Introduction
Command-Line and INI-File Options
Animation Options
General Output Options
Display Output Options
File Output Options
Scene Parsing Options
Shell Command Options
Text Output Options
Tracing Options
Scene Description Language
Language Basics
Language Directives
Scene File Basics
Global Settings
Camera
Lighting Types
The Object Zoo
Object
Embellishments
Texture
Pattern
Special Effects
Atmospheric Effects
Media
Scene File Extras
Include Files
POV-Ray for Unix
version 3.8
Home
POV-Ray for Unix
POV-Ray Tutorial
POV-Ray Reference
Introduction
Command-Line and INI-File Options
Animation Options
External Animation Loop
Internal Animation Loop
Subsets of Animation Frames
Cyclic Animation
Field Rendering
General Output Options
Height and Width of Output
Max Image Buffer Memory
Partial Output Options
Interrupting Options
Resuming Options
Display Output Options
Display Hardware Settings
Setting your Display Gamma
Display Related Settings
Mosaic Preview
File Output Options
Output File Type
Output File Name
Output File Buffer
Output File Dithering
Output File Gamma
CPU Utilization Histogram
Scene Parsing Options
Constant
Include File Name
Library Paths
Language Version
Shell Command Options
String Substitution in Shell Commands
Shell Command Sequencing
Shell Command Return Actions
Text Output Options
Text Streams
Console Text Output
Directing Text Streams to Files
Warning Level
Help Screen Switches
Tracing Options
Symmetric MultiProcessing
Render Block Size
Render Pattern
Render Block Step
Quality Settings
Automatic Bounding Control
Removing User Bounding
BSP Bounding
Anti-Aliasing Options
Radiosity Options
Radiosity High Reproducibility
Radiosity Load and Save
Radiosity Vain Pretrace
Scene Description Language
Language Basics
Notation and Basic Assumptions
Keywords
Identifiers
Comments
Numeric Expressions
Literals
Identifiers
Operators
Functions
Built-in Constants
Built-in Variables
Vector Expressions
Literals
Identifiers
Operators
Operator Promotion
Functions
Built-in Constants
Dot Item Access for Vectors
Color Expressions
Color Vectors
sRGB Colors
Color Keywords
Color Identifiers
Color Operators
Dot Item Access for Colors
Common Color Pitfalls
Function
Sum and Product functions
Functions and Macros
Declaring User-Defined Float Functions
Declaring User-Defined Vector Functions
Declaring User-Defined Color Functions
Internal Pre-Defined Functions
Strings
String Literals
String Identifiers
String Relational Operators
String Functions
Built-in Variables
Array
Declaring Arrays
Array Initializers
Spline
Splines and Macros
Transformations
Translate
Scale
Rotate
Matrix
Language Directives
Include Directive
Declare and Local Directives
Declaring identifiers
declare vs. local
Identifier Name Collisions
Destroying Identifiers with undef
Deprecation Support
File I/O Directives
The fopen Directive
The fclose Directive
The read Directive
The write Directive
Default Directive
Version Directive
Conditional Directives
The if...else...end Directives
The ifdef and ifndef Directives
The for Directive
The switch, case, range and break Directives
The while...end Directive
User Message Directives
Text Message Streams
Text Formatting
User Defined Macros
The macro Directive
Invoking Macros
Are POV-Ray Macros a Function or a Macro?
Returning a Value Like a Function
Returning Values Via Parameters
Optional Parameters
Macro Caching
Scene File Basics
Global Settings
ADC_Bailout
Ambient_Light
Assumed_Gamma
HF_Gray_16
Irid_Wavelength
Charset
Max_Trace_Level
Max_Intersections
Mm_Per_Unit
Number_Of_Waves
Noise_generator
Subsurface
Camera
Placing the Camera
Location and Look_At
The Sky Vector
Angles
The Direction Vector
Up and Right Vectors
Aspect Ratio
Handedness
Transforming the Camera
Types of Projection
Perspective projection
Orthographic projection
Mesh projection
Rays Per Pixel
Distribution Type
Max Distance
Mesh Object
About the Location Vector
About the Direction Vector
The Smooth Modifier
Fisheye projection
Ultra wide angle projection
Omnimax projection
Panoramic projection
Cylindrical projection
Spherical projection
User defined projection
Focal Blur
Camera Ray Perturbation
Camera Identifiers
Lighting Types
Light Source
Point Lights
Spotlights
Cylindrical Lights
Parallel Lights
Area Lights
Shadowless Lights
Looks Like
Projected Through
Light Fading
Atmospheric Media Interaction
Atmospheric Attenuation
Light Group
Radiosity
Radiosity Basics
How Radiosity Works
Adjusting Radiosity
adc_bailout
always_sample
brightness
count
error_bound
gray_threshold
low_error_factor
max_sample
maximum_reuse
minimum_reuse
nearest_count
pretrace_start and pretrace_end
recursion_limit
Configuring Radiosity
Importance
Media and Radiosity
No Radiosity
Normal and Radiosity
Save and Load Radiosity Data
Subsurface and Radiosity
Tips on Radiosity
Photons
Examples
Using Photon Mapping in Your Scene
Photon Global Settings
Shooting Photons at an Object
Photons and Light Sources
Photons and Media
Photons FAQ
Photon Tips
Advanced Techniques
Autostop
Adaptive Search Radius
Photons and Dispersion
Saving and Loading Photon Maps
The Object Zoo
Object
Finite Solid Primitives
Blob
Box
Cone
Cylinder
Height Field
Isosurface
Julia Fractal
Lathe
Lemon
Ovus
Parametric
Prism
Sphere
Sphere Sweep
Superquadric Ellipsoid
Surface of Revolution
Text
Torus
Finite Patch Primitives
Bicubic Patch
Disc
Mesh
Solid Mesh
Mesh2
Smooth and Flat triangles in the same mesh
Mesh Triangle Textures
Polygon
Triangle
Smooth Triangle
Infinite Solid Primitives
Plane
Poly
Cubic
Quartic
Polynomial
Quadric
Constructive Solid Geometry
Inside and Outside
Union
Split_Union
Intersection
Difference
Merge
Object Modifiers
Clipped By Object Modifier
Bounded By Object Modifier
Material
Hollow Object Modifier
Inverse Object Modifier
No Shadow Object Modifier
No Image Object Modifier
No Reflection Object Modifier
Double Illuminate Object Modifier
No Radiosity Object Modifier
Sturm Object Modifier
Embellishments
Texture
Pigment
Solid Color Pigments
Color Map
Pigment Map
Color List Pigments
Quick Color
Normal
Normal Map
Slope Map
Normals, Accuracy
Bump Map
Specifying a Bump Map
Bump_Size
Use_Index and Use_Color
Scaling normals
Finish
Ambient
Emission
Diffuse Reflection Items
Diffuse
Brilliance
Crand Graininess
Subsurface Light Transport
Highlights
Phong Highlights
Specular Highlight
Metallic Highlight Modifier
Specular Reflection
Conserve Energy for Reflection
Iridescence
Halo
Patterned Textures
Texture Maps
Tiles
Material Maps
Specifying a Material Map
Layered Textures
UV Mapping
Supported Objects
UV Vectors
Triangle Texture Interpolation
Interior Texture
Cutaway Textures
Pattern
General Patterns
Agate Pattern
Boxed Pattern
Bozo Pattern
Brick Pattern
Bumps Pattern
Cubic Pattern
Cylindrical Pattern
Density File Pattern
df3 file format
Dents Pattern
Facets Pattern
Fractal Pattern
Function Pattern
What can be used
Function Image
Gradient Pattern
Granite Pattern
Leopard Pattern
Marble Pattern
Onion Pattern
Pavement Pattern
Pigment Pattern
Planar Pattern
Quilted Pattern
Radial Pattern
Ripples Pattern
Spherical Pattern
Spiral1 Pattern
Spiral2 Pattern
Spotted Pattern
Tiling Pattern
Waves Pattern
Wood Pattern
Wrinkles Pattern
Discontinuous Patterns
Cells Pattern
Checker Pattern
Crackle Pattern
Hexagon Pattern
Object Pattern
Square Pattern
Triangular Pattern
Normal-Dependent Patterns
Aoi Pattern
Slope Pattern
Special Patterns
Average Pattern
Image Pattern
Potential Pattern
User Defined Pattern
Pattern Modifiers
Transforming Patterns
Frequency and Phase
Waveforms
Noise Generators
Warp
Black Hole Warp
Repeat Warp
Turbulence Warp
Octaves
Lambda
Omega
Mapping using warps
Turbulence versus Turbulence Warp
Turbulence
Image Map
Specifying an Image Map
The Gamma Option
The Filter and Transmit Bitmap Modifiers
Using the Alpha Channel
Bitmap Modifiers
The once Option
The map_type Option
The interpolate Option
Special Effects
Atmospheric Effects
Atmospheric Media
Background
Fog
Sky Sphere
Rainbow
Media
Interior
Why are Interior and Media Necessary?
Empty and Solid Objects
Scaling objects with an interior
Refraction
Dispersion
Dispersion & Caustics
Attenuation
Simulated Caustics
Object-Media
Media Types
Absorption
Emission
Scattering
Sampling Parameters & Methods
Density
General Density Modifiers
Density with color_map
Density Maps and Density Lists
Multiple Density vs. Multiple Media
Scene File Extras
Include Files
Main Files
Arrays.inc
Chars.inc
Colors.inc
Predefined colors
Color macros
Colors ral.inc
Consts.inc
Vector constants
Map type constants
Interpolation type constants
Fog type constants
Focal blur hexgrid constants
IORs
Dispersion amounts
Scattering media type constants
Debug.inc
Finish.inc
Functions.inc
Common Parameters
Cross Section Type
Field Strength
Field Limit
SOR Switch
SOR Offset
SOR Angle
Invert Isosurface
Internal Functions
Pre defined functions
Pattern functions
Glass.inc
Glass colors (with transparency)
Glass colors (without transparency, for fade_color)
Glass finishes
Glass interiors
Glass interior macros
Golds.inc
Logo.inc
Makegrass.inc
Math.inc
Float functions and macros
Vector functions and macros
Vector Analysis
Meshmaker.inc
Metals.inc
Rad_def.inc
Rand.inc
Flat Distributions
Other Distributions
Continuous Symmetric Distributions
Continuous Skewed Distributions
Discrete Distributions
Screen.inc
Shapes.inc
The HF Macros
Shapes2.inc
Shapes3.inc
Shapesq.inc
Skies.inc
Stars.inc
Stones.inc
Stdinc.inc
Strings.inc
Sunpos.inc
Textures.inc
Stones
Skies
Woods
Glass
Metals
Special textures
Texture and pattern macros
Transforms.inc
Woods.inc
Woodmaps.inc
Old Files
Glass_old.inc
Glass finishes
Glass textures
Shapes_old.inc
Stage1.inc
Stdcam.inc
Stones1.inc
Stones2.inc
Other Files
Font Files
Color Map Files
Image Files