html#s02_02_03_06">2.2.3.6 CSG Pitfalls</a>
<ul class="index">
<li class="index">
<a href="s_59.html#s02_02_03_06_01">2.2.3.6.1 Co-incident Surfaces</a>
</ul>
</ul>
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<a href="s_60.html#s02_02_04">2.2.4 The Light Source</a>
<ul class="index">
<li class="index">
<a href="s_60.html#s02_02_04_01">2.2.4.1 The Pointlight Source</a>
<li class="index">
<a href="s_60.html#s02_02_04_02">2.2.4.2 The Spotlight Source</a>
<li class="index">
<a href="s_60.html#s02_02_04_03">2.2.4.3 The Cylindrical Light Source</a>
<li class="index">
<a href="s_60.html#s02_02_04_04">2.2.4.4 The Area Light Source</a>
<li class="index">
<a href="s_60.html#s02_02_04_05">2.2.4.5 The Ambient Light Source</a>
<li class="index">
<a href="s_60.html#s02_02_04_06">2.2.4.6 Light Source Specials</a>
<ul class="index">
<li class="index">
<a href="s_60.html#s02_02_04_06_01">2.2.4.6.1 Using Shadowless Lights</a>
<li class="index">
<a href="s_60.html#s02_02_04_06_02">2.2.4.6.2 Assigning an Object to a Light Source</a>
<li class="index">
<a href="s_60.html#s02_02_04_06_03">2.2.4.6.3 Using Light Fading</a>
</ul>
</ul>
<li class="index">
<a href="s_61.html#s02_02_05">2.2.5 Simple Texture Options</a>
<ul class="index">
<li class="index">
<a href="s_61.html#s02_02_05_01">2.2.5.1 Surface Finishes</a>
<li class="index">
<a href="s_61.html#s02_02_05_02">2.2.5.2 Adding Bumpiness</a>
<li class="index">
<a href="s_61.html#s02_02_05_03">2.2.5.3 Creating Color Patterns</a>
<li class="index">
<a href="s_61.html#s02_02_05_04">2.2.5.4 Pre-defined Textures</a>
</ul>
<li class="index">
<a href="s_62.html#s02_02_06">2.2.6 Using the Camera</a>
<ul class="index">
<li class="index">
<a href="s_62.html#s02_02_06_01">2.2.6.1 Using Focal Blur</a>
</ul>
<li class="index">
<a href="s_63.html#s02_02_07">2.2.7 POV-Ray Coordinate System</a>
<ul class="index">
<li class="index">
<a href="s_63.html#s02_02_07_01">2.2.7.1 Transformations</a>
<ul class="index">
<li class="index">
<a href="s_63.html#s02_02_07_01_01">2.2.7.1.1 Translate</a>
<li class="index">
<a href="s_63.html#s02_02_07_01_02">2.2.7.1.2 Scale</a>
<li class="index">
<a href="s_63.html#s02_02_07_01_03">2.2.7.1.3 Rotate</a>
<li class="index">
<a href="s_63.html#s02_02_07_01_04">2.2.7.1.4 Matrix</a>
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<li class="index">
<a href="s_63.html#s02_02_07_02">2.2.7.2 Transformation Order</a>
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<a href="s_63.html#s02_02_07_03">2.2.7.3 Inverse Transform</a>
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<a href="s_63.html#s02_02_07_04">2.2.7.4 Transform Identifiers</a>
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<a href="s_63.html#s02_02_07_05">2.2.7.5 Transforming Textures and Objects</a>
</ul>
<li class="index">
<a href="s_64.html#s02_02_08">2.2.8 Setting POV-Ray Options</a>
<ul class="index">
<li class="index">
<a href="s_64.html#s02_02_08_01">2.2.8.1 Command Line Switches</a>
<li class="index">
<a href="s_64.html#s02_02_08_02">2.2.8.2 Using INI Files</a>
<li class="index">
<a href="s_64.html#s02_02_08_03">2.2.8.3 Using the POVINI Environment Variable</a>
</ul>
</ul>
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<a href="s_65.html#s02_03">2.3 Advanced Features</a>
<ul class="index">
<li class="index">
<a href="s_66.html#s02_03_01">2.3.1 Spline Based Shapes</a>
<ul class="index">
<li class="index">
<a href="s_66.html#s02_03_01_01">2.3.1.1 Lathe Object</a>
<ul class="index">
<li class="index">
<a href="s_66.html#s02_03_01_01_01">2.3.1.1.1 Understanding The Concept of Splines</a>
</ul>
<li class="index">
<a href="s_66.html#s02_03_01_02">2.3.1.2 Surface of Revolution Object</a>
<li class="index">
<a href="s_66.html#s02_03_01_03">2.3.1.3 Prism Object</a>
<ul class="index">
<li class="index">
<a href="s_66.html#s02_03_01_03_01">2.3.1.3.1 Teaching An Old Spline New Tricks</a>
<li class="index">
<a href="s_66.html#s02_03_01_03_02">2.3.1.3.2 Smooth Transitions</a>
<li class="index">
<a href="s_66.html#s02_03_01_03_03">2.3.1.3.3 Multiple Sub-Shapes</a>
<li class="index">
<a href="s_66.html#s02_03_01_03_04">2.3.1.3.4 Conic Sweeps And The Tapering Effect</a>
</ul>
<li class="index">
<a href="s_66.html#s02_03_01_04">2.3.1.4 Sphere Sweep Object</a>
<li class="index">
<a href="s_66.html#s02_03_01_05">2.3.1.5 Bicubic Patch Object</a>
<li class="index">
<a href="s_66.html#s02_03_01_06">2.3.1.6 Text Object</a>
</ul>
<li class="index">
<a href="s_67.html#s02_03_02">2.3.2 Polygon Based Shapes</a>
<ul class="index">
<li class="index">
<a href="s_67.html#s02_03_02_01">2.3.2.1 Mesh Object</a>
<li class="index">
<a href="s_67.html#s02_03_02_02">2.3.2.2 Mesh2 Object</a>
<ul class="index">
<li class="index">
<a href="s_67.html#s02_03_02_02_01">2.3.2.2.1 Smooth triangles and mesh2</a>
<li class="index">
<a href="s_67.html#s02_03_02_02_02">2.3.2.2.2 UV mapping and mesh2</a>
<li class="index">
<a href="s_67.html#s02_03_02_02_03">2.3.2.2.3 A separate texture per triangle</a>
</ul>
<li class="index">
<a href="s_67.html#s02_03_02_03">2.3.2.3 Polygon Object</a>
</ul>
<li class="index">
<a href="s_68.html#s02_03_03">2.3.3 Other Shapes</a>
<ul class="index">
<li class="index">
<a href="s_68.html#s02_03_03_01">2.3.3.1 Blob Object</a>
<ul class="index">
<li class="index">
<a href="s_68.html#s02_03_03_01_01">2.3.3.1.1 Component Types and Other New Features</a>
<li class="index">
<a href="s_68.html#s02_03_03_01_02">2.3.3.1.2 Complex Blob Constructs and Negative Strength</a>
</ul>
<li class="index">
<a href="s_68.html#s02_03_03_02">2.3.3.2 Height Field Object</a>
<li class="index">
<a href="s_68.html#s02_03_03_03">2.3.3.3 Isosurface Object</a>
<ul class="index">
<li class="index">
<a href="s_68.html#s02_03_03_03_01">2.3.3.3.1 Simple functions</a>
<li class="index">
<a href="s_68.html#s02_03_03_03_02">2.3.3.3.2 Several surfaces</a>
<li class="index">
<a href="s_68.html#s02_03_03_03_03">2.3.3.3.3 Non-linear functions</a>
<li class="index">
<a href="s_68.html#s02_03_03_03_04">2.3.3.3.4 Specifying functions</a>
<li class="index">
<a href="s_68.html#s02_03_03_03_05">2.3.3.3.5 Internal functions</a>
<li class="index">
<a href="s_68.html#s02_03_03_03_06">2.3.3.3.6 Combining isosurface functions</a>
<li class="index">
<a href="s_68.html#s02_03_03_03_07">2.3.3.3.7 Noise and pigment functions</a>
<li class="index">
<a href="s_68.html#s02_03_03_03_08">2.3.3.3.8 Conditional directives and loops</a>
<li class="index">
<a href="s_68.html#s02_03_03_03_09">2.3.3.3.9 Transformations on functions</a>
<li class="index">
<a href="s_68.html#s02_03_03_03_10">2.3.3.3.10 Improving Isosurface Speed</a>
</ul>
<li class="index">
<a href="s_68.html#s02_03_03_04">2.3.3.4 Poly Object</a>
<ul class="index">
<li class="index">
<a href="s_68.html#s02_03_03_04_01">2.3.3.4.1 Creating the polynomial function</a>
<li class="index">
<a href="s_68.html#s02_03_03_04_02">2.3.3.4.2 Writing the polynomial vector</a>
</ul>
<li class="index">
<a href="s_68.html#s02_03_03_05">2.3.3.5 Superquadric Ellipsoid Object</a>
</ul>
<li class="index">
<a href="s_69.html#s02_03_04">2.3.4 Advanced Texture Options</a>
<ul class="index">
<li class="index">
<a href="s_69.html#s02_03_04_01">2.3.4.1 Pigments</a>
<ul class="index">
<li class="index">
<a href="s_69.html#s02_03_04_01_01">2.3.4.1.1 Using Color List Pigments</a>
<li class="index">
<a href="s_69.html#s02_03_04_01_02">2.3.4.1.2 Using Pigment and Patterns</a>
<li class="index">
<a href="s_69.html#s02_03_04_01_03">2.3.4.1.3 Using Pattern Modifiers</a>
<li class="index">
<a href="s_69.html#s02_03_04_01_04">2.3.4.1.4 Using Transparent Pigments and Layered Textures</a>
<li class="index">
<a href="s_69.html#s02_03_04_01_05">2.3.4.1.5 Using Pigment Maps</a>
</ul>
<li class="index">
<a href="s_69.html#s02_03_04_02">2.3.4.2 Normals</a>
<ul class="index">
<li class="index">
<a href="s_69.html#s02_03_04_02_01">2.3.4.2.1 Using Basic Normal Modifiers</a>
<li class="index">
<a href="s_69.html#s02_03_04_02_02">2.3.4.2.2 Blending Normals</a>
</ul>
<li class="index">
<a href="s_69.html#s02_03_04_03">2.3.4.3 Finishes</a>
<ul class="index">
<li class="index">
<a href="s_69.html#s02_03_04_03_01">2.3.4.3.1 Using Ambient</a>
<li class="index">
<a href="s_69.html#s02_03_04_03_02">2.3.4.3.2 Using Surface Highlights</a>
<li class="index">
<a href="s_69.html#s02_03_04_03_03">2.3.4.3.3 Using Reflection, Metallic and Metallic</a>
<li class="index">
<a href="s_69.html#s02_03_04_03_04">2.3.4.3.4 Using Iridescence</a>
</ul>
<li class="index">
<a href="s_69.html#s02_03_04_04">2.3.4.4 Working With Pigment Maps</a>
<li class="index">
<a href="s_69.html#s02_03_04_05">2.3.4.5 Working With Normal Maps</a>
<li class="index">
<a href="s_69.html#s02_03_04_06">2.3.4.6 Working With Texture Maps</a>
<li class="index">
<a href="s_69.html#s02_03_04_07">2.3.4.7 Working With List Textures</a>
<li class="index">
<a href="s_69.html#s02_03_04_08">2.3.4.8 What About Tiles?</a>
<li class="index">
<a href="s_69.html#s02_03_04_09">2.3.4.9 Average Function</a>
<li class="index">
<a href="s_69.html#s02_03_04_10">2.3.4.10 Working With Layered Textures</a>
<ul class="index">
<li class="index">
<a href="s_69.html#s02_03_04_10_01">2.3.4.10.1 Declaring Layered Textures</a>
<li class="index">
<a href="s_69.html#s02_03_04_10_02">2.3.4.10.2 Another Layered Textures Example</a>
</ul>
<li class="index">
<a href="s_69.html#s02_03_04_11">2.3.4.11 When All Else Fails: Material Maps</a>
<li class="index">
<a href="s_69.html#s02_03_04_12">2.3.4.12 Limitations Of Special Textures</a>
</ul>
<li class="index">
<a href="s_70.html#s02_03_05">2.3.5 Using Atmospheric Effects</a>
<ul class="index">
<li class="index">
<a href="s_70.html#s02_03_05_01">2.3.5.1 The Background</a>
<li class="index">
<a href="s_70.html#s02_03_05_02">2.3.5.2 The Sky Sphere</a>
<ul class="index">
<li class="index">
<a href="s_70.html#s02_03_05_02_01">2.3.5.2.1 Creating a Sky with a Color Gradient</a>
<li class="index">
<a href="s_70.html#s02_03_05_02_02">2.3.5.2.2 Adding the Sun</a>
<li class="index">
<a href="s_70.html#s02_03_05_02_03">2.3.5.2.3 Adding Some Clouds</a>
</ul>
<li class="index">
<a href="s_70.html#s02_03_05_03">2.3.5.3 The Fog</a>
<ul class="index">
<li class="index">
<a href="s_70.html#s02_03_05_03_01">2.3.5.3.1 A Constant Fog</a>
<li class="index">
<a href="s_70.html#s02_03_05_03_02">2.3.5.3.2 Setting a Minimum Translucency</a>
<li class="index">
<a href="s_70.html#s02_03_05_03_03">2.3.5.3.3 Creating a Filtering Fog</a>
<li class="index">
<a href="s_70.html#s02_03_05_03_04">2.3.5.3.4 Adding Some Turbulence to the Fog</a>
<li class="index">
<a href="s_70.html#s02_03_05_03_05">2.3.5.3.5 Using Ground Fog</a>
<li class="index">
<a href="s_70.html#s02_03_05_03_06">2.3.5.3.6 Using Multiple Layers of Fog</a>
<li class="index">
<a href="s_70.html#s02_03_05_03_07">2.3.5.3.7 Fog and Hollow Objects</a>
</ul>
<li class="index">
<a href="s_70.html#s02_03_05_04">2.3.5.4 The Rainbow</a>
<ul class="index">
<li class="index">
<a href="s_70.html#s02_03_05_04_01">2.3.5.4.1 Starting With a Simple Rainbow</a>
<li class="index">
<a href="s_70.html#s02_03_05_04_02">2.3.5.4.2 Increasing the Rainbow's Translucency</a>
<li class="index">
<a href="s_70.html#s02_03_05_04_03">2.3.5.4.3 Using a Rainbow Arc</a>
</ul>
</ul>
<li class="index">
<a href="s_71.html#s02_03_06">2.3.6 Simple Media Tutorial</a>
<ul class="index">
<li class="index">
<a href="s_71.html#s02_03_06_01">2.3.6.1 Types of media</a>
<li class="index">
<a href="s_71.html#s02_03_06_02">2.3.6.2 Some media concepts</a>
<li class="index">
<a href="s_71.html#s02_03_06_03">2.3.6.3 Simple media examples</a>
<ul class="index">
<li class="index">
<a href="s_71.html#s02_03_06_03_01">2.3.6.3.1 Emitting media</a>
<li class="index">
<a href="s_71.html#s02_03_06_03_02">2.3.6.3.2 Absorbing media</a>
<li class="index">
<a href="s_71.html#s02_03_06_03_03">2.3.6.3.3 Scattering media</a>
</ul>
<li class="index">
<a href="s_71.html#s02_03_06_04">2.3.6.4 Multiple medias inside the same object</a>
<li class="index">
<a href="s_71.html#s02_03_06_05">2.3.6.5 Media and transformations</a>
<li class="index">
<a href="s_71.html#s02_03_06_06">2.3.6.6 A more advanced example of scattering media</a>
<li class="index">
<a href="s_71.html#s02_03_06_07">2.3.6.7 Media and photons</a>
</ul>
<li class="index">
<a href="s_72.html#s02_03_07">2.3.7 Radiosity</a>
<ul class="index">
<li class="index">
<a href="s_72.html#s02_03_07_01">2.3.7.1 Introduction</a>
<li class="index">
<a href="s_72.html#s02_03_07_02">2.3.7.2 Radiosity with conventional lighting</a>
<li class="index">
<a href="s_72.html#s02_03_07_03">2.3.7.3 Radiosity without conventional lighting</a>
<li class="index">
<a href="s_72.html#s02_03_07_04">2.3.7.4 Normals and Radiosity</a>
<li class="index">
<a href="s_72.html#s02_03_07_05">2.3.7.5 Performance considerations</a>
</ul>
<li class="index">
<a href="s_73.html#s02_03_08">2.3.8 Making Animations</a>
<ul class="index">
<li class="index">
<a href="s_73.html#s02_03_08_01">2.3.8.1 The Clock Variable: Key To It All</a>
<li class="index">
<a href="s_73.html#s02_03_08_02">2.3.8.2 Clock Dependant Variables And Multi-Stage Animations</a>
<li class="index">
<a href="s_73.html#s02_03_08_03">2.3.8.3 The Phase Keyword</a>
<li class="index">
<a href="s_73.html#s02_03_08_04">2.3.8.4 Do Not Use Jitter Or Crand</a>
<li class="index">
<a href="s_73.html#s02_03_08_05">2.3.8.5 INI File Settings</a>
</ul>
<li class="index">
<a href="s_74.html#s02_03_09">2.3.9 While-loop tutorial</a>
<ul class="index">
<li class="index">
<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 class="index">
<a href="s_74.html#s02_03_09_02">2.3.9.2 How does a single while-loop work?</a>
<li class="index">
<a href="s_74.html#s02_03_09_03">2.3.9.3 How do I make a while-loop?</a>
<li class="index">
<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 class="index">
<a href="s_74.html#s02_03_09_05">2.3.9.5 What about loop types other than simple for-loops?</a>
<li class="index">
<a href="s_74.html#s02_03_09_06">2.3.9.6 What about nested loops?</a>
<li class="index">
<a href="s_74.html#s02_03_09_07">2.3.9.7 Mixed-type nested loops</a>
<li class="index">
<a href="s_74.html#s02_03_09_08">2.3.9.8 Other things to note</a>
</ul>
<li class="index">
<a href="s_75.html#s02_03_10">2.3.10 SDL tutorial: A raytracer</a>
<ul class="index">
<li class="index">
<a href="s_75.html#s02_03_10_01">2.3.10.1 Introduction</a>
<li class="index">
<a href="s_75.html#s02_03_10_02">2.3.10.2 The idea and the code</a>
<li class="index">
<a href="s_75.html#s02_03_10_03">2.3.10.3 Short introduction to raytracing</a>
<li class="index">
<a href="s_75.html#s02_03_10_04">2.3.10.4 Global settings</a>
<li class="index">
<a href="s_75.html#s02_03_10_05">2.3.10.5 Scene definition</a>
<li class="index">
<a href="s_75.html#s02_03_10_06">2.3.10.6 Initializing the raytracer</a>
<li class="index">
<a href="s_75.html#s02_03_10_07">2.3.10.7 Ray-sphere intersection</a>
<ul class="index">
<li class="index">
<a href="s_75.html#s02_03_10_07_01">2.3.10.7.1 Inner workings of a #macro</a>
<li class="index">
<a href="s_75.html#s02_03_10_07_02">2.3.10.7.2 The ray-sphere intersection macro</a>
</ul>
<li class="index">
<a href="s_75.html#s02_03_10_08">2.3.10.8 The Trace macro</a>
<ul class="index">
<li class="index">
<a href="s_75.html#s02_03_10_08_01">2.3.10.8.1 Calculating the closest intersection</a>
<li class="index">
<a href="s_75.html#s02_03_10_08_02">2.3.10.8.2 If the ray doesn't hit anything</a>
<li class="index">
<a href="s_75.html#s02_03_10_08_03">2.3.10.8.3 Initializing color calculations</a>
<li class="index">
<a href="s_75.html#s02_03_10_08_04">2.3.10.8.4 Going through the light sources</a>
<li class="index">
<a href="s_75.html#s02_03_10_08_05">2.3.10.8.5 Shadow test</a>
<li class="index">
<a href="s_75.html#s02_03_10_08_06">2.3.10.8.6 Diffuse lighting</a>
<li class="index">
<a href="s_75.html#s02_03_10_08_07">2.3.10.8.7 Specular lighting</a>
<li class="index">
<a href="s_75.html#s02_03_10_08_08">2.3.10.8.8 Reflection Calculation</a>
</ul>
<li class="index">
<a href="s_75.html#s02_03_10_09">2.3.10.9 Calculating the image</a>
<li class="index">
<a href="s_75.html#s02_03_10_10">2.3.10.10 Creating the colored mesh</a>
<ul class="index">
<li class="index">
<a href="s_75.html#s02_03_10_10_01">2.3.10.10.1 The structure of the mesh</a>
<li class="index">
<a href="s_75.html#s02_03_10_10_02">2.3.10.10.2 Creating the mesh</a>
<li class="index">
<a href="s_75.html#s02_03_10_10_03">2.3.10.10.3 Creating the vertex points</a>
<li class="index">
<a href="s_75.html#s02_03_10_10_04">2.3.10.10.4 Creating the textures</a>
<li class="index">
<a href="s_75.html#s02_03_10_10_05">2.3.10.10.5 Creating the triangles</a>
</ul>
<li class="index">
<a href="s_75.html#s02_03_10_11">2.3.10.11 The Camera-setup</a>
</ul>
</ul>
<li class="index">
<a href="s_76.html#s02_04">2.4 Questions and Tips</a>
<ul class="index">
<li class="index">
<a href="s_77.html#s02_04_01">2.4.1 Language Tips and tricks to achieve useful things</a>
<ul class="index">
<li class="index">
<a href="s_77.html#s02_04_01_01">2.4.1.1 How do I make a visible light source?</a>
<li class="index">
<a href="s_77.html#s02_04_01_02">2.4.1.2 How do I make bright objects?</a>
<li class="index">
<a href="s_77.html#s02_04_01_03">2.4.1.3 How do I move the camera in a circular path?</a>
<li class="index">
<a href="s_77.html#s02_04_01_04">2.4.1.4 How do I use an image to texture my object?</a>
<li class="index">
<a href="s_77.html#s02_04_01_05">2.4.1.5 How can I generate a spline?</a>
<li class="index">
<a href="s_77.html#s02_04_01_06">2.4.1.6 How can I simulate motion blur?</a>
<li class="index">
<a href="s_77.html#s02_04_01_07">2.4.1.7 How can I find the size of a text object?</a>
<li class="index">
<a href="s_77.html#s02_04_01_08">2.4.1.8 How do I make extruded text?</a>
<li class="index">
<a href="s_77.html#s02_04_01_09">2.4.1.9 How do I make an object hollow?</a>
<li class="index">
<a href="s_77.html#s02_04_01_10">2.4.1.10 How can I fill a glass with water or other objects?</a>
<li class="index">
<a href="s_77.html#s02_04_01_11">2.4.1.11 How can I bend a object?</a>
<li class="index">
<a href="s_77.html#s02_04_01_12">2.4.1.12 Can I get non-grainy focal blur?</a>
</ul>
<li class="index">
<a href="s_78.html#s02_04_02">2.4.2 Language Things that don't work as one expects</a>
<ul class="index">
<li class="index">
<a href="s_78.html#s02_04_02_01">2.4.2.1 Using several transparent objects makes them black?</a>
<li class="index">
<a href="s_78.html#s02_04_02_02">2.4.2.2 I'm getting color banding in the image</a>
<li class="index">
<a href="s_78.html#s02_04_02_03">2.4.2.3 Rotation behaves very strangely</a>
<li class="index">
<a href="s_78.html#s02_04_02_04">2.4.2.4 The image gets distorted when rendering a square image</a>
<li class="index">
<a href="s_78.html#s02_04_02_05">2.4.2.5 Why are there strange dark pixels or noise on my CSG
object?</a>
<li class="index">
<a href="s_78.html#s02_04_02_06">2.4.2.6 Why won't the textures in stars.inc work with my
sky_sphere?</a>
<li class="index">
<a href="s_78.html#s02_04_02_07">2.4.2.7 When I use filter or transmit with my .tga image map
nothing happens.</a>
<li class="index">
<a href="s_78.html#s02_04_02_08">2.4.2.8 Isosurface not rendering properly?</a>
</ul>
<li class="index">
<a href="s_79.html#s02_04_03">2.4.3 Language related things</a>
<ul class="index">
<li class="index">
<a href="s_79.html#s02_04_03_01">2.4.3.1 How do I turn animation on?</a>
<li class="index">
<a href="s_79.html#s02_04_03_02">2.4.3.2 Can POV-Ray use multiple processors?</a>
<li class="index">
<a href="s_79.html#s02_04_03_03">2.4.3.3 Can I get a wireframe render of my scene?</a>
<li class="index">
<a href="s_79.html#s02_04_03_04">2.4.3.4 Can I specify variable IOR for an object?</a>
<li class="index">
<a href="s_79.html#s02_04_03_05">2.4.3.5 What is Photon Mapping?</a>
</ul>
<li class="index">
<a href="s_80.html#s02_04_04">2.4.4 File Formats</a>
<ul class="index">
<li class="index">
<a href="s_80.html#s02_04_04_01">2.4.4.1 Saving the image to disk.</a>
<li class="index">
<a href="s_80.html#s02_04_04_02">2.4.4.2 Can I convert my POV-Ray scenes to another format?</a>
<li class="index">
<a href="s_80.html#s02_04_04_03">2.4.4.3 How can I convert my scenes from format X to POV-Ray
format?</a>
<li class="index">
<a href="s_80.html#s02_04_04_04">2.4.4.4 How do I import all of my textures I created in 3DS
Max into POV-Ray?</a>
<li class="index">
<a href="s_80.html#s02_04_04_05">2.4.4.5 How can I avoid artifacts and still get good JPEG
compression?</a>
<li class="index">
<a href="s_80.html#s02_04_04_06">2.4.4.6 Why are there no converters from POV to other formats?</a>
<li class="index">
<a href="s_80.html#s02_04_04_07">2.4.4.7 Why are triangle meshes in ASCII format?</a>
</ul>
<li class="index">
<a href="s_81.html#s02_04_05">2.4.5 Utilities, models, etc.</a>
<ul class="index">
<li class="index">
<a href="s_81.html#s02_04_05_01">2.4.5.1 What is the best animation program available?</a>
<li class="index">
<a href="s_81.html#s02_04_05_02">2.4.5.2 Creating/viewing MPEG-files.</a>
<li class="index">
<a href="s_81.html#s02_04_05_03">2.4.5.3 Where can I find models/textures?</a>
<li class="index">
<a href="s_81.html#s02_04_05_04">2.4.5.4 What are the best modellers for POV-Ray?</a>
<li class="index">
<a href="s_81.html#s02_04_05_05">2.4.5.5 Any POV-Ray modellers for Mac?</a>
<li class="index">
<a href="s_81.html#s02_04_05_06">2.4.5.6 Is there any user gallery of POV-Ray images?</a>
<li class="index">
<a href="s_81.html#s02_04_05_07">2.4.5.7 Any good heightfield modellers?</a>
<li class="index">
<a href="s_81.html#s02_04_05_08">2.4.5.8 Any easy way of creating trees?</a>
</ul>
<li class="index">
<a href="s_82.html#s02_04_06">2.4.6 Rendering speed</a>
<ul class="index">
<li class="index">
<a href="s_82.html#s02_04_06_01">2.4.6.1 Will POV-Ray render faster with a 3D card?</a>
<li class="index">
<a href="s_82.html#s02_04_06_02">2.4.6.2 How do I increase rendering speed?</a>
<li class="index">
<a href="s_82.html#s02_04_06_03">2.4.6.3 CSG speed</a>
<li class="index">
<a href="s_82.html#s02_04_06_04">2.4.6.4 Does POV-Ray support 3DNow?</a>
</ul>
<li class="index">
<a href="s_83.html#s02_04_07">2.4.7 Miscellaneous questions</a>
<ul class="index">
<li class="index">
<a href="s_83.html#s02_04_07_01">2.4.7.1 Where do I suggest new features?</a>
<li class="index">
<a href="s_83.html#s02_04_07_02">2.4.7.2 I'm getting a "Illegal grid value in
dda_traversal()"</a>
<li class="index">
<a href="s_83.html#s02_04_07_03">2.4.7.3 No beep when finished?</a>
<li class="index">
<a href="s_83.html#s02_04_07_04">2.4.7.4 POV-Ray viruses?</a>
<li class="index">
<a href="s_83.html#s02_04_07_05">2.4.7.5 GUI for Unix POV-Ray?</a>
</ul>
<li class="index">
<a href="s_84.html#s02_04_08">2.4.8 The shadow line artifact</a>
<ul class="index">
<li class="index">
<a href="s_84.html#s02_04_08_01">2.4.8.1 What is the problem?</a>
<li class="index">
<a href="s_84.html#s02_04_08_02">2.4.8.2 What causes the problem?</a>
<li class="index">
<a href="s_84.html#s02_04_08_03">2.4.8.3 Can this problem be solved?</a>
<li class="index">
<a href="s_84.html#s02_04_08_04">2.4.8.4 Possible solutions?</a>
</ul>
<li class="index">
<a href="s_85.html#s02_04_09">2.4.9 Smooth triangle artifact</a>
<ul class="index">
<li class="index">
<a href="s_85.html#s02_04_09_01">2.4.9.1 What is the problem?</a>
<li class="index">
<a href="s_85.html#s02_04_09_02">2.4.9.2 What causes the problem?</a>
<li class="index">
<a href="s_85.html#s02_04_09_03">2.4.9.3 Can this problem be solved?</a>
</ul>
</ul>
<li class="index">
<a href="s_86.html#s02_05">2.5 Appendices</a>
<ul class="index">
<li class="index">
<a href="s_87.html#s02_05_01">2.5.1 POV-Ray User License</a>
<li class="index">
<a href="s_88.html#s02_05_02">2.5.2 Citing POV-Ray in Academic Publications</a>
<li class="index">
<a href="s_89.html#s02_05_03">2.5.3 The POV-Team</a>
<ul class="index">
<li class="index">
<a href="s_89.html#s02_05_03_01">2.5.3.1 Contacting the Authors</a>
<li class="index">
<a href="s_89.html#s02_05_03_02">2.5.3.2 The TAG</a>
<li class="index">
<a href="s_89.html#s02_05_03_03">2.5.3.3 POV-Ray 3.6 Development</a>
</ul>
<li class="index">
<a href="s_90.html#s02_05_04">2.5.4 What to do if you don't have POV-Ray</a>
<ul class="index">
<li class="index">
<a href="s_90.html#s02_05_04_01">2.5.4.1 Which Version of POV-Ray should you use?</a>
<ul class="index">
<li class="index">
<a href="s_90.html#s02_05_04_01_01">2.5.4.1.1 Microsoft Windows 9x/NT/2000/XP</a>
<li class="index">
<a href="s_90.html#s02_05_04_01_02">2.5.4.1.2 Linux for Intel x86</a>
<li class="index">
<a href="s_90.html#s02_05_04_01_03">2.5.4.1.3 Apple Macintosh</a>
<li class="index">
<a href="s_90.html#s02_05_04_01_04">2.5.4.1.4 Generic Unix</a>
<li class="index">
<a href="s_90.html#s02_05_04_01_05">2.5.4.1.5 All Versions</a>
</ul>
<li class="index">
<a href="s_90.html#s02_05_04_02">2.5.4.2 Where to Find POV-Ray Files</a>
<ul class="index">
<li class="index">
<a href="s_90.html#s02_05_04_02_01">2.5.4.2.1 World Wide Website www.povray.org</a>
<li class="index">
<a href="s_90.html#s02_05_04_02_02">2.5.4.2.2 Books, Magazines and CD-ROMs</a>
</ul>
</ul>
<li class="index">
<a href="s_91.html#s02_05_05">2.5.5 Suggested Reading</a>
</ul>
</ul>
<li class="index">
<a href="s_92.html#s03">3 POV-Ray Reference</a>
<ul class="index">
<li class="index">
<a href="s_93.html#s03_01">3.1 Introduction</a>
<ul class="index">
<li class="index">
<a href="s_94.html#s03_01_01">3.1.1 Notation and Basic Assumptions</a>
<li class="index">
<a href="s_95.html#s03_01_02">3.1.2 Command-line Options</a>
<ul class="index">
<li class="index">
<a href="s_95.html#s03_01_02_01">3.1.2.1 Animation Options</a>
<ul class="index">
<li class="index">
<a href="s_95.html#s03_01_02_01_01">3.1.2.1.1 External Animation Loop</a>
<li class="index">
<a href="s_95.html#s03_01_02_01_02">3.1.2.1.2 Internal Animation Loop</a>
<li class="index">
<a href="s_95.html#s03_01_02_01_03">3.1.2.1.3 Subsets of Animation Frames</a>
<li class="index">
<a href="s_95.html#s03_01_02_01_04">3.1.2.1.4 Cyclic Animation</a>
<li class="index">
<a href="s_95.html#s03_01_02_01_05">3.1.2.1.5 Field Rendering</a>
</ul>
<li class="index">
<a href="s_95.html#s03_01_02_02">3.1.2.2 General Output Options</a>
<ul class="index">
<li class="index">
<a href="s_95.html#s03_01_02_02_01">3.1.2.2.1 Height and Width of Output</a>
<li class="index">
<a href="s_95.html#s03_01_02_02_02">3.1.2.2.2 Partial Output Options</a>
<li class="index">
<a href="s_95.html#s03_01_02_02_03">3.1.2.2.3 Interrupting Options</a>
<li class="index">
<a href="s_95.html#s03_01_02_02_04">3.1.2.2.4 Resuming Options</a>
</ul>
<li class="index">
<a href="s_95.html#s03_01_02_03">3.1.2.3 Display Output Options</a>
<ul class="index">
<li class="index">
<a href="s_95.html#s03_01_02_03_01">3.1.2.3.1 Display Hardware Settings</a>
<li class="index">
<a href="s_95.html#s03_01_02_03_02">3.1.2.3.2 Setting your Display Gamma</a>
<li class="index">
<a href="s_95.html#s03_01_02_03_03">3.1.2.3.3 Display Related Settings</a>
<li class="index">
<a href="s_95.html#s03_01_02_03_04">3.1.2.3.4 Mosaic Preview</a>
</ul>
<li class="index">
<a href="s_95.html#s03_01_02_04">3.1.2.4 File Output Options</a>
<ul class="index">
<li class="index">
<a href="s_95.html#s03_01_02_04_01">3.1.2.4.1 Output File Type</a>
<li class="index">
<a href="s_95.html#s03_01_02_04_02">3.1.2.4.2 Output File Name</a>
<li class="index">
<a href="s_95.html#s03_01_02_04_03">3.1.2.4.3 Output File Buffer</a>
<li class="index">
<a href="s_95.html#s03_01_02_04_04">3.1.2.4.4 CPU Utilization Histogram</a>
<li class="index">
<a href="s_95.html#s03_01_02_04_05">3.1.2.4.5 File Type</a>
<li class="index">
<a href="s_95.html#s03_01_02_04_06">3.1.2.4.6 File Name</a>
<li class="index">
<a href="s_95.html#s03_01_02_04_07">3.1.2.4.7 Grid Size</a>
</ul>
<li class="index">
<a href="s_95.html#s03_01_02_05">3.1.2.5 Scene Parsing Options</a>
<ul class="index">
<li class="index">
<a href="s_95.html#s03_01_02_05_01">3.1.2.5.1 Constant</a>
<li class="index">
<a href="s_95.html#s03_01_02_05_02">3.1.2.5.2 Input File Name</a>
<li class="index">
<a href="s_95.html#s03_01_02_05_03">3.1.2.5.3 Include File Name</a>
<li class="index">
<a href="s_95.html#s03_01_02_05_04">3.1.2.5.4 Library Paths</a>
<li class="index">
<a href="s_95.html#s03_01_02_05_05">3.1.2.5.5 Language Version</a>
</ul>
<li class="index">
<a href="s_95.html#s03_01_02_06">3.1.2.6 Shell-out to Operating System</a>
<ul class="index">
<li class="index">
<a href="s_95.html#s03_01_02_06_01">3.1.2.6.1 String Substitution in Shell Commands</a>
<li class="index">
<a href="s_95.html#s03_01_02_06_02">3.1.2.6.2 Shell Command Sequencing</a>
<li class="index">
<a href="s_95.html#s03_01_02_06_03">3.1.2.6.3 Shell Command Return Actions</a>
</ul>
<li class="index">
<a href="s_95.html#s03_01_02_07">3.1.2.7 Text Output</a>
<ul class="index">
<li class="index">
<a href="s_95.html#s03_01_02_07_01">3.1.2.7.1 Text Streams</a>
<li class="index">
<a href="s_95.html#s03_01_02_07_02">3.1.2.7.2 Console Text Output</a>
<li class="index">
<a href="s_95.html#s03_01_02_07_03">3.1.2.7.3 Directing Text Streams to Files</a>
<li class="index">
<a href="s_95.html#s03_01_02_07_04">3.1.2.7.4 Warning Level</a>
<li class="index">
<a href="s_95.html#s03_01_02_07_05">3.1.2.7.5 Help Screen Switches</a>
</ul>
<li class="index">
<a href="s_95.html#s03_01_02_08">3.1.2.8 Tracing Options</a>
<ul class="index">
<li class="index">
<a href="s_95.html#s03_01_02_08_01">3.1.2.8.1 Quality Settings</a>
<li class="index">
<a href="s_95.html#s03_01_02_08_02">3.1.2.8.2 Automatic Bounding Control</a>
<li class="index">
<a href="s_95.html#s03_01_02_08_03">3.1.2.8.3 Removing User Bounding</a>
<li class="index">
<a href="s_95.html#s03_01_02_08_04">3.1.2.8.4 Anti-Aliasing Options</a>
</ul>
</ul>
</ul>
<li class="index">
<a href="s_96.html#s03_02">3.2 Scene Description Language</a>
<ul class="index">
<li class="index">
<a href="s_97.html#s03_02_01">3.2.1 Language Basics</a>
<ul class="index">
<li class="index">
<a href="s_97.html#s03_02_01_01">3.2.1.1 Identifiers and Keywords</a>
<li class="index">
<a href="s_97.html#s03_02_01_02">3.2.1.2 Comments</a>
<li class="index">
<a href="s_97.html#s03_02_01_03">3.2.1.3 Float Expressions</a>
<ul class="index">
<li class="index">
<a href="s_97.html#s03_02_01_03_01">3.2.1.3.1 Literals</a>
<li class="index">
<a href="s_97.html#s03_02_01_03_02">3.2.1.3.2 Identifiers</a>
<li class="index">
<a href="s_97.html#s03_02_01_03_03">3.2.1.3.3 Operators</a>
<li class="index">
<a href="s_97.html#s03_02_01_03_04">3.2.1.3.4 Functions</a>
<li class="index">
<a href="s_97.html#s03_02_01_03_05">3.2.1.3.5 Built-in Constants</a>
<li class="index">
<a href="s_97.html#s03_02_01_03_06">3.2.1.3.6 Built-in Variables</a>
</ul>
<li class="index">
<a href="s_97.html#s03_02_01_04">3.2.1.4 Vector Expressions</a>
<ul class="index">
<li class="index">
<a href="s_97.html#s03_02_01_04_01">3.2.1.4.1 Literals</a>
<li class="index">
<a href="s_97.html#s03_02_01_04_02">3.2.1.4.2 Identifiers</a>
<li class="index">
<a href="s_97.html#s03_02_01_04_03">3.2.1.4.3 Operators</a>
<li class="index">
<a href="s_97.html#s03_02_01_04_04">3.2.1.4.4 Operator Promotion</a>
<li class="index">
<a href="s_97.html#s03_02_01_04_05">3.2.1.4.5 Functions</a>
<li class="index">
<a href="s_97.html#s03_02_01_04_06">3.2.1.4.6 Built-in Constants</a>
</ul>
<li class="index">
<a href="s_97.html#s03_02_01_05">3.2.1.5 Specifying Colors</a>
<ul class="index">
<li class="index">
<a href="s_97.html#s03_02_01_05_01">3.2.1.5.1 Color Vectors</a>
<li class="index">
<a href="s_97.html#s03_02_01_05_02">3.2.1.5.2 Color Keywords</a>
<li class="index">
<a href="s_97.html#s03_02_01_05_03">3.2.1.5.3 Color Identifiers</a>
<li class="index">
<a href="s_97.html#s03_02_01_05_04">3.2.1.5.4 Color Operators</a>
<li class="index">
<a href="s_97.html#s03_02_01_05_05">3.2.1.5.5 Common Color Pitfalls</a>
</ul>
<li class="index">
<a href="s_97.html#s03_02_01_06">3.2.1.6 User-Defined Functions</a>
<ul class="index">
<li class="index">
<a href="s_97.html#s03_02_01_06_01">3.2.1.6.1 Sum and Product functions</a>
<li class="index">
<a href="s_97.html#s03_02_01_06_02">3.2.1.6.2 Functions and Macros</a>
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<a href="s_97.html#s03_02_01_06_03">3.2.1.6.3 Declaring User-Defined Float Functions</a>
<li class="index">
<a href="s_97.html#s03_02_01_06_04">3.2.1.6.4 Declaring User-Defined Vector Functions</a>
<li class="index">
<a href="s_97.html#s03_02_01_06_05">3.2.1.6.5 Declaring User-Defined Color Functions</a>
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<a href="s_97.html#s03_02_01_06_06">3.2.1.6.6 Internal Pre-Defined Functions</a>
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<a href="s_97.html#s03_02_01_07">3.2.1.7 Strings</a>
<ul class="index">
<li class="index">
<a href="s_97.html#s03_02_01_07_01">3.2.1.7.1 String Literals</a>
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<a href="s_97.html#s03_02_01_07_02">3.2.1.7.2 String Identifiers</a>
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<a href="s_97.html#s03_02_01_07_03">3.2.1.7.3 String Functions</a>
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<a href="s_97.html#s03_02_01_08">3.2.1.8 Array Identifiers</a>
<ul class="index">
<li class="index">
<a href="s_97.html#s03_02_01_08_01">3.2.1.8.1 Declaring Arrays</a>
<li class="index">
<a href="s_97.html#s03_02_01_08_02">3.2.1.8.2 Array Initializers</a>
</ul>
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<a href="s_97.html#s03_02_01_09">3.2.1.9 Spline Identifiers</a>
<ul class="index">
<li class="index">
<a href="s_97.html#s03_02_01_09_01">3.2.1.9.1 Splines and Macros</a>
</ul>
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<a href="s_98.html#s03_02_02">3.2.2 Language Directives</a>
<ul class="index">
<li class="index">
<a href="s_98.html#s03_02_02_01">3.2.2.1 Include Files and the #include Directive</a>
<li class="index">
<a href="s_98.html#s03_02_02_02">3.2.2.2 The #declare and #local Directives</a>
<ul class="index">
<li class="index">
<a href="s_98.html#s03_02_02_02_01">3.2.2.2.1 Declaring identifiers</a>
<li class="index">
<a href="s_98.html#s03_02_02_02_02">3.2.2.2.2 #declare vs. #local</a>
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<a href="s_98.html#s03_02_02_02_03">3.2.2.2.3 Identifier Name Collisions</a>
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<a href="s_98.html#s03_02_02_02_04">3.2.2.2.4 Destroying Identifiers with #undef</a>
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<a href="s_98.html#s03_02_02_03">3.2.2.3 File I/O Directives</a>
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<li class="index">
<a href="s_98.html#s03_02_02_03_01">3.2.2.3.1 The #fopen Directive</a>
<li class="index">
<a href="s_98.html#s03_02_02_03_02">3.2.2.3.2 The #fclose Directive</a>
<li class="index">
<a href="s_98.html#s03_02_02_03_03">3.2.2.3.3 The #read Directive</a>
<li class="index">
<a href="s_98.html#s03_02_02_03_04">3.2.2.3.4 The #write Directive</a>
</ul>
<li class="index">
<a href="s_98.html#s03_02_02_04">3.2.2.4 The #default Directive</a>
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<a href="s_98.html#s03_02_02_05">3.2.2.5 The #version Directive</a>
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<a href="s_98.html#s03_02_02_06">3.2.2.6 Conditional Directives</a>
<ul class="index">
<li class="index">
<a href="s_98.html#s03_02_02_06_01">3.2.2.6.1 The #if...#else...#end Directives</a>
<li class="index">
<a href="s_98.html#s03_02_02_06_02">3.2.2.6.2 The #ifdef and #ifndef Directives</a>
<li class="index">
<a href="s_98.html#s03_02_02_06_03">3.2.2.6.3 The #switch, #case, #range and #break
Directives</a>
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<a href="s_98.html#s03_02_02_06_04">3.2.2.6.4 The #while...#end Directive</a>
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<a href="s_98.html#s03_02_02_07">3.2.2.7 User Message Directives</a>
<ul class="index">
<li class="index">
<a href="s_98.html#s03_02_02_07_01">3.2.2.7.1 Text Message Streams</a>
<li class="index">
<a href="s_98.html#s03_02_02_07_02">3.2.2.7.2 Text Formatting</a>
</ul>
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<a href="s_98.html#s03_02_02_08">3.2.2.8 User Defined Macros</a>
<ul class="index">
<li class="index">
<a href="s_98.html#s03_02_02_08_01">3.2.2.8.1 The #macro Directive</a>
<li class="index">
<a href="s_98.html#s03_02_02_08_02">3.2.2.8.2 Invoking Macros</a>
<li class="index">
<a href="s_98.html#s03_02_02_08_03">3.2.2.8.3 Are POV-Ray Macros a Function or a Macro?</a>
<li class="index">
<a href="s_98.html#s03_02_02_08_04">3.2.2.8.4 Returning a Value Like a Function</a>
<li class="index">
<a href="s_98.html#s03_02_02_08_05">3.2.2.8.5 Returning Values Via Parameters</a>
</ul>
</ul>
</ul>
<li class="index">
<a href="s_99.html#s03_03">3.3 Scene Settings</a>
<ul class="index">
<li class="index">
<a href="s_100.html#s03_03_01">3.3.1 Camera</a>
<ul class="index">
<li class="index">
<a href="s_100.html#s03_03_01_01">3.3.1.1 Placing the Camera</a>
<ul class="index">
<li class="index">
<a href="s_100.html#s03_03_01_01_01">3.3.1.1.1 Location and Look_At</a>
<li class="index">
<a href="s_100.html#s03_03_01_01_02">3.3.1.1.2 The Sky Vector</a>
<li class="index">
<a href="s_100.html#s03_03_01_01_03">3.3.1.1.3 Angles</a>
<li class="index">
<a href="s_100.html#s03_03_01_01_04">3.3.1.1.4 The Direction Vector</a>
<li class="index">
<a href="s_100.html#s03_03_01_01_05">3.3.1.1.5 Up and Right Vectors</a>
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<a href="s_100.html#s03_03_01_01_06">3.3.1.1.6 Aspect Ratio</a>
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<a href="s_100.html#s03_03_01_01_07">3.3.1.1.7 Handedness</a>
<li class="index">
<a href="s_100.html#s03_03_01_01_08">3.3.1.1.8 Transforming the Camera</a>
</ul>
<li class="index">
<a href="s_100.html#s03_03_01_02">3.3.1.2 Types of Projection</a>
<ul class="index">
<li class="index">
<a href="s_100.html#s03_03_01_02_01">3.3.1.2.1 Perspective projection</a>
<li class="index">
<a href="s_100.html#s03_03_01_02_02">3.3.1.2.2 Orthographic projection</a>
<li class="index">
<a href="s_100.html#s03_03_01_02_03">3.3.1.2.3 Fisheye projection</a>
<li class="index">
<a href="s_100.html#s03_03_01_02_04">3.3.1.2.4 Ultra wide angle projection</a>
<li class="index">
<a href="s_100.html#s03_03_01_02_05">3.3.1.2.5 Omnimax projection</a>
<li class="index">
<a href="s_100.html#s03_03_01_02_06">3.3.1.2.6 Panoramic projection</a>
<li class="index">
<a href="s_100.html#s03_03_01_02_07">3.3.1.2.7 Cylindrical projection</a>
<li class="index">
<a href="s_100.html#s03_03_01_02_08">3.3.1.2.8 Spherical projection</a>
</ul>
<li class="index">
<a href="s_100.html#s03_03_01_03">3.3.1.3 Focal Blur</a>
<li class="index">
<a href="s_100.html#s03_03_01_04">3.3.1.4 Camera Ray Perturbation</a>
<li class="index">
<a href="s_100.html#s03_03_01_05">3.3.1.5 Camera Identifiers</a>
</ul>
<li class="index">
<a href="s_101.html#s03_03_02">3.3.2 Atmospheric Effects</a>
<ul class="index">
<li class="index">
<a href="s_101.html#s03_03_02_01">3.3.2.1 Atmospheric Media</a>
<li class="index">
<a href="s_101.html#s03_03_02_02">3.3.2.2 Background</a>
<li class="index">
<a href="s_101.html#s03_03_02_03">3.3.2.3 Fog</a>
<li class="index">
<a href="s_101.html#s03_03_02_04">3.3.2.4 Sky Sphere</a>
<li class="index">
<a href="s_101.html#s03_03_02_05">3.3.2.5 Rainbow</a>
</ul>
<li class="index">
<a href="s_102.html#s03_03_03">3.3.3 Global Settings</a>
<ul class="index">
<li class="index">
<a href="s_102.html#s03_03_03_01">3.3.3.1 ADC_Bailout</a>
<li class="index">
<a href="s_102.html#s03_03_03_02">3.3.3.2 Ambient_Light</a>
<li class="index">
<a href="s_102.html#s03_03_03_03">3.3.3.3 Assumed_Gamma</a>
<ul class="index">
<li class="index">
<a href="s_102.html#s03_03_03_03_01">3.3.3.3.1 Monitor Gamma</a>
<li class="index">
<a href="s_102.html#s03_03_03_03_02">3.3.3.3.2 Image File Gamma</a>
<li class="index">
<a href="s_102.html#s03_03_03_03_03">3.3.3.3.3 Scene File Gamma</a>
</ul>
<li class="index">
<a href="s_102.html#s03_03_03_04">3.3.3.4 HF_Gray_16</a>
<li class="index">
<a href="s_102.html#s03_03_03_05">3.3.3.5 Irid_Wavelength</a>
<li class="index">
<a href="s_102.html#s03_03_03_06">3.3.3.6 Charset</a>
<li class="index">
<a href="s_102.html#s03_03_03_07">3.3.3.7 Max_Trace_Level</a>
<li class="index">
<a href="s_102.html#s03_03_03_08">3.3.3.8 Max_Intersections</a>
<li class="index">
<a href="s_102.html#s03_03_03_09">3.3.3.9 Number_Of_Waves</a>
<li class="index">
<a href="s_102.html#s03_03_03_10">3.3.3.10 Noise_generator</a>
<li class="index">
<a href="s_102.html#s03_03_03_11">3.3.3.11 Radiosity Basics</a>
</ul>
<li class="index">
<a href="s_103.html#s03_03_04">3.3.4 Radiosity</a>
<ul class="index">
<li class="index">
<a href="s_103.html#s03_03_04_01">3.3.4.1 How Radiosity Works</a>
<li class="index">
<a href="s_103.html#s03_03_04_02">3.3.4.2 Adjusting Radiosity</a>
<ul class="index">
<li class="index">
<a href="s_103.html#s03_03_04_02_01">3.3.4.2.1 radiosity adc_bailout</a>
<li class="index">
<a href="s_103.html#s03_03_04_02_02">3.3.4.2.2 always_sample</a>
<li class="index">
<a href="s_103.html#s03_03_04_02_03">3.3.4.2.3 brightness</a>
<li class="index">
<a href="s_103.html#s03_03_04_02_04">3.3.4.2.4 count</a>
<li class="index">
<a href="s_103.html#s03_03_04_02_05">3.3.4.2.5 error_bound</a>
<li class="index">
<a href="s_103.html#s03_03_04_02_06">3.3.4.2.6 gray_threshold</a>
<li class="index">
<a href="s_103.html#s03_03_04_02_07">3.3.4.2.7 low_error_factor</a>
<li class="index">
<a href="s_103.html#s03_03_04_02_08">3.3.4.2.8 max_sample</a>
<li class="index">
<a href="s_103.html#s03_03_04_02_09">3.3.4.2.9 Media and Radiosity</a>
<li class="index">
<a href="s_103.html#s03_03_04_02_10">3.3.4.2.10 minimum_reuse</a>
<li class="index">
<a href="s_103.html#s03_03_04_02_11">3.3.4.2.11 nearest_count</a>
<li class="index">
<a href="s_103.html#s03_03_04_02_12">3.3.4.2.12 Normal and Radiosity</a>
<li class="index">
<a href="s_103.html#s03_03_04_02_13">3.3.4.2.13 Pretrace</a>
<li class="index">
<a href="s_103.html#s03_03_04_02_14">3.3.4.2.14 recursion_limit</a>
<li class="index">
<a href="s_103.html#s03_03_04_02_15">3.3.4.2.15 Save and load radiosity data</a>
</ul>
<li class="index">
<a href="s_103.html#s03_03_04_03">3.3.4.3 Tips on Radiosity</a>
</ul>
</ul>
<li class="index">
<a href="s_104.html#s03_04">3.4 Objects</a>
<ul class="index">
<li class="index">
<a href="s_105.html#s03_04_01">3.4.1 Finite Solid Primitives</a>
<ul class="index">
<li class="index">
<a href="s_105.html#s03_04_01_01">3.4.1.1 Blob</a>
<li class="index">
<a href="s_105.html#s03_04_01_02">3.4.1.2 Box</a>
<li class="index">
<a href="s_105.html#s03_04_01_03">3.4.1.3 Cone</a>
<li class="index">
<a href="s_105.html#s03_04_01_04">3.4.1.4 Cylinder</a>
<li class="index">
<a href="s_105.html#s03_04_01_05">3.4.1.5 Height Field</a>
<li class="index">
<a href="s_105.html#s03_04_01_06">3.4.1.6 Julia Fractal</a>
<li class="index">
<a href="s_105.html#s03_04_01_07">3.4.1.7 Lathe</a>
<li class="index">
<a href="s_105.html#s03_04_01_08">3.4.1.8 Prism</a>
<li class="index">
<a href="s_105.html#s03_04_01_09">3.4.1.9 Sphere</a>
<li class="index">
<a href="s_105.html#s03_04_01_10">3.4.1.10 Sphere Sweep</a>
<li class="index">
<a href="s_105.html#s03_04_01_11">3.4.1.11 Superquadric Ellipsoid</a>
<li class="index">
<a href="s_105.html#s03_04_01_12">3.4.1.12 Surface of Revolution</a>
<li class="index">
<a href="s_105.html#s03_04_01_13">3.4.1.13 Text</a>
<li class="index">
<a href="s_105.html#s03_04_01_14">3.4.1.14 Torus</a>
</ul>
<li class="index">
<a href="s_106.html#s03_04_02">3.4.2 Finite Patch Primitives</a>
<ul class="index">
<li class="index">
<a href="s_106.html#s03_04_02_01">3.4.2.1 Bicubic Patch</a>
<li class="index">
<a href="s_106.html#s03_04_02_02">3.4.2.2 Disc</a>
<li class="index">
<a href="s_106.html#s03_04_02_03">3.4.2.3 Mesh</a>
<ul class="index">
<li class="index">
<a href="s_106.html#s03_04_02_03_01">3.4.2.3.1 Solid Mesh</a>
</ul>
<li class="index">
<a href="s_106.html#s03_04_02_04">3.4.2.4 Mesh2</a>
<ul class="index">
<li class="index">
<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 class="index">
<a href="s_106.html#s03_04_02_04_02">3.4.2.4.2 Mesh Triangle Textures</a>
</ul>
<li class="index">
<a href="s_106.html#s03_04_02_05">3.4.2.5 Polygon</a>
<li class="index">
<a href="s_106.html#s03_04_02_06">3.4.2.6 Triangle and Smooth Triangle</a>
</ul>
<li class="index">
<a href="s_107.html#s03_04_03">3.4.3 Infinite Solid Primitives</a>
<ul class="index">
<li class="index">
<a href="s_107.html#s03_04_03_01">3.4.3.1 Plane</a>
<li class="index">
<a href="s_107.html#s03_04_03_02">3.4.3.2 Poly, Cubic and Quartic</a>
<li class="index">
<a href="s_107.html#s03_04_03_03">3.4.3.3 Quadric</a>
</ul>
<li class="index">
<a href="s_108.html#s03_04_04">3.4.4 Isosurface Object</a>
<li class="index">
<a href="s_109.html#s03_04_05">3.4.5 Parametric Object</a>
<li class="index">
<a href="s_110.html#s03_04_06">3.4.6 Constructive Solid Geometry</a>
<ul class="index">
<li class="index">
<a href="s_110.html#s03_04_06_01">3.4.6.1 Inside and Outside</a>
<li class="index">
<a href="s_110.html#s03_04_06_02">3.4.6.2 Union</a>
<ul class="index">
<li class="index">
<a href="s_110.html#s03_04_06_02_01">3.4.6.2.1 Split_Union</a>
</ul>
<li class="index">
<a href="s_110.html#s03_04_06_03">3.4.6.3 Intersection</a>
<li class="index">
<a href="s_110.html#s03_04_06_04">3.4.6.4 Difference</a>
<li class="index">
<a href="s_110.html#s03_04_06_05">3.4.6.5 Merge</a>
</ul>
<li class="index">
<a href="s_111.html#s03_04_07">3.4.7 Light Sources</a>
<ul class="index">
<li class="index">
<a href="s_111.html#s03_04_07_01">3.4.7.1 Point Lights</a>
<li class="index">
<a href="s_111.html#s03_04_07_02">3.4.7.2 Spotlights</a>
<li class="index">
<a href="s_111.html#s03_04_07_03">3.4.7.3 Cylindrical Lights</a>
<li class="index">
<a href="s_111.html#s03_04_07_04">3.4.7.4 Parallel Lights</a>
<li class="index">
<a href="s_111.html#s03_04_07_05">3.4.7.5 Area Lights</a>
<li class="index">
<a href="s_111.html#s03_04_07_06">3.4.7.6 Shadowless Lights</a>
<li class="index">
<a href="s_111.html#s03_04_07_07">3.4.7.7 Looks_like</a>
<li class="index">
<a href="s_111.html#s03_04_07_08">3.4.7.8 Projected_Through</a>
<li class="index">
<a href="s_111.html#s03_04_07_09">3.4.7.9 Light Fading</a>
<li class="index">
<a href="s_111.html#s03_04_07_10">3.4.7.10 Atmospheric Media Interaction</a>
<li class="index">
<a href="s_111.html#s03_04_07_11">3.4.7.11 Atmospheric Attenuation</a>
</ul>
<li class="index">
<a href="s_112.html#s03_04_08">3.4.8 Light Groups</a>
<li class="index">
<a href="s_113.html#s03_04_09">3.4.9 Object Modifiers</a>
<ul class="index">
<li class="index">
<a href="s_113.html#s03_04_09_01">3.4.9.1 Clipped_By</a>
<li class="index">
<a href="s_113.html#s03_04_09_02">3.4.9.2 Bounded_By</a>
<li class="index">
<a href="s_113.html#s03_04_09_03">3.4.9.3 Material</a>
<li class="index">
<a href="s_113.html#s03_04_09_04">3.4.9.4 Inverse</a>
<li class="index">
<a href="s_113.html#s03_04_09_05">3.4.9.5 Hollow</a>
<li class="index">
<a href="s_113.html#s03_04_09_06">3.4.9.6 No_Shadow</a>
<li class="index">
<a href="s_113.html#s03_04_09_07">3.4.9.7 No_Image, No_Reflection</a>
<li class="index">
<a href="s_113.html#s03_04_09_08">3.4.9.8 Double_Illuminate</a>
<li class="index">
<a href="s_113.html#s03_04_09_09">3.4.9.9 Sturm</a>
</ul>
</ul>
<li class="index">
<a href="s_114.html#s03_05">3.5 Textures</a>
<ul class="index">
<li class="index">
<a href="s_115.html#s03_05_01">3.5.1 Pigment</a>
<ul class="index">
<li class="index">
<a href="s_115.html#s03_05_01_01">3.5.1.1 Solid Color Pigments</a>
<li class="index">
<a href="s_115.html#s03_05_01_02">3.5.1.2 Color List Pigments</a>
<li class="index">
<a href="s_115.html#s03_05_01_03">3.5.1.3 Color Maps</a>
<li class="index">
<a href="s_115.html#s03_05_01_04">3.5.1.4 Pigment Maps and Pigment Lists</a>
<li class="index">
<a href="s_115.html#s03_05_01_05">3.5.1.5 Image Maps</a>
<ul class="index">
<li class="index">
<a href="s_115.html#s03_05_01_05_01">3.5.1.5.1 Specifying an Image Map</a>
<li class="index">
<a href="s_115.html#s03_05_01_05_02">3.5.1.5.2 The Filter and Transmit Bitmap Modifiers</a>
<li class="index">
<a href="s_115.html#s03_05_01_05_03">3.5.1.5.3 Using the Alpha Channel</a>
</ul>
<li class="index">
<a href="s_115.html#s03_05_01_06">3.5.1.6 Quick Color</a>
</ul>
<li class="index">
<a href="s_116.html#s03_05_02">3.5.2 Normal</a>
<ul class="index">
<li class="index">
<a href="s_116.html#s03_05_02_01">3.5.2.1 Slope Maps</a>
<ul class="index">
<li class="index">
<a href="s_116.html#s03_05_02_01_01">3.5.2.1.1 Normals, Accuracy</a>
</ul>
<li class="index">
<a href="s_116.html#s03_05_02_02">3.5.2.2 Normal Maps and Normal Lists</a>
<li class="index">
<a href="s_116.html#s03_05_02_03">3.5.2.3 Bump Maps</a>
<ul class="index">
<li class="index">
<a href="s_116.html#s03_05_02_03_01">3.5.2.3.1 Specifying a Bump Map</a>
<li class="index">
<a href="s_116.html#s03_05_02_03_02">3.5.2.3.2 Bump_Size</a>
<li class="index">
<a href="s_116.html#s03_05_02_03_03">3.5.2.3.3 Use_Index and Use_Color</a>
</ul>
<li class="index">
<a href="s_116.html#s03_05_02_04">3.5.2.4 Scaling normals</a>
</ul>
<li class="index">
<a href="s_117.html#s03_05_03">3.5.3 Finish</a>
<ul class="index">
<li class="index">
<a href="s_117.html#s03_05_03_01">3.5.3.1 Ambient</a>
<li class="index">
<a href="s_117.html#s03_05_03_02">3.5.3.2 Diffuse Reflection Items</a>
<ul class="index">
<li class="index">
<a href="s_117.html#s03_05_03_02_01">3.5.3.2.1 Diffuse</a>
<li class="index">
<a href="s_117.html#s03_05_03_02_02">3.5.3.2.2 Brilliance</a>
<li class="index">
<a href="s_117.html#s03_05_03_02_03">3.5.3.2.3 Crand Graininess</a>
</ul>
<li class="index">
<a href="s_117.html#s03_05_03_03">3.5.3.3 Highlights</a>
<ul class="index">
<li class="index">
<a href="s_117.html#s03_05_03_03_01">3.5.3.3.1 Phong Highlights</a>
<li class="index">
<a href="s_117.html#s03_05_03_03_02">3.5.3.3.2 Specular Highlight</a>
<li class="index">
<a href="s_117.html#s03_05_03_03_03">3.5.3.3.3 Metallic Highlight Modifier</a>
</ul>
<li class="index">
<a href="s_117.html#s03_05_03_04">3.5.3.4 Specular Reflection</a>
<li class="index">
<a href="s_117.html#s03_05_03_05">3.5.3.5 Conserve Energy for Reflection</a>
<li class="index">
<a href="s_117.html#s03_05_03_06">3.5.3.6 Iridescence</a>
</ul>
<li class="index">
<a href="s_118.html#s03_05_04">3.5.4 Halo</a>
<li class="index">
<a href="s_119.html#s03_05_05">3.5.5 Patterned Textures</a>
<ul class="index">
<li class="index">
<a href="s_119.html#s03_05_05_01">3.5.5.1 Texture Maps</a>
<li class="index">
<a href="s_119.html#s03_05_05_02">3.5.5.2 Tiles</a>
<li class="index">
<a href="s_119.html#s03_05_05_03">3.5.5.3 Material Maps</a>
<ul class="index">
<li class="index">
<a href="s_119.html#s03_05_05_03_01">3.5.5.3.1 Specifying a Material Map</a>
</ul>
</ul>
<li class="index">
<a href="s_120.html#s03_05_06">3.5.6 Layered Textures</a>
<li class="index">
<a href="s_121.html#s03_05_07">3.5.7 UV Mapping</a>
<ul class="index">
<li class="index">
<a href="s_121.html#s03_05_07_01">3.5.7.1 Supported Objects</a>
<li class="index">
<a href="s_121.html#s03_05_07_02">3.5.7.2 UV Vectors</a>
</ul>
<li class="index">
<a href="s_122.html#s03_05_08">3.5.8 Triangle Texture Interpolation</a>
<li class="index">
<a href="s_123.html#s03_05_09">3.5.9 Interior Texture</a>
<li class="index">
<a href="s_124.html#s03_05_10">3.5.10 Cutaway Textures</a>
<li class="index">
<a href="s_125.html#s03_05_11">3.5.11 Patterns</a>
<ul class="index">
<li class="index">
<a href="s_125.html#s03_05_11_01">3.5.11.1 Agate</a>
<li class="index">
<a href="s_125.html#s03_05_11_02">3.5.11.2 Average</a>
<li class="index">
<a href="s_125.html#s03_05_11_03">3.5.11.3 Boxed</a>
<li class="index">
<a href="s_125.html#s03_05_11_04">3.5.11.4 Bozo</a>
<li class="index">
<a href="s_125.html#s03_05_11_05">3.5.11.5 Brick</a>
<li class="index">
<a href="s_125.html#s03_05_11_06">3.5.11.6 Bumps</a>
<li class="index">
<a href="s_125.html#s03_05_11_07">3.5.11.7 Cells</a>
<li class="index">
<a href="s_125.html#s03_05_11_08">3.5.11.8 Checker</a>
<li class="index">
<a href="s_125.html#s03_05_11_09">3.5.11.9 Crackle Patterns</a>
<li class="index">
<a href="s_125.html#s03_05_11_10">3.5.11.10 Cylindrical</a>
<li class="index">
<a href="s_125.html#s03_05_11_11">3.5.11.11 Density_File</a>
<ul class="index">
<li class="index">
<a href="s_125.html#s03_05_11_11_01">3.5.11.11.1 df3 file format</a>
</ul>
<li class="index">
<a href="s_125.html#s03_05_11_12">3.5.11.12 Dents</a>
<li class="index">
<a href="s_125.html#s03_05_11_13">3.5.11.13 Facets</a>
<li class="index">
<a href="s_125.html#s03_05_11_14">3.5.11.14 Fractal Patterns</a>
<li class="index">
<a href="s_125.html#s03_05_11_15">3.5.11.15 Function as pattern</a>
<ul class="index">
<li class="index">
<a href="s_125.html#s03_05_11_15_01">3.5.11.15.1 What can be used</a>
</ul>
<li class="index">
<a href="s_125.html#s03_05_11_16">3.5.11.16 Function Image</a>
<li class="index">
<a href="s_125.html#s03_05_11_17">3.5.11.17 Gradient</a>
<li class="index">
<a href="s_125.html#s03_05_11_18">3.5.11.18 Granite</a>
<li class="index">
<a href="s_125.html#s03_05_11_19">3.5.11.19 Hexagon</a>
<li class="index">
<a href="s_125.html#s03_05_11_20">3.5.11.20 Image Pattern</a>
<li class="index">
<a href="s_125.html#s03_05_11_21">3.5.11.21 Leopard</a>
<li class="index">
<a href="s_125.html#s03_05_11_22">3.5.11.22 Marble</a>
<li class="index">
<a href="s_125.html#s03_05_11_23">3.5.11.23 Object Pattern</a>
<li class="index">
<a href="s_125.html#s03_05_11_24">3.5.11.24 Onion</a>
<li class="index">
<a href="s_125.html#s03_05_11_25">3.5.11.25 Pigment Pattern</a>
<li class="index">
<a href="s_125.html#s03_05_11_26">3.5.11.26 Planar</a>
<li class="index">
<a href="s_125.html#s03_05_11_27">3.5.11.27 Quilted</a>
<li class="index">
<a href="s_125.html#s03_05_11_28">3.5.11.28 Radial</a>
<li class="index">
<a href="s_125.html#s03_05_11_29">3.5.11.29 Ripples</a>
<li class="index">
<a href="s_125.html#s03_05_11_30">3.5.11.30 Slope</a>
<li class="index">
<a href="s_125.html#s03_05_11_31">3.5.11.31 Spherical</a>
<li class="index">
<a href="s_125.html#s03_05_11_32">3.5.11.32 Spiral1</a>
<li class="index">
<a href="s_125.html#s03_05_11_33">3.5.11.33 Spiral2</a>
<li class="index">
<a href="s_125.html#s03_05_11_34">3.5.11.34 Spotted</a>
<li class="index">
<a href="s_125.html#s03_05_11_35">3.5.11.35 Waves</a>
<li class="index">
<a href="s_125.html#s03_05_11_36">3.5.11.36 Wood</a>
<li class="index">
<a href="s_125.html#s03_05_11_37">3.5.11.37 Wrinkles</a>
</ul>
<li class="index">
<a href="s_126.html#s03_05_12">3.5.12 Pattern Modifiers</a>
<ul class="index">
<li class="index">
<a href="s_126.html#s03_05_12_01">3.5.12.1 Transforming Patterns</a>
<li class="index">
<a href="s_126.html#s03_05_12_02">3.5.12.2 Frequency and Phase</a>
<li class="index">
<a href="s_126.html#s03_05_12_03">3.5.12.3 Waveforms</a>
<li class="index">
<a href="s_126.html#s03_05_12_04">3.5.12.4 Noise Generators</a>
<li class="index">
<a href="s_126.html#s03_05_12_05">3.5.12.5 Turbulence</a>
<li class="index">
<a href="s_126.html#s03_05_12_06">3.5.12.6 Warps</a>
<ul class="index">
<li class="index">
<a href="s_126.html#s03_05_12_06_01">3.5.12.6.1 Black Hole Warp</a>
<li class="index">
<a href="s_126.html#s03_05_12_06_02">3.5.12.6.2 Repeat Warp</a>
<li class="index">
<a href="s_126.html#s03_05_12_06_03">3.5.12.6.3 Turbulence versus Turbulence Warp</a>
<li class="index">
<a href="s_126.html#s03_05_12_06_04">3.5.12.6.4 Turbulence Warp</a>
<li class="index">
<a href="s_126.html#s03_05_12_06_05">3.5.12.6.5 Mapping using warps</a>
</ul>
<li class="index">
<a href="s_126.html#s03_05_12_07">3.5.12.7 Bitmap Modifiers</a>
<ul class="index">
<li class="index">
<a href="s_126.html#s03_05_12_07_01">3.5.12.7.1 The once Option</a>
<li class="index">
<a href="s_126.html#s03_05_12_07_02">3.5.12.7.2 The map_type Option</a>
<li class="index">
<a href="s_126.html#s03_05_12_07_03">3.5.12.7.3 The interpolate Option</a>
</ul>
</ul>
</ul>
<li class="index">
<a href="s_127.html#s03_06">3.6 Interior & Media & Photons</a>
<ul class="index">
<li class="index">
<a href="s_128.html#s03_06_01">3.6.1 Interior</a>
<ul class="index">
<li class="index">
<a href="s_128.html#s03_06_01_01">3.6.1.1 Why are Interior and Media Necessary?</a>
<li class="index">
<a href="s_128.html#s03_06_01_02">3.6.1.2 Empty and Solid Objects</a>
<li class="index">
<a href="s_128.html#s03_06_01_03">3.6.1.3 Scaling objects with an interior</a>
<li class="index">
<a href="s_128.html#s03_06_01_04">3.6.1.4 Refraction</a>
<li class="index">
<a href="s_128.html#s03_06_01_05">3.6.1.5 Dispersion</a>
<ul class="index">
<li class="index">
<a href="s_128.html#s03_06_01_05_01">3.6.1.5.1 Dispersion & Caustics</a>
</ul>
<li class="index">
<a href="s_128.html#s03_06_01_06">3.6.1.6 Attenuation</a>
<li class="index">
<a href="s_128.html#s03_06_01_07">3.6.1.7 Simulated Caustics</a>
<li class="index">
<a href="s_128.html#s03_06_01_08">3.6.1.8 Object-Media</a>
</ul>
<li class="index">
<a href="s_129.html#s03_06_02">3.6.2 Media</a>
<ul class="index">
<li class="index">
<a href="s_129.html#s03_06_02_01">3.6.2.1 Media Types</a>
<ul class="index">
<li class="index">
<a href="s_129.html#s03_06_02_01_01">3.6.2.1.1 Absorption</a>
<li class="index">
<a href="s_129.html#s03_06_02_01_02">3.6.2.1.2 Emission</a>
<li class="index">
<a href="s_129.html#s03_06_02_01_03">3.6.2.1.3 Scattering</a>
</ul>
<li class="index">
<a href="s_129.html#s03_06_02_02">3.6.2.2 Sampling Parameters & Methods</a>
<li class="index">
<a href="s_129.html#s03_06_02_03">3.6.2.3 Density</a>
<ul class="index">
<li class="index">
<a href="s_129.html#s03_06_02_03_01">3.6.2.3.1 General Density Modifiers</a>
<li class="index">
<a href="s_129.html#s03_06_02_03_02">3.6.2.3.2 Density with color_map</a>
<li class="index">
<a href="s_129.html#s03_06_02_03_03">3.6.2.3.3 Density Maps and Density Lists</a>
<li class="index">
<a href="s_129.html#s03_06_02_03_04">3.6.2.3.4 Multiple Density vs. Multiple Media</a>
</ul>
</ul>
<li class="index">
<a href="s_130.html#s03_06_03">3.6.3 Photons</a>
<ul class="index">
<li class="index">
<a href="s_130.html#s03_06_03_01">3.6.3.1 Overview</a>
<ul class="index">
<li class="index">
<a href="s_130.html#s03_06_03_01_01">3.6.3.1.1 Examples</a>
</ul>
<li class="index">
<a href="s_130.html#s03_06_03_02">3.6.3.2 Using Photon Mapping in Your Scene</a>
<ul class="index">
<li class="index">
<a href="s_130.html#s03_06_03_02_01">3.6.3.2.1 Photon Global Settings</a>
<li class="index">
<a href="s_130.html#s03_06_03_02_02">3.6.3.2.2 Shooting Photons at an Object</a>
<li class="index">
<a href="s_130.html#s03_06_03_02_03">3.6.3.2.3 Photons and Light Sources</a>
<li class="index">
<a href="s_130.html#s03_06_03_02_04">3.6.3.2.4 Photons and Media</a>
</ul>
<li class="index">
<a href="s_130.html#s03_06_03_03">3.6.3.3 Photons FAQ</a>
<li class="index">
<a href="s_130.html#s03_06_03_04">3.6.3.4 Photon Tips</a>
<li class="index">
<a href="s_130.html#s03_06_03_05">3.6.3.5 Advanced Techniques</a>
<ul class="index">
<li class="index">
<a href="s_130.html#s03_06_03_05_01">3.6.3.5.1 Autostop</a>
<li class="index">
<a href="s_130.html#s03_06_03_05_02">3.6.3.5.2 Adaptive Search Radius</a>
<li class="index">
<a href="s_130.html#s03_06_03_05_03">3.6.3.5.3 Photons and Dispersion</a>
<li class="index">
<a href="s_130.html#s03_06_03_05_04">3.6.3.5.4 Saving and Loading Photon Maps</a>
</ul>
</ul>
</ul>
<li class="index">
<a href="s_131.html#s03_07">3.7 Include Files</a>
<ul class="index">
<li class="index">
<a href="s_132.html#s03_07_01">3.7.1 arrays.inc</a>
<li class="index">
<a href="s_133.html#s03_07_02">3.7.2 chars.inc</a>
<li class="index">
<a href="s_134.html#s03_07_03">3.7.3 colors.inc</a>
<ul class="index">
<li class="index">
<a href="s_134.html#s03_07_03_01">3.7.3.1 Predefined colors</a>
<li class="index">
<a href="s_134.html#s03_07_03_02">3.7.3.2 Color macros</a>
</ul>
<li class="index">
<a href="s_135.html#s03_07_04">3.7.4 consts.inc</a>
<ul class="index">
<li class="index">
<a href="s_135.html#s03_07_04_01">3.7.4.1 Vector constants</a>
<li class="index">
<a href="s_135.html#s03_07_04_02">3.7.4.2 Map type constants</a>
<li class="index">
<a href="s_135.html#s03_07_04_03">3.7.4.3 Interpolation type constants</a>
<li class="index">
<a href="s_135.html#s03_07_04_04">3.7.4.4 Fog type constants</a>
<li class="index">
<a href="s_135.html#s03_07_04_05">3.7.4.5 Focal blur hexgrid constants</a>
<li class="index">
<a href="s_135.html#s03_07_04_06">3.7.4.6 IORs</a>
<li class="index">
<a href="s_135.html#s03_07_04_07">3.7.4.7 Dispersion amounts</a>
<li class="index">
<a href="s_135.html#s03_07_04_08">3.7.4.8 Scattering media type constants</a>
</ul>
<li class="index">
<a href="s_136.html#s03_07_05">3.7.5 debug.inc</a>
<li class="index">
<a href="s_137.html#s03_07_06">3.7.6 finish.inc</a>
<li class="index">
<a href="s_138.html#s03_07_07">3.7.7 functions.inc</a>
<ul class="index">
<li class="index">
<a href="s_138.html#s03_07_07_01">3.7.7.1 Common Parameters</a>
<ul class="index">
<li class="index">
<a href="s_138.html#s03_07_07_01_01">3.7.7.1.1 Field Strength</a>
<li class="index">
<a href="s_138.html#s03_07_07_01_02">3.7.7.1.2 Field Limit</a>
<li class="index">
<a href="s_138.html#s03_07_07_01_03">3.7.7.1.3 SOR Switch</a>
<li class="index">
<a href="s_138.html#s03_07_07_01_04">3.7.7.1.4 SOR Offset</a>
<li class="index">
<a href="s_138.html#s03_07_07_01_05">3.7.7.1.5 SOR Angle</a>
<li class="index">
<a href="s_138.html#s03_07_07_01_06">3.7.7.1.6 Invert Isosurface</a>
</ul>
<li class="index">
<a href="s_138.html#s03_07_07_02">3.7.7.2 Internal Functions</a>
<li class="index">
<a href="s_138.html#s03_07_07_03">3.7.7.3 Pre defined functions</a>
<ul class="index">
<li class="index">
<a href="s_138.html#s03_07_07_03_01">3.7.7.3.1 Pattern functions</a>
</ul>
</ul>
<li class="index">
<a href="s_139.html#s03_07_08">3.7.8 glass.inc, glass_old.inc</a>
<ul class="index">
<li class="index">
<a href="s_139.html#s03_07_08_01">3.7.8.1 Glass colors (with transparency)</a>
<li class="index">
<a href="s_139.html#s03_07_08_02">3.7.8.2 Glass colors (without transparency, for fade_color)</a>
<li class="index">
<a href="s_139.html#s03_07_08_03">3.7.8.3 Glass finishes</a>
<li class="index">
<a href="s_139.html#s03_07_08_04">3.7.8.4 Glass interiors</a>
<li class="index">
<a href="s_139.html#s03_07_08_05">3.7.8.5 Glass interior macros</a>
<li class="index">
<a href="s_139.html#s03_07_08_06">3.7.8.6 glass_old.inc</a>
<ul class="index">
<li class="index">
<a href="s_139.html#s03_07_08_06_01">3.7.8.6.1 Glass finishes</a>
<li class="index">
<a href="s_139.html#s03_07_08_06_02">3.7.8.6.2 Glass textures</a>
</ul>
</ul>
<li class="index">
<a href="s_140.html#s03_07_09">3.7.9 math.inc</a>
<ul class="index">
<li class="index">
<a href="s_140.html#s03_07_09_01">3.7.9.1 Float functions and macros</a>
<li class="index">
<a href="s_140.html#s03_07_09_02">3.7.9.2 Vector functions and macros</a>
<li class="index">
<a href="s_140.html#s03_07_09_03">3.7.9.3 Vector Analysis</a>
</ul>
<li class="index">
<a href="s_141.html#s03_07_10">3.7.10 metals.inc, golds.inc</a>
<ul class="index">
<li class="index">
<a href="s_141.html#s03_07_10_01">3.7.10.1 metals.inc</a>
<li class="index">
<a href="s_141.html#s03_07_10_02">3.7.10.2 golds.inc</a>
</ul>
<li class="index">
<a href="s_142.html#s03_07_11">3.7.11 rand.inc</a>
<ul class="index">
<li class="index">
<a href="s_142.html#s03_07_11_01">3.7.11.1 Flat Distributions</a>
<li class="index">
<a href="s_142.html#s03_07_11_02">3.7.11.2 Other Distributions</a>
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