Persistence of Vision Ray Tracer (POV-Ray)

                                Version 2.0

                           User's Documentation
                            

                        Copyright 1993 POV-Ray Team   


5.0   SCENE DESCRIPTION LANGUAGE REFERENCE
==========================================

The Scene Description Language allows the user to describe the world in a 
readable and convenient way.  Files are created in plain ASCII text using 
an editor of your choice.  POV-Ray reads the file, processes it by creating 
an internal model of the scene and the renders the scene.


5.1   LANGUAGE BASICS
---------------------

The POV-Ray language consists of identifiers, reserved keywords, floating 
point literals, string literals, special symbols and comments.  The text of 
a POV-Ray scene file is free format.  You may put statements on separate 
lines or on the same line as you desire.  You may add blank lines, spaces 
or indentations as long as you do not split any keywords or identifiers.


5.1.1 IDENTIFIERS AND KEYWORDS

POV-Ray allows you to define identifiers for later use in the file.  An 
identifier may be 1 to 40 characters long.  It may consist of upper or 
lower case letters, the digits 0 through 9 or an underscore character.  The 
first character must be an alphabetic character.  The declaration of 
identifiers is covered later.

POV-Ray has a number of reserved words which are used in the language.  All 
reserved words are fully lower case.  Therefore it is recommended that your 
identifiers contain at least 1 upper case character so it is sure to avoid 
conflict with reserved words.

The following keywords are reserved in POV-Ray:

adaptive               height_field           rgbf                  
agate                  hexagon                right                 
agate_turb             iff                    ripples               
all                    image_map              rotate                
alpha                  include                roughness             
ambient                interpolate            scale                 
area_light             intersection           sky                   
background             inverse                smooth                
bicubic_patch          ior                    smooth_triangle       
blob                   jitter                 specular              
blue                   lambda                 sphere                
bounded_by             leopard                spotlight             
box                    light_source           spotted               
bozo                   location               sturm                 
brilliance             looks_like             texture               
bumps                  look_at                tga                   
bump_map               mandel                 threshold             
bump_size              map_type               tightness             
camera                 marble                 tile2                 
checker                material_map           tiles                 
clipped_by             max_intersections      torus                 
clock                  max_trace_level        translate             
color                  merge                  triangle              
color_map              metallic               turbulence            
colour                 normal                 type                  
colour_map             no_shadow              union                 
component              object                 up                    
composite              octaves                use_color             
cone                   omega                  use_colour            
crand                  once                   use_index             
cubic                  onion                  u_steps               
cylinder               open                   version               
declare                phase                  v_steps               
default                phong                  water_level           
dents                  phong_size             waves                 
difference             pigment                wood                  
diffuse                plane                  wrinkles              
direction              point_at               x                     
disc                   poly                   y                     
distance               pot                    z                     
dump                   quadric               
falloff                quartic               
filter                 quick_color           
finish                 quick_colour          
flatness               radial                
fog                    radius                
frequency              raw                   
gif                    red                   
gradient               reflection            
granite                refraction            
green                  rgb                   
                       
                       
5.1.2 COMMENTS

Comments are text in the scene file included to make the scene file easier 
to read or understand. They are ignored by the ray tracer and are there for 
humans to read.  There are two types of comments in POV-Ray.

Two slashes are used for single line comments.  Anything on a line after a 
double slash // is ignored by the ray tracer.  For example:

  // This line is ignored

You can have scene file information on the line in front of the comment, as 
in:

  object { FooBar }  // this is an object

The other type of comment is used for multiple lines.  This type of comment 
starts with /* and ends with */ everything in-between is ignored.  For 
example:

/* These lines
    Are ignored 
    By the
    Raytracer */

This can be useful if you want to temporarily remove elements from a scene 
file.   /*...*/ comments can "comment out" lines containing the other // 
comments, and thus can be used to temporarily or permanently comment out 
parts of a scene.  /*..*/ comments can be nested, the following is legal:

/* This is a comment
    // This too
    /* This also */
 */

Use comments liberally and generously. Well used, they really improve the 
readability of scene files.


5.1.3 INCLUDE FILES

The language allows include files to be specified by placing the line:

    #include "filename.inc"

at any point in the input file. The filename must be enclosed in double 
quotes and may be up to 40 characters long (or your computer's limit), 
including the two double-quote (") characters. 

The include file is read in as if it were inserted at that point in the 
file. Using include is the same as actually cutting and pasting the entire 
contents of this file into your scene. 

Include files may be nested. You may have at most 10 nested include files.  
There is no limit on un-nested include files.

Generally, include files have data for scenes, but are not scenes in 
themselves. By convention scene files end in .pov and include files end 
with .inc.


5.1.4 FLOAT EXPRESSIONS

Many parts of the POV-Ray language require you to specify one or more 
floating point numbers.  A floating point number is a number with a decimal 
point.  Float literals are represented by an optional sign (-), some 
digits, an optional decimal point, and more digits.  If the number is an 
integer you may omit the decimal point and trailing zero.  If it is all 
fractional you may omit the leading zero.  POV-Ray supports scientific 
notation for very large or very small numbers.  The following are all valid 
float literals:

      1.0   -2.0  -4    34    3.4e6       2e-5        .3    0.6

Float identifiers may be declared and used anywhere a float can be used.  
See section 5.1.7 on declaring identifiers.  

Complex float expressions can be created using + - * / ( ) with float 
literals or identifiers.  Assuming the identifiers have been previously 
declared as floats, the following are valid float expressions:

      1+2+3       2*5         1/3         Row*3       Col*5

      (Offset-5)/2            This/That+Other*Thing

Expressions are evaluated left to right with innermost parenthesis 
evaluated first, then unary + or -, then multiply or divide, then add or 
subtract.

There are two built-in float identifiers.  The identifier "version" is the 
current setting of the version compatibility switch (See +MV under command-
line switches).  This allows you to save and restore the previous version 
switch.  For example suppose MYSTUFF.INC is in version 1.0 format.  At the 
top of the file you could put:

  #declare Temp_Vers = version    // Save previous value
  #version 1.0                    // Change to 1.0 mode

  ...   // Version 1.0 stuff goes here...

  #version Temp_Vers              // Restore previous version

The other float identifier is "clock".  Its value is set by the +K command-
line switch. (See +K under command-line switches).  This allows you to do 
limited animation control.  For example you could move an object using:

   translate <0.1*clock,0,0>

and render successive frames with +K1, +K2, +K3 etc.  In each frame the 
object would move 1/10th of a unit.


5.1.5 VECTOR EXPRESSIONS

POV-Ray operates in a 3D x,y,z coordinate system.  Often you will need to 
specify x, y and z values.  A "vector" is a set of three float values used 
for such specification.  Vectors consist of three float expressions that 
are bracketed by angle brackets < and >.  The three terms are separated by 
commas.  For example:

     < 1.0, 3.2, -5.4578 >

The commas are necessary to keep the program from thinking that the 2nd 
term is "3.2-5.4578" and that there is no 3rd term.  If you see an error 
message "Float expected but '>' found instead" it probably means two floats 
were combined because a comma was missing.

The three values correspond to the x, y and z directions respectively. For 
example, the vector <1,2,3> means the point that's 1 unit to the right, 2 
units up, and 3 units in front the center of the "universe" at <0,0,0>. 
Vectors are not always points, though. They can also refer to an amount to 
size, move, or rotate a scene element.

Vectors may also be combined in expressions the same as float values.  For 
example <1,2,3>+<4,5,6> evaluates as <5,7,9>.  Subtraction, multiplication 
and division are also performed on a term-by-term basis.  You may also 
combine floats with vectors.  For example 5*<1,2,3> evaluates as <5,10,15>.

Sometimes POV-Ray requires you to specify floats and vectors side-by-side.  
Thus commas are required separators whenever an ambiguity might arise.  For 
example <1,2,3>-4 evaluates as <-3,-2,-1> but <1,2,3>,-4 is a vector 
followed by a float.

Vector identifiers may be declared and used anywhere a vector can be used.  
See section 5.1.7 on declaring identifiers.

Because vectors almost always refer to the x, y and z coordinates, POV-Ray 
has three built-in vector identifiers "x "y" and "z".  Like all POV-Ray 
keywords they must be lower case.  The vector identifier x is equivalent to 
the vector <1,0,0>.  Similarly y is <0,1,0> and z is <0,0,1>.

Thus an expression like 5*x evaluates to 5*<1,0,0> or <5,0,0>.  The use of 
these identifiers can make the scene file easier to read.


5.1.6 TRANSFORMATIONS

Vectors are used not only as a notation for a point in space but are used 
in the transformations scale, rotate, and translate. Scale sizes a texture 
or object. Translate moves a texture or object. And rotate turns a texture 
or object.


5.1.6.1     Translate

An object or texture pattern may be moved by adding a "translate" 
parameter.  It consists of the keyword "translate" followed by a vector.  
The terms of the vector specify the number of units to move in each of the 
x, y, and z directions.  Translate moves the element relative to it's 
current position. For example,

  sphere { <10, 10, 10>, 1 
    pigment { Green }
    translate <-5, 2, 1>
  }

Will move the sphere from <10, 10, 10> to <5, 12, 11>.  It does not move it 
to absolute location <5, 2, 1>. Translating by zero will leave the element 
unchanged on that axis. For example,

  sphere { <10, 10, 10>, 1 
    pigment { Green }
    translate <0, 0, 0>
  }

Will not move the sphere at all.


5.1.6.2     Scale

You may change the size of an object or texture pattern by adding a "scale" 
parameter.  It consists of the keyword "scale" followed by a vector or a 
single float value.  If a vector is used, terms of the vector specify the 
amount of scaling in each of the x, y, and z directions.  If a float value 
is used, the item is uniformly scaled by the same amount in all directions.

Scale, is used to "stretch" or "squish" an element. Values larger than 1 
stretch the element on that axis. Values smaller than one are used to 
squish the element on that axis. Scale is relative to the current element 
size. If the element has been previously re-sized using scale, then scale 
will size relative to the new size. Multiple scale values may used.


5.1.6.3     Rotate

You may change the orientation of an object or texture pattern by adding a 
"rotate" parameter.  It consists of the keyword "rotate" followed by a 
vector.  The three terms of the vector specify the number of degrees to 
rotate about each of the x, y, and z axes.  

Note that the order of the rotations does matter.  Rotations occur about 
the x axis first, then the y axis, then the z axis.  If you are not sure if 
this is what you want then you should use multiple rotation statements to 
get a correct rotation. You should only rotate on one axis at a time. As 
in,

   rotate <0, 30, 0>  // 30 degrees around Y axis then,
   rotate <-20, 0, 0> // -20 degrees around X axis then,
   rotate <0, 0, 10>  // 10 degrees around Z axis.

Rotation is always performed relative to the axis.  Thus if an object is 
some distance from the axis of rotation, its will not only rotate but it 
will "orbit" about the axis as though it was swinging around on an 
invisible string.  

To work out the rotation directions, you must perform the famous "Computer 
Graphics Aerobics" exercise. Hold up your left hand. Point your thumb in 
the positive direction of the axis of rotation. Your fingers will curl in 
the positive direction of rotation. Similarly if you point your thumb in 
the negative direction of the axis your fingers will curl in the negative 
direction of rotation.  This is the famous "left-hand coordinate system". 

               ^
             +Y|   +Z/ _
               |    /_| |_  _
               |   _| | | |/ \
               |  | | | | |  |
               | /| | | | |  V
     -X        |/ | | | | |    +X
    <----------+--|-|-|-|-|------>
              /|  |       \____
             / |  |         ___|
            /  |  \        /
           /   |   |      /
        -Z/  -Y|
         /     |

In this illustration, the left hand is curling around the X axis. The thumb 
points in the positive X direction and the fingers curl over in the 
positive rotation direction.

If you want to use a right hand system, as some CAD systems such as AutoCAD 
do, the "right" vector in the camera specification needs to be changed. See 
the detailed description of the camera.  In a right handed system you use 
your right hand for the "Aerobics". 


5.1.6.4     Transforming Textures and Objects

When an object is transformed, all textures attached to the object AT THAT 
TIME are transformed as well. This means that if you have a translate, 
rotate, or scale in an object BEFORE a texture, the texture will not be 
transformed. If the scale, translate, or rotate is AFTER the texture then 
the texture will be transformed with the object.  If the transformation is 
INSIDE the "texture { }" statement then ONLY THE TEXTURE is affected.  The 
shape remains the same.  For example:

   sphere { <0, 0, 0>, 1
     texture { White_Marble }  // texture identifier from TEXTURES.INC
     scale 3                   // This scale affects both the 
                               // shape and texture 
   }

   sphere { <0, 0, 0>, 1
     scale 3             // This scale affects the shape only
     texture { White_Marble }  
   }

   sphere { <0, 0, 0>, 1
     texture { 
       White_Marble      
       scale 3           // This scale affects the texture only
     }  
   }

Transformations may also be independently applied to pigment patterns and 
surface normal (bump) patterns.  Note scaling a normal pattern affects only 
the width and spacing.  It does not affect the height or depth.  For 
example:

   box { <0, 0, 0>, <1, 1, 1>
     texture { 
       pigment {
         checker color Red color White
         scale 0.25  // This affects only the color pattern
       }
       normal {
         bumps 0.3   // This specifies apparent height of bumps
         scale 0.2   // Scales diameter and space between bumps but not 
                     //  not the height. Has no effect on color pattern.
       }
       rotate y*45   // This affects the entire texture but not
     }               //  the object. 
   }


5.1.6.5     Transformation Order

Because rotations are always relative to the axis and scaling is relative 
to the origin, you will generally want to create an object at the origin 
and scale and rotate it first.  Then you may translate it into its proper 
position.  It is a common mistake to carefully position an object and then 
to decide to rotate it.  Because a rotation of an object causes it to orbit 
the axis, the position of the object may change so much that it orbits out 
of the field of view of the camera!

Similarly scaling after translation also moves an object unexpectedly. If 
you scale after you translate, the scale will multiply the translate 
amount. For example:

  translate <5, 6, 7>
  scale 4 

Will translate to 20, 24, 28 instead of 5, 6, 7. Be careful when 
transforming to get the order correct for your purposes.


5.1.7 DECLARE

The parameters used to describe the scene elements can be tedious to use at 
times. Some parameters are often repeated and it seems wasteful to have to 
type them over and over again. To make this task easier, the program allows 
users to create identifiers as synonyms for a pre-defined set of parameters 
and use them anywhere the parameters would normally be used. For example, 
the color white is defined in the POV-Ray language as:

   color red 1 green 1 blue 1

This can be pre-defined in the scene as:

   #declare White = color red 1 green 1 blue 1

and then substituted for the full description in the scene file, for 
example:

   sphere { 
     <0, 0, 0>, 1
     pigment { color red 1 green 1 blue 1 }
   }

becomes:

   #declare White = color red 1 green 1 blue 1

   sphere { 
     <0, 0, 0>, 1
     pigment { color White }
   }

This is much easier to type and to read. The pre-defined element may be 
used many times in a scene.

You use the keyword "declare" to pre-define a scene element and give it a 
one-word identifier. This pre-defined scene element is not used in the 
scene until you invoke its identifier. Textures, objects, colors, numbers 
and more can be predefined.

In most cases when you invoke an identifier you simply use the form 
"keyword{identifier}" where the keyword used is the type of statement that 
was declared. For example:

  #declare Shiny = finish {phong 0.8 phong_size 50 reflection 0.2}

  sphere {
     <0, 0, 0>, 1
     pigment { color White }
     finish { Shiny }
   }

The identifier "Shiny" was declared as a "finish" and is invoked by placing 
it inside a "finish { }" statement.

One exception is object identifiers.  If you declare any object of any kind 
such as sphere, box, union, intersection etc. you should invoke it by 
placing it in an "object { }" statement.  Thus you might have:

  #declare Thing = intersection {...}

  object {Thing}  // not "intersection{Thing}"

Pre-defined elements may be modified when they are used, for example:

  #declare Mickey = // Pre-define a union object called Mickey
     union {
       sphere { < 0, 0, 0>, 2 }
       sphere { <-2, 2, 0>, 1 }
       sphere { < 2, 2, 0>, 1 }
     }

  // Use Mickey
     object{        // Note use of "object", not "union" keyword
       Mickey
       scale 3
       rotate y*20
       translate <0, 8, 10>
       pigment {color red 1}
       finish {phong .7}
     }

This scene will only have one "Mickey", the Mickey that is described 
doesn't appear in the scene. Notice that Mickey is scaled, rotated, 
translated, and a texture is added to it. The Mickey identifier could be 
used many times in a scene file, and each could have a different size, 
position, orientation, and texture.

Declare is especially powerful when used to create a complex object. Each 
part of the object is defined separately using declare. These parts can be 
tested, rotated, sized, positioned, and textured separately then combined 
in one shape or object for the final sizing, positioning, etc. For example, 
you could define all the parts of a car like this:

  #declare Wheel = object {...}
  #declare Seat = object {...}
  #declare Body = object {...}
  #declare Engine = object {...}
  #declare Steering_Wheel = object {...}

  #declare Car = 
    union {
       object { Wheel translate < 1, 1, 2>}
       object { Wheel translate <-1, 1, 2>}
       object { Wheel translate < 1, 1,-2>}
       object { Wheel translate <-1, 1,-2>}
       object { Seat translate < .5, 1.4, 1>}
       object { Seat translate <-.5, 1.4, 1>}
       object { Steering_Wheel translate <-.5, 1.6, 1.3>}
       object { Body texture { Brushed_Steel } }
       object { Engine translate <0, 1.5, 1.5> 
    }

and then it like this:
 
  // Here is a car
  object {
    Car 
    translate <4, 0, 23>
  }

Notice that the Wheel and Seat are used more than once. A declared element 
can be used as many times as you need. Declared elements may be placed in 
"include" files so they can be used with more than one scene.

There are several files included with POV-Ray that use declare to pre-
define many shapes, colors, and textures. See the archive INCLUDE for more 
info.

NOTE: Declare is not the same as the C language's define. Declare creates 
an internal object of the type specified that POV-Ray can copy for later 
use.  The "define" used in C creates a text substitution macro.

Here's a list of what can be declared, how to declare the element, and how 
to use the declaration. See the reference section for element syntax.

Objects: (Any type may be declared, sphere, box, height_field, blob, etc.)
  #declare Tree = union {...}
  #declare Ball = sphere {...}
  #declare Crate= box {...}
 
  object {
    Tree
    (OBJECT_MODIFIERS...) 
  }

  object {
    Ball
    (OBJECT_MODIFIERS...) 
  }

  object {
    Crate
    (OBJECT_MODIFIERS...) 
  }

Textures:
  #declare Fred = texture {...} 

  sphere { <0, 0, 0>, 1 
    texture {
      Fred 
      (texture_modifiers) 
    }
  }

Layered textures:
  #declare Fred = 
     texture {...} 
     texture {...} 
     texture {...} (etc.)

  sphere { <0, 0, 0>, 1 
    texture {
      Fred 
      (texture_modifiers) 
    }
  }

Pigment:
  #declare Fred = pigment {checker color Red color White} 

  sphere { <0, 0, 0>, 1 
    pigment {
      Fred 
      (pigment_modifiers) 
    }
  }

Normal:
  #declare Fred = normal {bumps 0.5} 

  sphere { <0, 0, 0>, 1 
    pigment {White}
    normal {
      Fred 
      (normal_modifiers) 
    }
  }

Finish:
  #declare Fred = finish {phong 0.7 reflection 0.2} 

  sphere { <0, 0, 0>, 1 
    pigment {White}
    finish {
      Fred 
      (finish_items) 
    }
  }

Colors:
  #declare Fred = color red 1 green 1 blue 1 

  sphere { <0, 0, 0>, 1 
    pigment { color Fred }
  }

Color_map:
  #declare Rainbow = 
    color_map {
      [0.0 color Cyan]
      [1/3 color Yellow]
      [2/3 color Magenta]
      [1.0 color Cyan]
    }

  sphere { <0, 0, 0>, 1 
    pigment { radial color_map{Rainbow} rotate -90*x}
  }

Float Values:
  #declare Fred  = 3.45
  #declare Fred2 = .02
  #declare Fred3 = .5

 // Use the numeric value identifier 
 // anywhere a number would go
  sphere { <-Fred, 2, Fred>, Fred 
    pigment { color red 1 }
    finish { phong Fred3 }
  }

Camera:
  #declare Fred = camera {..}

  camera { Fred }

Vectors:
   #declare Fred = <9, 3, 2>
   #declare Fred2 = <4, 1, 4>

   sphere { Fred, 1  // Note do not put < > brackets
     scale Fred2     // around vector identifiers
   }


5.2   OBJECTS
-------------

Objects are the building blocks of your scene.  There are 20 different 
types of objects supported by POV-Ray.  Seven of them are finite solid 
primitives, 4 are finite patch primitives, 5 are infinite solid polynomial 
primitives, 3 are types of Constructive Solid Geometry types and one is a 
specialized object that is a light source.

The basic syntax of an object is a keyword describing its type, some 
floats, vectors or other parameters which further define its location 
and/or shape and some optional object modifiers such as texture, pigment, 
normal, finish, bounding, clipping or transformations.

The texture describes what the object looks like, ie. its material.  
Textures are combinations of pigments, normals and finishes.  Pigment is 
the color or pattern of colors inherent in the material.  Normal is a 
method of simulating various patterns of bumps, dents, ripples or waves by 
modifying the surface normal vector.  Finish describes the reflective and 
refractive properties of a material.

Bounding shapes are finite, invisible shapes which wrap around complex, 
slow rendering shapes in order to speed up rendering time.  Clipping shapes 
are used to cut away parts of shapes to expose a hollow interior.  
Transformations tell the ray tracer how to move, size or rotate the shape 
and/or the texture in the scene.


5.2.1 SOLID FINITE PRIMITIVES

There are 7 different solid finite primitive shapes: blob, box, cone, 
cylinder, height_field, sphere, and torus. These have a well-defined 
"inside" and can be used in Constructive Solid Geometry. Because these 
types are finite, POV-Ray can use automatic bounding on them to speed up 
rendering time.  


5.2.1.1     Spheres

Since spheres are so common in ray traced graphics, POV-Ray has a highly 
optimized sphere primitive which renders much more quickly than the 
corresponding polynomial quadric shape. The syntax is:

     sphere { <CENTER>, RADIUS }

Where <CENTER> is a vector specifying the x,y,z coordinates of the center 
of the sphere and RADIUS is a float value specifying the radius.  You can 
also add translations, rotations, and scaling to the sphere. For example, 
the following two objects are identical:

  sphere { <0, 25, 0>, 10
    pigment {Blue}
  }

  sphere { <0, 0, 0>, 1.0
    pigment {Blue}
    scale 10
    translate y*25
  }

Note that Spheres may be scaled unevenly giving an ellipsoid shape. 

Because spheres are highly optimized they make good bounding shapes. 
Because they are finite they respond to automatic bounding. As with all 
shapes, they can be translated, rotated and scaled.


5.2.1.2     Boxes

A simple box can be defined by listing two corners of the box like this:

  box { <CORNER1>, <CORNER2> }

Where <CORNER1> and <CORNER2> are vectors defining the x,y,z coordinates of 
opposite corners of the box.  For example:

  box { <0, 0, 0>, <1, 1, 1> }

Note that all boxes are defined with their faces parallel to the coordinate 
axes.  They may later be rotated to any orientation using a rotate 
parameter.

Each element of CORNER1 should always be less than the corresponding 
element in CORNER2. If any elements of CORNER1 are larger than CORNER2, the 
box will not appear in the scene.

Boxes are calculated efficiently and make good bounding shapes. Because 
they are finite they respond to automatic bounding. As with all 
shapes, they can be translated, rotated and scaled.


5.2.1.3     Cylinders

A finite length cylinder with parallel end caps may be defined by.

   cylinder { <END1>, <END2>, RADIUS }

Where <END1> and <END2> are vectors defining the x,y,z coordinates of the 
center of each end of the cylinder and RADIUS is a float value for the 
radius.  For example:

   cylinder { <0,0,0>, <3,0,0>, 2}

is a cylinder 3 units long lying along the x axis from the origin to x=3 
with a radius of 2.

Normally the ends of a cylinder are closed by flat planes which are 
parallel to each other and perpendicular to the length of the cylinder.  
Adding the optional keyword "open" after the radius will remove the end 
caps and results in a hollow tube.

Because they are finite they respond to automatic bounding. As with all 
shapes, they can be translated, rotated and scaled.


5.2.1.4     Cones

A finite length cone or a frustum (a cone with the point cut off) may be 
defined by.

   cone { <END1>, RADIUS1, <END2>, RADIUS2 }

Where <END1> and <END2> are vectors defining the x,y,z coordinates of the 
center of each end of the cone and RADIUS1 and RADIUS2 are float values for 
the radius of those ends.  For example:

   cone { <0,0,0>,2 <0,3,0>, 0}

is a cone 3 units tall pointing up the y axis from the origin to y=3.  The 
base has a radius of 2.  The other end has a radius of 0 which means it 
comes to a sharp point.  If neither radius is zero then the results look 
like a tapered cylinder or a cone with the point cut off.

Like a cylinder, normally the ends of a cone are closed by flat planes 
which are parallel to each other and perpendicular to the length of the 
cone.  Adding the optional keyword "open" after RADIUS2 will remove the end 
caps and results in a tapered hollow tube like a megaphone or funnel.

Because they are finite they respond to automatic bounding. As with all 
shapes, they can be translated, rotated and scaled.


5.2.1.5     Torus

A torus is a 4th order quartic polynomial shape that looks like a donut or 
inner tube.  Because this shape is so useful and quartics are difficult to 
define, POV-Ray lets you take a short-cut and define a torus by:

   torus { MAJOR, MINOR }

where MAJOR is a float value giving the major radius and MINOR is a float 
specifying the minor radius.  The major radius extends from the center of 
the hole to the mid-line of the rim while the minor radius is the radius of 
the cross-section of the rim.  The torus is centered at the origin and lies 
in the X-Z plane with the Y-axis sticking through the hole.

        ----------- - - - - - - - ----------              +Y       
       /          \              /          \              |       
      /            \            /            \             |       
     |              |          |       |<-B-->|       -X---|---+X  
      \            /            \            /             |       
       \__________/_ _ _ _ _ _ _ \__________/              |       
                         |<-----A----->|                  -Y       

      A = Major Radius
      B = Minor Radius

Internally the torus is computed the same as any other quartic or 4th order 
polynomial however a torus defined this way will respond to automatic 
bounding while a quartic must be manually bound if at all.  As with all 
shapes, a torus can be translated, rotated and scaled.  Calculations for 
all higher order polynomials must be very accurate.  If this shape renders 
improperly you may add the keyword "sturm" after the MINOR value to use 
POV-Ray's slower-yet-more-accurate Sturmian root solver.


5.2.1.6     Blob

Blobs are an interesting shape type. Their components are "flexible" 
spheres that attract or repel each other creating a "blobby" organic 
looking shape. The spheres' surfaces actually stretch out smoothly and 
connect, as if coated in silly putty (honey? glop?) and pulled apart.

Picture each blob component as a point floating in space.  Each point has a 
field around it that starts very strong at the center point and drops off 
to zero at some radius. POV-Ray adds together the field strength of each 
component and looks for the places that the strength of the field is 
exactly the same as the "threshold" value that was specified.  Points with 
a total field strength greater than the threshold are considered inside the 
blob.  Those less than the threshold are outside.  Points equal to the 
threshold are on the surface of the blob.

A blob is defined as follows:

  blob {
     threshold THRESHOLD_VALUE
     component STRENGTH, RADIUS, <CENTER>
     component STRENGTH, RADIUS, <CENTER>  // Repeat for any number  
     component STRENGTH, RADIUS, <CENTER>  //  of components         
  }

The keyword "threshold" is followed by a float THRESHOLD_VALUE.  Each 
component begins with the keyword "component".  STRENGTH is a float value 
specifying the field strength at its center.  The strength may be positive 
or negative. A positive value will make that component attract other 
components. Negative strength will make that component repel other 
components. Components in different, separate blob shapes do not affect 
each other.  The strength tapers off to zero at the value specified by the 
float RADIUS.  The vector <CENTER> specifies the x,y,z coordinates of the 
component. For example:

  blob {
    threshold 0.6
    component 1.0, 1.0, <.75, 0, 0>
    component 1.0, 1.0, <-.375, .64952, 0>
    component 1.0, 1.0, <-.375, -.64952, 0>
    scale 2 
  }

If you have a single blob component then the surface you see will look just 
like a sphere, with the radius of the surface being somewhere inside the 
"radius" value you specified for the component. The exact radius of this 
sphere-like surface can be determined from the blob equation listed below 
(you will probably never need to know this, blobs are more for visual 
appeal than for exact modeling).

If you have a number of blob components, then their fields add together at 
every point in space - this means that if the blob components are close 
together the resulting surface will smoothly flow around the components.

The various numbers that you specify in the blob declaration interact in 
several ways.  The meaning of each can be roughly stated as:

THRESHOLD:
     This is the total density value that POV-Ray is looking for. By 
following the ray out into space and looking at how each blob component 
affects the ray, POV-Ray will find the points in space where the density is 
equal to the "threshold" value.

     1) "threshold" must be greater than 0. POV-Ray only looks for positive 
densities.
     2) If "threshold" is greater than the strength of a component, then 
the component will disappear.
     3) As "threshold" gets larger the surface you see gets closer to the 
centers of the components.
     4) As "threshold" gets smaller, the surface you see gets closer to the 
spheres at a distance of "radius" from the centers of the components.

STRENGTH:
     Each component has a strength value - this defines the density of the 
component at the center of the component. Changing this value will usually 
have only a subtle effect.

     1) "strength" may be positive or negative. Zero is a bad value, as the 
net result is that no density was added - you might just as well have not 
used this component.
     2) If "strength" is positive, then POV-Ray will add its density to the 
space around the center of the component. If this adds enough density to be 
greater than "threshold you will see a surface.
     3) If "strength" is negative, then POV-Ray will subtract its density 
from the space around the center of the component. This will only do 
something if there happen to be positive components nearby. What happens is 
that the surface around any nearby positive components will be dented away 
from the center of the negative component.

RADIUS: 
     Each component has a radius of influence. The component can only 
affect space within "radius" of its center. This means that if all of the 
components are farther than "radius" from each other, you will only see a 
bunch of spheres.  If a component is within the radius of another 
component, then the two components start to affect each other. At first 
there is only a small bulge outwards on each of the two components, as they 
get closer they bulge more and more until they attach along a smooth neck.  
If the components are very close (i.e. their centers are on top of each 
other), then you will only see a sphere (this is just like having a 
component of more strength. bigger than the size of each of the component 
radii)
     1) "radius" must be bigger than 0.
     2) As "radius" increases the apparent size of the component will 
increase.

CENTER:
     This is simply a point in space.  It defines the center of a blob 
component.  By changing the x/y/z values of the center you move the 
component around.

THE FORMULA
     For the more mathematically minded, here's the formula used internally 
by POV-Ray to create blobs. You don't need to understand this to use blobs. 

The formula used for a single blob component is:

      density = strength * (1 - radius^2)^2

This formula has the nice property that it is exactly equal to strength" at 
the center of the component and drops off to exactly 0 at a distance of 
"radius" from the center of the component. The density formula for more 
than one blob component is just the sum of the individual component 
densities:

      density = density1 + density2 + ...

Blobs can be used in CSG shapes and they can be scaled, rotated and 
translated. Because they are finite they respond to automatic bounding.  
The calculations for blobs must be very accurate.  If this shape renders 
improperly you may add the keyword "sturm" after the last component to use 
POV-Ray's slower-yet-more-accurate Sturmian root solver.


5.2.1.7     Height Fields

Height fields are fast, efficient objects that are generally used to create 
mountains or other raised surfaces out of hundreds of triangles in a mesh.  

A height field is essentially a 1 unit wide by 1 unit long box with a 
mountainous surface on top.  The height of the mountain at each point is 
taken from the color number (palette index) of the pixels in a graphic 
image file. 


                    ________  <---- image index 255
                  /        /|
            +1y  ---------- |
                 |        | |
                 |        | |+1z <- Image upper-right
                 |        | /
            0,0,0---------- +1x
                 ^
                 |____ Image lower-left


    NOTE: Image resolution is irrelevant to the scale of the heightfield.

The mesh of triangles corresponds directly to the pixels in the image file. 
In fact, there are two small triangles for every pixel in the image file. 
The Y (height) component of the triangles is determined by the palette 
index number stored at each location in the image file. The higher the 
number, the higher the triangle. The maximum height of an un-scaled height 
field is 1 unit.

The higher the resolution of the image file used to create the height 
field, the smoother the height field will look. A 640 X 480 GIF will create 
a smoother height field than a 320 x 200 GIF.  The size/resolution of the 
image does not affect the size of the height field. The un-scaled height 
field size will always be 1x1. Higher resolution image files will create 
smaller triangles, not larger height fields.

There are three types files which can define a height field as follows:

   height_field { gif "filename.gif" }
   height_field { tga "filename.tga" }
   height_field { pot "filename.pot" }

The image file used to create a height field can be a GIF, TGA or POT 
format file. The GIF format is the only one that can be created using a 
standard paint program.

In a GIF file, the color number is the palette index at a given point. Use 
a paint program to look at the palette of a GIF image. The first color is 
palette index zero, the second is index 1, the third is index 2, and so on. 
The last palette entry is index 255. Portions of the image that use low 
palette entries will be lower on the height field.  Portions of the image 
that use higher palette entries will be higher on the height field. For 
example, an image that was completely made up of entry 0 would be a flat 
1x1 square. An image that was completely made up of entry 255 would be a 
1x1x1 cube.

The maximum number of colors in a GIF are 256, so a GIF height field can 
have any number of triangles, but they will only 256 different height 
values. 

The color of the palette entry does not affect the height of the pixel. 
Color entry 0 could be red, blue, black, or orange, but the height of any 
pixel that uses color entry 0 will always be 0. Color entry 255 could be 
indigo, hot pink, white, or sky blue, but the height of any pixel that uses 
color entry 255 will always be 1.

You can create height field GIF images with a paint program or a fractal 
program like "Fractint".  If you have access to an IBM-PC, you can get 
Fractint from most of the same sources as POV-Ray.

A POT file is essentially a GIF file with a 16 bit palette. The maximum 
number of colors in a POT file is greater than 32,000. This means a POT 
height field can have over 32,000 possible height values. This makes it 
possible to have much smoother height fields. Note that the maximum height 
of the field is still 1 even though more intermediate values are possible.

At the time of this writing, the only program that created POT files was a 
freeware IBM-PC program called Fractint. POT files generated with this 
fractal program create fantastic landscapes. If you have access to an IBM-
PC, you can get Fractint from most of the same sources as POV-Ray.

The TGA file format may be used as a storage device for 16 bit numbers 
rather than an image file. The TGA format uses the red and green bytes of 
each pixel to store the high and low bytes of a height value. TGA files are 
as smooth as POT files, but they must be generated with special custom-made 
programs. Currently, this format is of most use to programmers, though you 
may see TGA height field generator programs arriving soon.  There is 
example C source code included with the POV-Ray source archive to create a 
TGA file for use with a height field.  

It is nearly impossible to take advantage of the 16 bits of resolution 
offered by the use of tga files in height fields when the tga file is 
created in a paint program.  A gif file is a better choice for paint 
created height fields in 8 bits.  Also see Appendix B.5 for a tip on 
creating tga files for height fields.

An optional "water_level" parameter may be added after the file name.  It 
consists of the keyword "water_level" followed by a float value tells the 
program not to look for the height field below that value. Default value is 
0, and legal values are between 0 and 1. For example, "water_level .5" 
tells POV-Ray to only render the top half of the height field. The other 
half is "below the water" and couldn't be seen anyway. This term comes from 
the popular use of height fields to render landscapes. A height field would 
be used to create islands and another shape would be used to simulate water 
around the islands. A large portion of the height field would be obscured 
by the "water" so the "water_level" parameter was introduced to allow the 
ray-tracer to ignore the unseen parts of the height field. Water_level is 
also used to "cut away" unwanted lower values in a height field. For 
example, if you have an image of a fractal on a solid colored background, 
where the background color is palette entry 0, you can remove the 
background in the height field by specifying, "water_level .001" 

Normally height fields have a rough, jagged look because they are made of 
lots of flat triangles.  Adding the keyword "smooth" causes POV-Ray to 
modify the surface normal vectors of the triangles in such a way that the 
lighting and shading of the triangles will give a smooth look.  This may 
allow you to use a lower resolution file for your height field than would 
otherwise be needed.

Height fields can be used in CSG shapes and they can be scaled, rotated and 
translated. Because they are finite they respond to automatic bounding.  

Here are a notes and helpful hints on height fields from their creator, 
Doug Muir:

The height field is mapped to the x-z plane, with its lower left corner 
sitting at the origin. It extends to 1 in the positive x direction and to 1 
in the positive z direction. It is maximum 1 unit high in the y direction. 
You can translate it, scale it, and rotate it to your heart's content. 

When deciding on what water_level to use, remember, this applies to the un-
transformed height field. If you are a Fractint user, the water_level 
should be used just like the water_level parameter for 3d projections in 
Fractint.

Here's a detailed explanation of how the ray-tracer creates the height 
field. You can skip this if you aren't interested in the technical side of 
ray-tracing. This information is not needed to create or use height fields.

To find an intersection with the height field, the ray tracer first checks 
to see if the ray intersects the box which surrounds the height field. 
Before any transformations, this box's two opposite vertexes are at (0, 
water_level, 0) and (1, 1, 1). If the box is intersected, the ray tracer 
figures out where, and then follows the line from where the ray enters the 
box to where it leaves the box, checking each pixel it crosses for an 
intersection. 

It checks the pixel by dividing it up into two triangles. The height vertex 
of the triangle is determined by the color index at the corresponding 
position in the GIF, POT, or TGA file.

If your file has a uses the color map randomly, your height field is going 
to look pretty chaotic, with tall, thin spikes shooting up all over the 
place. Not every GIF will make a good height field.

If you want to get an idea of what your height field will look like, I 
recommend using the IBM-PC program Fractint's 3d projection features to do 
a sort of preview. If it doesn't look good there, the ray tracer isn't 
going to fix it. For those of you who can't use Fractint, convert the image 
palette to a gray scale from black at entry 0 to white at entry 255 with 
smooth steps of gray in-between. The dark parts will lower than the 
brighter parts, so you can get a feel for how the image will look as a 
height field.


5.2.2 FINITE PATCH PRIMITIVES

There are 4 totally thin, finite objects which have NO well-defined inside.  
They may be combined in CSG union but cannot be use in other types of CSG.  
They are bicubic_patch, disc, smooth_triangle and triangle.  Because these 
types are finite, POV-Ray can use automatic bounding on them to speed up 
rendering time.  


5.2.2.1     Triangle and Smooth_triangle 

The triangle primitive is available in order to make more complex objects 
than the built-in shapes will permit.  Triangles are usually not created by 
hand, but are converted from other files or generated by utilities. 

A triangle is defined by:

   triangle { <CORNER1>, <CORNER2>, <CORNER3> }

where <CORNERn> is a vector defining the x,y,z coordinates of each corner 
of the triangle.

Because triangles are perfectly flat surfaces it would require extremely 
large numbers of very small triangles to approximate a smooth, curved 
surface.  However much of our perception of smooth surfaces is dependent 
upon the way light and shading is done.  By artificially modifying the 
surface normals we can simulate as smooth surface and hide the sharp-edged 
seams between individual triangles. 

The smooth_triangle primitive is used for just such purposes.  The 
smooth_triangles use a formula called Phong normal interpolation to 
calculate the surface normal for any point on the triangle based on normal 
vectors which you define for the three corners.  This makes the triangle 
appear to be a smooth curved surface. A smooth_triangle is defined by:

  smooth_triangle {
    <CORNER1>, <NORMAL1>,
    <CORNER2>, <NORMAL2>,
    <CORNER3>, <NORMAL3>
  }

where the corners are defined as in regular triangles and <NORMALn> is a 
vector describing the direction of the surface normal at each corner.

These normal vectors are prohibitively difficult to compute by hand.  
Therefore smooth_triangles are almost always generated by utility programs.  
To achieve smooth results, any triangles which share a common vertex should 
have the same normal vector at that vertex.  Generally the smoothed normal 
should be the average of all the actual normals of the triangles which 
share that point.


5.2.2.2     Bicubic_patch

A bicubic patch is a 3D curved surface created from a mesh of triangles. 
POV-Ray supports a type of bicubic patch called a Bezier patch.  A bicubic 
patch is defined as follows:

  bicubic_patch { 
     type PATCH_TYPE
     flatness FLATNESS_VALUE
     u_steps NUM_U_STEPS
     v_steps NUM_V_STEPS
     <CP1>,  <CP2>,   <CP3>,   <CP4>,
     <CP5>,  <CP6>,   <CP7>,   <CP8>,
     <CP9>,  <CP10>,  <CP11>,  <CP12>,
     <CP13>, <CP14>,  <CP15>,  <CP16>
  }

The keyword "type" is followed by a float PATCH_TYPE which currently must 
be either 0 or 1.  For type 0 only the control points are retained within 
POV-Ray. This means that a minimal amount of memory is needed, but POV-Ray 
will need to perform many extra calculations when trying to render the 
patch.  Type 1 preprocesses the patch into many subpatches.  This results 
in a significant speedup in rendering, at the cost of memory.

These 4 parameters: type, flatness, u_steps & v_steps, may appear in any 
order.  They are followed by 16 vectors that define the x,y,z coordinates 
of the 16 control points which define the patch.  The patch touches the 4 
corner points <CP1>, <CP4>, <CP13> and <CP16> while the other 12 points 
pull and stretch the patch into shape.

The keywords "u_steps" and "v_steps" are each followed by float values 
which tell how many rows and columns of triangles are the minimum to use to 
create the surface.  The maximum number of individual pieces of the patch 
that are tested by POV-Ray can be calculated from the following:

   sub-pieces = 2^u_steps * 2^v_steps

This means that you really should keep "u_steps" and "v_steps" under 4 or 
5.  Most patches look just fine with "u_steps 3" and "v_steps 3", which 
translates to 64 subpatches (128 smooth triangles).

As POV-Ray processes the Bezier patch, it makes a test of the current piece 
of the patch to see if it is flat enough to just pretend it is a rectangle.  
The statement that controls this test is: "flatness xxx".  Typical flatness 
values range from 0 to 1 (the lower the slower).

If the value for flatness is 0, then POV-Ray will always subdivide the 
patch to the extend specified by u_steps and v_steps.  If flatness is 
greater than 0, then every time the patch is split, POV-Ray will check to 
see if there is any need to split further.

There are both advantages and disadvantages to using a non-zero flatness.  
The advantages include:

   If the patch isn't very curved, then this will be detected and POV-Ray
   won't waste a lot of time looking at the wrong pieces.

   If the patch is only highly curved in a couple of places, POV-Ray will
   keep subdividing there and concentrate it's efforts on the hard part.

The biggest disadvantage is that if POV-Ray stops subdividing at a 
particular level on one part of the patch and at a different level on an 
adjacent part of the patch, there is the potential for "cracking".  This is 
typically visible as spots within the patch where you can see through.  How 
bad this appears depends very highly on the angle at which you are viewing 
the patch.

Like triangles, the bicubic patch is not meant to be generated by hand.  
These shapes should be created by a special utility. You may be able to 
acquire utilities to generate these shapes from the same source from which 
you obtained POV-Ray. 

Example:
  bicubic_patch { 
     type 1 
     flatness 0.01
     u_steps 4
     v_steps 4
     <0, 0, 2>, <1, 0, 0>, <2, 0, 0>, <3, 0,-2>,
     <0, 1  0>, <1, 1, 0>, <2, 1, 0>, <3, 1, 0>,
     <0, 2, 0>, <1, 2, 0>, <2, 2, 0>, <3, 2, 0>,
     <0, 3, 2>, <1, 3, 0>, <2, 3, 0>, <3, 3, -2>
  }

The triangles in a POV-Ray bicubic_patch are automatically smoothed using 
normal interpolation but it is up to the user (or the user's utility 
program) to create control points which smoothly stitch together groups of 
patches.  

As with the other shapes, bicubic_patch objects can be translated, rotated, 
and scaled.  Because they are finite they respond to automatic bounding.  
Since it's made from triangles, a bicubic_patch cannot be used in CSG 
intersection or difference types or inside a clipped_by modifier because 
triangles have no clear "inside". The CSG union type works acceptably.


5.2.2.3     Disc

One other flat, finite object type is available with POV-Ray.  Note that a 
disc is infinitely thin.  It has no thickness.  If you want a disc with 
true thickness you should use a very short cylinder.  A disc shape may be 
defined by:
 
  disc { <CENTER>, <NORMAL>, RADIUS }

or 

  disc { <CENTER>, <NORMAL>, RADIUS, HOLE_RADIUS }

The vector <CENTER> defines the x,y,z coordinates of the center of the 
disc.  The <NORMAL> vector describes its orientation by describing its 
surface normal vector.  This is followed by a float specifying the RADIUS.  
This may be optionally followed by another float specifying the radius of a 
hole to be cut from the center of the disc.

Example:
  disc {
    <-2,-0.5, 0>,    //center location
    <0,  1,   0>,    //normal vector
    2                //radius         
    pigment { color Cyan }
  }

  disc {
    <0, 1, 0>,       //center location
    <-1, 3, -2>,     //normal vector  
    1.5,             //radius         
    0.5              //hole radius (optional)
    pigment { color Yellow }
  }

As with the other shapes, discs can be translated, rotated, and scaled.  
Because they are finite they respond to automatic bounding.  Disc cannot be 
used in CSG intersection or difference types or inside a clipped_by 
modifier because it has no clear "inside". The CSG union type works 
acceptably.


5.2.3 INFINITE SOLID PRIMITIVES

There are 5 polynomial primitive shapes that are possibly infinite and do 
not respond to automatic bounding.  They do have a well defined inside and 
may be used in CSG.  They are plane, cubic, poly, quadric, and quartic.  


5.2.3.1     Plane 

The plane primitive is a fast, efficient way to define an infinite flat 
surface.  The plane is specified as follows:

  plane { <NORMAL>, DISTANCE }

The <NORMAL> vector defines the surface normal of the plane.  A surface 
normal is a vector which points up from the surface at a 90 degree angle.  
This is followed by a float value that gives the distance along the normal 
that the plane is from the origin.  For example:

  plane { <0,1,0>,4 }

This is a plane where "straight up" is defined in the positive y direction.  
The plane is 4 units in that direction away from the origin.  Because most 
planes are defined with surface normals in the direction of an axis, you 
will often see planes defined using the "x", "y", or "z" built-in vector 
identifiers.  The example above could be specified as:

  plane { y,4 }

The plane extends infinitely in the x and z directions.  It effectively 
divides the world into two pieces.  By definition the normal vector points 
to the outside of the plane while any points away from the vector are 
defined as inside.  This inside/outside distinction is only important when 
using planes in CSG.

As with the other shapes, planes can be translated, rotated, and scaled.  
Because they are infinite they do not respond to automatic bounding.  Plane 
can be used freely in CSG because it has a clear defined "inside". 

A plane is called a "polynomial" shape because it is defined by a first 
order polynomial equation.  Given a plane:

  plane { <A, B, C>, D }

it can be represented by the formula:

   A*x + B*y + C*z = D

Therefore our example "plane {y,4}" is actually the polynomial equation 
"y=4".  You can think of this as a set of all x,y,z points where all have y 
values equal to 4, regardless of the x or z values.

This equation is a "first order" polynomial because each term contains only 
single powers of x, y or z.  A second order equation has terms like x^2, 
y^2, z^2, xy, xz and yz.  Another name for a 2nd order equation is a 
quadric equation.  Third order polys are called cubics.  A 4th order 
equation is a quartic.  Such shapes are described in the sections below.


5.2.3.2     Quadric 

Quadric surfaces can produce shapes like ellipsoids, spheres, cones, 
cylinders, paraboloids (dish shapes), and hyperboloids (saddle or hourglass 
shapes).  NOTE: Do not confuse "quaDRic" with "quaRTic".  A quadric is a 
2nd order polynomial while a quartic is 4th order.

A quadric is defined in POV-Ray by:

  quadric { <A,B,C>, <D,E,F>, <G,H,I>, J }

where A through J are float expressions.  

This defines a surface of x,y,z points which satisfy the equation:

       A x^2   + B y^2   + C z^2
     + D xy    + E xz    + F yz
     + G x     + H y     + I z    + J = 0

Different values of A,B,C,...J will give different shapes. So, if you take 
any three dimensional point and use its x, y, and z coordinates in the 
above equation, the answer will be 0 if the point is on the surface of the 
object. The answer will be negative if the point is inside the object and 
positive if the point is outside the object. Here are some examples: 

     X^2 + Y^2 + Z^2 - 1 = 0  Sphere
     X^2 + Y^2 - 1 = 0        Infinitely long cylinder along the Z axis 
     X^2 + Y^2 - Z^2 = 0      Infinitely long cone along the Z axis

The easiest way to use these shapes is to include the standard file 
"SHAPES.INC" into your program. It contains several pre-defined quadrics 
and you can transform these pre-defined shapes (using translate, rotate, 
and scale) into the ones you want.

You can invoke them by using the syntax,

  object { Quadric_Name }

The pre-defined quadrics are centered about the origin <0, 0, 0> and have a 
radius of 1. Don't confuse radius with width. The radius is half the 
diameter or width making the standard quadrics 2 units wide.

Some of the pre-defined quadrics are,

 Ellipsoid
 Cylinder_X, Cylinder_Y, Cylinder_Z
 QCone_X, QCone_Y, QCone_Z
 Paraboloid_X, Paraboloid_Y, Paraboloid_Z

For a complete list, see the file SHAPES.INC.


5.2.3.3     Poly, Cubic and Quartic.  

Higher order polynomial surfaces may be defined by the use of a poly shape.  
The syntax is:

  poly { ORDER, <T1, T2, T3, .... Tm> }

Where ORDER is a whole number from 2 to 7 inclusively that specifies the 
order of the equation.  T1, T2... Tm are float values for the coefficients 
of the equation.  There are "m" such terms where 

    m=((ORDER+1)*(ORDER+2)*(ORDER+3))/6

An alternate way to specify 3rd order polys is:

  cubic { <T1, T2,... T20> }

Also 4th order equations may be specified with:

  quartic { <T1, T2,... T35> }

Here's a more mathematical description of quartics for those who are 
interested.  Quartic surfaces are 4th order surfaces, and can be used to 
describe a large class of shapes including the torus, the lemniscate, etc. 
The general equation for a quartic equation in three variables is (hold 
onto your hat):

  a00 x^4 + a01 x^3 y + a02 x^3 z+ a03 x^3 + a04 x^2 y^2+ 
  a05 x^2 y z+ a06 x^2 y + a07 x^2 z^2+a08 x^2 z+a09 x^2+
  a10 x y^3+a11 x y^2 z+ a12 x y^2+a13 x y z^2+a14 x y z+ 
  a15 x y + a16 x z^3 + a17 x z^2 + a18 x z + a19 x+
  a20 y^4 + a21 y^3 z + a22 y^3+ a23 y^2 z^2 +a24 y^2 z+ 
  a25 y^2 + a26 y z^3 + a27 y z^2 + a28 y z + a29 y+ 
  a30 z^4 + a31 z^3 + a32 z^2 + a33 z + a34

To declare a quartic surface requires that each of the coefficients (a0 -> 
a34) be placed in order into a single long vector of 35 terms. 

As an example let's define a torus the hard way.  A Torus can be 
represented by the equation:

 x^4 + y^4 + z^4 + 2 x^2 y^2 + 2 x^2 z^2 + 2 y^2 z^2
 -2 (r0^2 + r1^2) x^2 + 2 (r0^2 - r1^2) y^2 
 -2 (r0^2 + r1^2) z^2 + (r0^2 - r1^2)^2 = 0

Where r0 is the "major" radius of the torus - the distance from the hole of 
the donut to the middle of the ring of the donut, and r1 is the "minor" 
radius of the torus - the distance from the middle of the ring of the donut 
to the outer surface. The following object declaration is for a torus 
having major radius 6.3 minor radius 3.5 (Making the maximum width just 
under 10). 

//Torus having major radius sqrt(40), minor radius sqrt(12)

   quartic {
      < 1,   0,   0,   0,   2,   0,   0,   2,   0, 
     -104,   0,   0,   0,   0,   0,   0,   0,   0, 
        0,   0,   1,   0,   0,   2,   0,  56,   0, 
        0,   0,   0,   1,   0, -104,  0, 784 >
      sturm
      bounded_by { // bounded_by speeds up the render,
                   // see bounded_by
                   // explanation later 
                   // in docs for more info.
       sphere { <0, 0, 0>, 10 }
      }
   }

Poly, cubic and quartics are just like quadrics in that you don't have to 
understand what one is to use one. The file SHAPESQ.INC has plenty of pre-
defined quartics for you to play with. The most common one is the torus or 
donut. The syntax for using a pre-defined quartic is:
 
    object { Quartic_Name }

As with the other shapes, these shapes can be translated, rotated, and 
scaled.  Because they are infinite they do not respond to automatic 
bounding.  They can be used freely in CSG because they have a clear defined 
"inside". 

Polys use highly complex computations and will not always render perfectly. 
If the surface is not smooth, has dropouts, or extra random pixels, try 
using the optional keyword "sturm" in the definition. This will cause a 
slower, but more accurate calculation method to be used. Usually, but not 
always, this will solve the problem. If sturm doesn't work, try rotating, 
or translating the shape by some small amount. See the sub-directory MATH 
for examples of polys in scenes.

There are really so many different quartic shapes, we can't even begin to 
list or describe them all. If you are interested and mathematically 
inclined, an excellent reference book for curves and surfaces where you'll 
find more quartic shape formulas is:

   "The CRC Handbook of Mathematical Curves and Surfaces"
   David von Seggern
   CRC Press
   1990


5.2.4 CONSTRUCTIVE SOLID GEOMETRY (CSG)

POV-Ray supports Constructive Solid Geometry (also called Boolean 
operations) in order to make the shape definition abilities more powerful.


5.2.4.1     About CSG
       
The simple shapes used so far are nice, but not terribly useful on their 
own for making realistic scenes. It's hard to make interesting objects when 
you're limited to spheres, boxes, cylinders, planes, and so forth. 
       
Constructive Solid Geometry (CSG) is a technique for taking these simple 
building blocks and combining them together. You can use a cylinder to bore 
a hole through a sphere. You can start with solid blocks and carve away 
pieces.  Objects may be combined in groups and treated as though they were 
single objects.
       
Constructive Solid Geometry allows you to define shapes which are the 
union, intersection, or difference of other shapes.  Additionally you may 
clip sections of objects revealing their hollow interiors.
       
Unions superimpose two or more shapes. This has the same effect as defining 
two or more separate objects, but is simpler to create and/or manipulate. 
In POV-Ray 2.0 the union keyword may be used anyplace composite was used in 
previous versions of POV-Ray.  Also a new type of union called "merge" can 
eliminate internal surfaces on transparent or clipped objects.
       
Intersections define the space where the two or more surfaces overlap.
       
Differences allow you to cut one object out of another.
       
CSG intersections, unions, and differences can consist of two or more 
shapes. For example:
       
          union {
            object{O1}
            object{O2}
            object{O3}  // any number of objects 
            texture{T1}
          }
       
CSG shapes may be used in CSG shapes. In fact, CSG shapes may be used 
anyplace that a standard shape is used.
       
The order of the component shapes with the CSG doesn't matter except in a 
difference shape. For CSG differences, the first shape is visible and the 
remaining shapes are cut out of the first.
       
Constructive solid geometry shapes may be translated, rotated, or scaled in 
the same way as any shape. The shapes making up the CSG shape may be 
individually translated, rotated, and scaled as well.
       
When using CSG, it is often useful to invert a shape so that it's inside-
out. The appearance of the shape is not changed, just the way that POV-Ray 
perceives it. The inverse keyword can be used to do this for any shape. 
When inverse is used, the "inside" of the shape is flipped to become the 
"outside". For planes, "inside" is defined to be "in the opposite direction 
to the "normal" or "up" direction. 
       
Note that performing an intersection between a shape and some other inverse 
shapes is the same as performing a difference. In fact, the difference is 
actually implemented in this way in the code.
       

5.2.4.2     Inside and outside

Most shape primitives, like spheres, boxes, and blobs, divide the world 
into two regions. One region is inside the surface and one is outside.  
(The exceptions to this rule are triangles, disc and bezier patches - we'll 
talk about this later.)
       
Given any point in space, you can say it's either inside or outside any 
particular primitive object (well, it could be exactly on the surface, but 
numerical inaccuracies will put it to one side or the other). 
       
Even planes have an inside and an outside. By definition, the surface 
normal of the plane points towards the outside of the plane. (For a simple 
floor, for example, the space above the floor is "outside" and the space 
below the floor is "inside". For simple floors this in un-important, but 
for planes as parts of CSG's it becomes much more important). CSG uses the 
concepts of inside and outside to combine shapes together. Take the 
following situation:
       
Note: The diagrams shown here demonstrate the concepts in 2D and are 
intended only as an analogy to the 3D case. 
       
Note that the triangles and triangle-based shapes cannot be used as solid 
objects in CSG since they have no clear inside and outside.

In this diagram, point 1 is inside object A only.  Point 2 is inside B 
only.  Point 3 is inside both A and B while point 0 is outside everything.
       
         * = Object A
         % = Object B
       
                            *  0
                           * *    %
                          *   *  % %
                         *     *%   %
                        *  1   %*    %
                       *      %  * 2  %
                      *      % 3  *    %
                     *******%*******    %
                           %             %
                          %%%%%%%%%%%%%%%%%
       
       
Complex shapes may be created by combining other shapes using a technique 
called "Constructive Solid Geometry" (or CSG for short).  The CSG shapes 
are difference, intersection, and union. The following gives a simple 2D 
overview of how these functions work. 

5.2.4.3     Union  

Unions are simply "glue", used bind two or more shapes into a single entity 
that can be manipulated as a single object.  The diagram above shows the 
union of A and B.  The new object created by the union operation can then 
be scaled, translated, and rotated as a single shape.  The entire union can 
share a single texture, but each object contained in the union may also 
have its own texture, which will override any matching texture statements 
in the parent object:

      union {
        sphere { <0, 0.5, 0> 1 pigment { Red } }
        sphere { <0, 0.0, 0> 1 }
        sphere { <0,-0.5, 0> 1 }
        pigment { Blue }
        finish { Shiny }
      }

This union will contain three spheres.  The first sphere is explicitly 
colored Red while the other two will be shiny blue.  Note that the shiny 
finish does NOT apply to the first sphere.  This is because the 
"pigment{Red}" is actually shorthand for "texture{pigment{Red}}".  It 
attaches an entire texture with default normals and finish.  The textures 
or pieces of textures attached to the union apply ONLY to components with 
no textures.  These texturing rules also apply to intersection, difference 
and merge as well.

Earlier versions of POV-Ray placed restrictions on unions so you often had 
to combine objects with composite statements.  Those earlier restrictions 
have been lifted so composite is no longer needed.  Composite is still 
supported for backwards compatibility but it is recommended that union now 
be used in it's place since future support for the composite keyword is not 
guarantied.


5.2.4.4     Intersection

A point is inside the intersection if it's inside both A AND B. This 
"logical AND's" the shapes and gets the common part, most useful for 
"cutting" infinite shapes off.  The diagram below consists of only those 
parts common to A and B.
       
       
                               %*
                              %  *
                             % 3  *
                            %*******
       
For example:

     intersection {
       sphere {<-0.75,0,0>,1}
       sphere {< 0.75,0,0>,1}
       pigment {Yellow}
     }


5.2.4.5     Difference

A point is inside the difference if it's inside A but not inside B. The 
results is a "subtraction" of the 2nd shape from the first shape:
       
                            *
                           * *
                          *   *
                         *     *
                        *  1   %
                       *      %
                      *      %
                     *******%
       
For example:

     difference {
       sphere {<-0.75,0,0>,1}
       sphere {< 0.75,0,-0.25>,1}
       pigment {Yellow}
     }


5.2.4.6     Merge

As can be seen in the diagram for union, the inner surfaces where the 
objects overlap is still present.  On transparent or clipped objects these 
inner surfaces cause problems.  A merge object works just like union but it 
eliminates the inner surfaces like this:

                            *  
                           * *    %
                          *   *  % %
                         *     *%   %
                        *            %
                       *              %
                      *                %
                     *******%           %
                           %             %
                          %%%%%%%%%%%%%%%%%
       
       

5.2.5 LIGHT SOURCES

The last object we'll cover is the light source.  Light sources have no 
visible shape of their own.  They are just points or areas which emit 
light.


5.2.5.1     Point Lights

Most light sources are infinitely small points which emit light.  Point 
light sources are treated like shapes, but they are invisible points from 
which light rays stream out. They light objects and create shadows and 
highlights. Because of the way ray tracing works, lights do not reflect 
from a surface.  You can use many light sources in a scene, but each light 
source used will increase rendering time. The brightness of a light is 
determined by its color. A bright color is a bright light, a dark color, a 
dark one. White is the brightest possible light, Black is completely dark 
and Gray is somewhere in the middle.

The syntax for a light source is:

    light_source { <X, Y, Z> color red #, green #, blue #}

Where X, Y and Z are the coordinates of the location and "color" is any 
color or color identifier. For example,

    light_source { <3, 5, -6> color Gray50}

is a 50% Gray light at X=3, Y=5, Z=-6.

Point light sources in POV-Ray do not attenuate, or get dimmer, with 
distance.


5.2.5.2     Spotlights

A spotlight is a point light source where the rays of light are constrained 
by a cone. The light is bright in the center of the spotlight and falls 
off/darkens to soft shadows at the edges of the circle.

The syntax is:

Syntax:   light_source { <CENTER>
              color red #, green #, blue #
              spotlight
              point_at <POINT>
              radius #
              falloff #
              tightness #
          }

A spotlight is positioned using two vectors.  The first vector is the usual 
<CENTER> vector that you would use to position a point light source.

The second vector is the point_at <POINT>, the vector position of
the point the light is pointing at, similar to the look_at in a camera 
description.

The following illustrations will be helpful in understanding how these 
values relate to each other:


           (+) Spotlight <center>
           / \
          /   \
         /     \
        /       \
       /         \
      /           \
      +-----*-----+
            ^ point_at <point>

The center is specified the same way as a normal point light_source.

Point_at <POINT> is the location that the cone of light is
aiming at.

Spotlights also have three other parameters: radius, falloff, and 
tightness.

If you think of a spotlight as two nested cones,  the inner cone would be 
specified by the radius parameter, and would be fully lit.  The outer cone 
would be the falloff cone and beyond it would be totally unlit.  The values 
for these two parameters are specified in degrees of the half angle at the 
peak of each cone:


           (+) Spotlight <center>
            |\ <-----  angle measured here
            | \
            || \
            ||  \      shaded area = radius cone
            |||  \     outer line = falloff cone
            ||||  \
            |||||  \
            +-------+

The radius# is the radius, in degrees, of the bright circular hotspot at 
the center of the spotlight's area of affect.

The falloff# is the falloff angle of the radius of the total spotlight 
area, in degrees. This is the value where the light "falls off" to zero 
brightness.  Falloff should be larger than the radius. Both values should 
be between 1 and 180.

The tightness value specifies how quickly the light dims, or falls off, in 
the region between the radius (full brightness) cone and the falloff (full 
darkness) cone.  The default value for tightness is 10.  Lower tightness 
values will make the spot have very soft edges. High values will make the 
edges sharper, the spot "tighter".  Values from 1 to 100 are acceptable.

Spotlights may used anyplace that a normal light source is used. Like 
normal light sources, they are invisible points. They are treated as shapes 
and may be included in CSG shapes.  They may also be used in conjunction 
with area_lights.

Example:
   // This is the spotlight.
   light_source {
      <10, 10, 0>
      color red 1, green 1, blue 0.5
      spotlight
      point_at <0, 1, 0>
      tightness 50
      radius 11
      falloff 25
     }



5.2.3.3     Area Lights

Regular light sources in POV-Ray are modeled as point light sources, that 
is they emit light from a single point in space. Because of this the 
shadows created by these lights have the characteristic sharp edges that 
most of us are use to seeing in ray traced images. The reason for the 
distinct edges is that a point light source is either fully in view or it 
is fully blocked by an object. A point source can never be partially 
blocked.

Area lights on the other hand occupy a finite area of space. Since it is 
possible for an area light to be partially blocked by an object the shadows 
created will have soft or "fuzzy" edges. The softness of the edge is 
dependent on the dimensions of the light source and it's distance from the 
object casting the shadow.

The area lights used in POV-Ray are rectangular in shape, sort of like a 
flat panel light. Rather than performing the complex calculations that 
would be required to model a true area light, POV-Ray approximates an area 
light as an array of "point" light sources spread out over the area 
occupied by the light. The intensity of each individual point light in the 
array is dimmed so that the total amount of light emitted by the light is 
equal to the light color specified in the declaration.


Syntax:

light_source {
   <X, Y, Z> color red # green # blue #

   area_light <X1, Y1, Z1>, <X2, Y2, Z2>, N1, N2
   adaptive #
   jitter

   [optional spotlight parameters]
}

The light's location and color are specified in the same way as a
regular light source.

The area_light command defines the size and orientation of the area light 
as well as the number of lights in the light source array.  The vectors 
<X1,Y1,Z1> and <X2,Y2,Z2> specify the lengths and directions of the edges 
of the light. Since the area lights are rectangular in shape these vectors 
should be perpendicular to each other. The larger the size of the light the 
thicker that the soft part of the shadow will be. The numbers N1 and N2 
specify the dimensions of the array of point lights. The larger the number 
of lights you use the smoother your shadows will be but the longer they 
will take to render.

The adaptive command is used to enable adaptive sampling of the light 
source. By default POV-Ray calculates the amount of light that reaches a 
surface from an area light by shooting a test ray at every point light 
within the array. As you can imagine this is VERY slow. Adaptive sampling 
on the other hand attempts to approximate the same calculation by using a 
minimum number of test rays. The number specified after the keyword 
controls how much adaptive sampling is used. The higher the number the more 
accurate your shadows will be but the longer they will take to render. If 
you're not sure what value to use a good starting point is 'adaptive 1'.  
The adaptive command only accepts integer values and cannot be set lower 
than 0. Adaptive sampling is explained in more detail later.

The jitter command is optional. When used it causes the positions of the 
point lights in the array to be randomly jittered to eliminate any shadow 
banding that may occur. The jittering is completely random from render to 
render and should not be used when generating animations.

Note: It's possible to specify spotlight parameters along with area_light 
parameters to create "area spotlights." Using area spotlights is a good way 
to speed up scenes that use area lights since you can confine the lengthy 
soft shadow calculations to only the parts of your scene that need them.


Example:

light_source {
   <0, 50, 0> color White

   area_light <5, 0, 0>, <0, 0, 10>, 5, 5
   adaptive 1
   jitter
}

This defines an area light that extends 5 units along the x axis and 10 
units along the z axis and is centered at the location <0,50,0>. The light 
consists of a 5 by 5 jittered array of point sources for a total of 25 
point lights. A minimum of 9 shadow rays will be used each time this light 
is tested.

                     / * * * * *
                   / * * * * *           Y
        <0,0,10> / * * * * *             |     Z
               / * * * * *               |   /
             / * * * * *                 | /
           +----------->                 +------X
              <5,0,0>


An interesting effect that can be created using area lights is a linear 
light. Rather than having a rectangular shape, a linear light stretches 
along a line sort of like a thin fluorescent tube. To create a linear light 
just create an area light with one of the array dimensions set to 1.

Example:

light_source {
   <0, 50, 0> color White

   area_light <40, 0, 0>, <0, 0, 1>, 100, 1
   adaptive 4
   jitter
}

This defines a linear light that extends from <-40/2,50,0> to <+40/2,50,0> 
and consists of 100 point sources along it's length. The vector <0,0,1> is 
ignored in this case since a linear light has no width. Note: If the linear 
light is fairly long you'll usually need to set the adaptive parameter 
fairly high as in the above example.

When performing adaptive sampling POV-Ray starts by shooting a test ray at 
each of the four corners of the area light. If the amount of light received 
from all four corners is approximately the same then the area light is 
assumed to be either fully in view or fully blocked. The light intensity is 
then calculated as the average intensity of the light received from the 
four corners.  However, if the light intensity from the four corners 
differs significantly then the area light is partially blocked. The light 
is the split into four quarters and each section is sampled as described 
above. This allows POV-Ray to rapidly approximate how much of the area 
light is in view without having to shoot a test ray at every light in the 
array.

While the adaptive sampling method is fast (relatively speaking) it can 
sometimes produces inaccurate shadows. The solution is to reduce the amount 
of adaptive sampling without completely turning it off. The number after 
the adaptive keyword adjusts the number of times that the area light will 
be split before the adaptive phase begins. For example if you use "adaptive 
0" a minimum of 4 rays will be shot at the light. If you use "adaptive 1" a 
minimum of 9 rays will be shot (adaptive 2 = 25 rays, adaptive 3 = 81 rays, 
etc). Obviously the more shadow rays you shoot the slower the rendering 
will be so you should use the lowest value that gives acceptable results.

The number of rays never exceeds the values you specify for rows and 
columns of points.  For example: area_light x,y,4,4 specifies a 4 by 4 
array of lights.  If you specify adaptive 3 it would mean that you should 
start with a 5 by 5 array.  In this case no adaptive sampling is done.  The 
4 by 4 array is used.


5.2.3.4     Looks_like

Normally the light source itself has no visible shape.  The light simply 
radiates from an invisible point or area.  You may give a light source a 
any shape by adding a "looks_like{OBJECT}" statement.  For example:

        light_source {
           <100,200,-300> color White
           looks_like {sphere{<0,0,0>,1 texture{T1}}
        }

This creates a visible sphere which is automatically translated to the 
light's location <100,200,-300> even though the sphere has <0,0,0> as its 
center.  There is an implied "no_shadow" also attached to the sphere so 
that light is not blocked by the sphere.  Without the automatic no_shadow, 
the light inside the sphere would not escape. The sphere would, in effect, 
cast a shadow over everything.
       
If you want the attached object to block light then you should attach it 
with a union and not a looks_like as follows:

        union {
          light_source {<100,200,-300> color White}
          object {My_Lamp_Shade}
        }

Presumably parts of the lamp shade are open to let SOME light out.


5.3   OBJECT MODIFIERS
----------------------

A variety of modifiers may be attached to objects.  Transformations such as 
translate, rotate and scale have already been discussed.  Textures are in a 
section of their own below.  Here are three other important modifiers: 
clipped_by, bounded_by and no_shadow.  Although the examples below use 
object statements and object identifiers, these modifiers may be used on 
any type of object such as sphere, box etc.


5.3.1 CLIPPED_BY
   
The "clipped_by" statement is technically an object modifier but it 
provides a type of CSG similar to CSG intersection.  You attach a clipping 
object like this:

        object {
           My_Thing
           clipped_by{plane{y,0}}
        }

Every part of the object "My_Thing" that is inside the plane is retained 
while the remaining part is clipped off and discarded.  In an intersection 
object, the hole is closed off.  With clipped_by it leaves an opening.  For 
example this diagram shows our object "A" being clipped_by a plane{y,0}.



                       *       *
                      *         *
                     *           *
                    ***************
    
Clipped_by may be used to slice off portions of any shape. In many cases it 
will also result in faster rendering times than other methods of altering a 
shape.

Often you will want to use the clipped_by and bounded_by options with the 
same object.  The following shortcut saves typing and uses less memory.

        object {
           My_Thing
           bounded_by{box{<0,0,0>,<1,1,1>}}
           clipped_by{bounded_by}
        }

This tells POV-Ray to use the same box as a clip that was used as a bounds.


5.3.1 BOUNDED_BY

The calculations necessary to test if a ray hits an object can be quite 
time consuming.  Each ray has to be tested against every object in the 
scene.  POV-Ray attempts so speed up the process by building a set of 
invisible boxes, called bounding slabs, which cluster the objects together.  
This way a ray that travels in one part of the scene doesn't have to be 
tested against objects in another far away part of the scene.  When large 
number objects are present the slabs are nested inside each other.  POV-Ray 
can use slabs on any finite object.  However infinite objects such as 
plane, quadric, quartic, cubic & poly cannot be automatically bound.  Also 
CSG objects cannot be efficiently bound by automatic methods.  By attaching 
a bounded_by statement to such shapes you can speed up the testing of the 
shape and make it capable of using bounding slabs.

If you use bounding shapes around any complex objects you can speed up the 
rendering. Bounding shapes tell the ray tracer that the object is totally 
enclosed by a simple shape. When tracing rays, the ray is first tested 
against the simple bounding shape. If it strikes the bounding shape, then 
the ray is further tested against the more complicated object inside. 
Otherwise the entire complex shape is skipped, which greatly speeds 
rendering.  

To use bounding shapes, simply include the following lines in the 
declaration of your object:
       
            bounded_by {
                 object { ... }
            }
       
       An example of a Bounding Shape:
       
            intersection {
                sphere {<0,0,0>, 2}
                plane  {<0,1,0>, 0}
                plane  {<1,0,0>, 0}
                bounded_by {sphere {<0,0,0>, 2}}
            }
       
The best bounding shape is a sphere or a box since these shapes are highly 
optimized, although, any shape may be used.  If the bounding shape is 
itself a finite shape which responds to bounding slabs then the object 
which it encloses will also be used in the slab system.

CSG shapes can benefit from bounding slabs without a bounded_by statement 
however they may do so inefficiently in intersection, difference and merge.  
In these three CSG types the automatic bound used covers all of the 
component objects in their entirety.  However the result of these 
intersections may result in a smaller object.  Compare the sizes of the 
illustrations for union and intersection in the CSG section above.  It is 
possible to draw a much smaller box around the intersection of A and B than 
the union of A and B yet the automatic bounds are the size of union{A B} 
regardless of the kind of CSG specified.

While it is almost always a good idea to manually add a bounded_by to 
intersection, difference and merge, it is often best to NOT bound a union.  
If a union has no bounded_by and no clipped_by then POV-Ray can internally 
split apart the components of a union and apply automatic bounding slabs to 
any of its finite parts.  Note that some utilities such as RAW2POV may be 
able to generate bounds more efficiently than POV-Ray's current system.  
However most unions you create yourself can be easily bounded by the 
automatic system.  For technical reasons POV-Ray cannot split a merge 
object.  It is probably best to hand bound a merge, especially if it is 
very complex.

Note that if bounding shape is too small or positioned incorrectly, it may 
clip the object in undefined ways or the object may not appear at all.  To 
do true clipping, use clipped_by as explained above. Often you will want to 
use the clipped_by and bounded_by options with the same object.  The 
following shortcut saves typing and uses less memory.

        object {
           My_Thing
           clipped_by{box{<0,0,0>,<1,1,1>}}
           bounded_by{clipped_by}
        }

This tells POV-Ray to use the same box as a bounds that was used as a clip.

5.3.2 NO_SHADOW

You may specify the no_shadow keyword in object and that object will not 
cast a shadow.  This is useful for special effects and for creating the 
illusion that a light source actually is visible.  This keyword was 
necessary in earlier versions of POV-Ray which did not have the 
"looks_like" statement.  Now it is useful for creating things like laser 
beams or other unreal effects.

Simply attach the keyword as follows:

        object {
          My_Thing
          no_shadow
        }


5.4   TEXTURES
--------------

Textures are the materials from which the objects in POV-Ray are made. They 
specifically describe the surface coloring, shading, and properties like 
transparency and reflection.

You can create your own textures using the parameters described below, or 
you can use the many pre-defined high quality textures that have been 
provided in the files TEXTURES.INC and STONES.INC. The tutorial in section 
4 above introduces the basics of defining textures and attaching them to 
objects.  It explains how textures are made up of three portions, a color 
pattern called "pigment", a bump pattern called "normal", and surface 
properties called "finish". 

The most complete form for defining a texture is as follows:

  texture {
    TEXTURE_IDENTIFIER
    pigment {...}
    normal {...}
    finish {...}
    TRANSFORMATIONS...
  }

Each of the items in a texture are optional but if they are present, the 
identifier must be first and the transformations bust be last.  The 
pigment, normal and finish parameters modify any pigment, normal and finish 
already specified in the TEXTURE_IDENTIFIER.  If no texture identifier is 
specified then the pigment, normal and finish statements modify the current 
default values.  TRANSFORMATIONs are translate, rotate and scale 
statements.  They should be specified last.

The sections below describe all of the options available in pigments, 
normals and finishes.


5.4.1 PIGMENT

The color or pattern of colors for an object is defined by a pigment 
statement.  A pigment statement is part of a texture specification.  
However it can be tedious to type "texture{pigment{...}}" just to add a 
color to an object.  Therefore you may attach a pigment directly to an 
object without explicitly specifying that it as part of a texture.  For 
example...

 this...                        can be shortened to this...

  object {                           object {                   
    My_Object                          My_Object                
    texture {                          pigment {color Purple} 
      pigment {color Purple}         }                        
    }                                  
  }                                                           

The color you define is the way you want it to look if fully illuminated.  
You pick the basic color inherent in the object and POV-Ray brightens or 
darkens it depending on the lighting in the scene.  The parameter is called 
"pigment" because we are defining the basic color the object actually IS 
rather than how it LOOKS.

The most complete form for defining a pigment is as follows:

  pigment {
    PIGMENT_IDENTIFIER
    PATTERN_TYPE
    PIGMENT_MODIFIERS
    TRANSFORMATIONS...
  }

Each of the items in a pigment are optional but if they are present, they 
should be in the order shown above to insure that the results are as 
expected.  Any items after the PIGMENT_IDENTIFIER modify or override 
settings given in the IDENTIFIER.  If no identifier is specified then the 
items modify the pigment values in the current default texture.  
TRANSFORMATIONs are translate, rotate and scale statements.  They apply 
only to the pigment and not to other parts of the texture.  They should be 
specified last.

The various PATTERN_TYPEs fall into roughly 4 categories.  Each category is 
discussed below.  They are solid color, color list patterns, color mapped 
patterns and image maps.


5.4.1.1     Color

The simplest type of pigment is a solid color.  To specify a solid color 
you simply put a color specification inside a pigment.  For example...

  pigment {color Orange}

A color specification consists of the keyword "color" followed a color 
identifier or by a specification of the amount or red, green, blue and 
transparency in the surface.  For example:

  color red 0.5   green 0.2   blue 1.0

The float values between 0.0 and 1.0 are used to specify the intensity of 
each primary color of light.  Note that we use additive color primaries 
like the color phosphors on a color computer monitor or TV.  Thus...

  color red 1.0   green 1.0   blue 1.0 

 ...specifies full intensity of all primary colors which is white light.  
The primaries may be given in any order and if any primary is unspecified 
its value defaults to zero.

In addition to the primary colors a 4th value called "filter" specifies the 
amount of transparency.  For example a piece of red tinted cellophane might 
have...

  color red 1.0  filter 1.0

Lowering the filter value would let less light through.  The default value 
if no filter is specified is 0.0 or no transparency.  Note that the example 
has an implied "green 0.0  blue 0.0" which means that no green or blue 
light can pass through.  Often users mistakenly specify a clear object 
by...
 
  color filter 1.0

but this has implied red, green and blue values of zero.  You've just 
specified a totally black filter so no light passes through.  The correct 
way is...

  color red 1.0   green 1.0   blue 1.0   filter 1.0

Note in earlier versions of POV-Ray the keyword "alpha" was used for 
transparency.  However common usage of "alpha" in this context usually 
means that light passes through unaffected.  In POV-Ray however, light is 
filtered when it passes through a colored surface.  The program works the 
same as it always did but the keyword has been changed to make its meaning 
clearer.

A short-cut way to specify a color is...

  color rgb<0.2, 0.5, 0.9>

      or

  color rgbf<0.2, 0.8, 1.0, 0.7>

Color specifications are used elsewhere in POV-Ray.  Unless stated 
otherwise, all of the above information on color specs given above applies 
to any color spec.

Color identifiers may be declared.  For examples see COLORS.INC.  A color 
identifier contains red, blue, green and filter values even if they are not 
explicitly specified.  For example:

  color filter 1.0 My_Color // here My_Color overwrites the filter

  color My_Color filter 1.0 // this changes My_Color's filter value to 1.0

When using a color specification to give an object a solid color pigment, 
the keyword "color" may be omitted.  For example...

  pigment {red 1  blue 0.5}
        or
  pigment {My_Color}

are legal.


5.4.1.2     Color List Patterns -- checker and hexagon

Two of the simplest color patterns available are the checker and hexagon 
patterns.  These patterns take a simple list of colors one after the other.  
For example a checker pattern is specified by...

  pigment {checker color C1  color C2}

This produces a checkered pattern consisting of alternating squares of 
color C1 and C2.  If no colors are specified then default blue and green 
colors are used.

All color patterns in POV-Ray are 3 dimensional.  For every x,y,z point in 
space, the pattern has a unique color.  In the case of a checker pattern it 
is actually a series of cubes that are one unit in size.  Imagine a bunch 
of 1 inch cubes made from two different colors of modeling clay.  Now 
imagine arranging the cubes in an alternating check pattern and stacking 
them in layer after layer so that the colors still alternated in every 
direction.  Eventually you would have a larger cube.  The pattern of checks 
on each side is what the POV-Ray checker pattern produces when applied to a 
box object.  Finally imagine cutting away at the cube until it is carved 
into a smooth sphere or any other shape.  This is what the checker pattern 
would look like on an object of any kind.

Color patterns do not wrap around the surfaces like putting wallpaper on an 
object.  The patterns exist in 3-d and the objects are carved from them 
like carving stacked colored cubes.  In a later section we describe wood 
and marble patterns for example.  The wood grain or stone swirls exist 
through the whole object but they appear only at the surface.

Another pattern that uses a list of colors is the hexagon pattern.  A 
hexagon pattern is specified by...

  pigment {hexagon color C1  color C2  color C3}

Hex pattern generates a repeating pattern of hexagons in the XZ plane.  In 
this instance imagine tall rods that are hexagonal in shape and are 
parallel to the Y axis and grouped in bundles like this...

           _____              
          /     \              
         /   C2  \_____             
        |\       /     \        
        | \_____/   C3  \
        | /     \       /|      
         /   C1  \_____/ |
        |\       /|    | |
        | \_____/ |    | |
        | |     | |    | |
        | |     | |    | |
        | |     | |    | |
        | |     | |    | |
        | |     | |    |
        | |     | |    |
          |     |
          |     |


The three colors will repeat the pattern shown above with hexagon C1 
centered at the origin.  Each side of the hexagon is one unit long.  The 
hexagonal "rods" of color extend infinitely in the +Y and -Y directions.  
If no colors are specified then default blue, green, and red colors are 
used.


5.4.1.3     Color Mapped Patterns

Most of the color patterns do not use abrupt color changes of just two or 
three colors like those in the checker or hexagon patterns.  They instead 
use smooth transitions of many colors that gradually change from one point 
to the next.  The colors are defined in a color map that describes how the 
pattern blends from one color to the next.  


5.4.1.3.1   Gradient 

This simplest such pattern is the "gradient" pattern.  It is specified as 
follows...

  pigment {gradient VECTOR}

where VECTOR is a vector pointing in the direction that the colors blend.  
For example:

      sphere {
        <0, 1, 2>, 2
        pigment { gradient x } // bands of color vary as you move
                               // along the "x" direction.
      }

This produces a series of smooth bands of color that look like layers of 
color next to each other.  Points at x=0 are black.  As the X location 
increases it smoothly turns to white at x=1.  Then it starts over with 
black and gradually turns white at x=2.  The pattern reverses for negative 
values of X.  Using "gradient y" or "gradient z" makes the colors blend 
along the y or z axis.  Any vector may be used but x, y and z are most 
common.


5.4.1.3.2   Color Maps

The gray scale default colors of the gradient pattern isn't a very 
interesting sight.  The real power comes from specifying a color map to 
define how the colors should blend.

Each of the various pattern types available is in fact a mathematical 
function that takes any x,y,z location and turns it into a number between 
0.0 and 1.0.  That number is used to specify what mix of colors to use from 
the color map.

A color map is specified by...

      color_map {
        [ NUM_1 color C1]
        [ NUM_2 color C2]
        [ NUM_3 color C3]
         ... 
        }

Where NUM_1, NUM_2... are float values between 0.0 and 1.0 inclusive.  C1, 
C2 ... are color specifications.  NOTE: the [] brackets are part of the 
actual statement.  They are not notational symbols denoting optional parts.  
The brackets surround each entry in the color map.  There may be from 2 to 
20 entries in the map. 

For example,

      sphere {
        <0,1,2>, 2
        pigment { 
          gradient x 
          color_map {
            [0.1  color Red]
            [0.3  color Yellow]
            [0.6  color Blue]
            [0.6  color Green]
            [0.8  color Cyan]
          }
        }
      }

The pattern function is evaluated and the result is a value from 0.0 to 
1.0.  If the value is less than the first entry (in this case 0.1) then the 
first color (Red) is used.  Values from 0.1 to 0.3 use a blend of red and 
yellow using linear interpolation of the two colors.  Similarly values from 
0.3 to 0.6 blend from yellow to blue.  Note that the 3rd and 4th entries 
both have values of 0.6.  This causes an immediate abrupt shift of color 
from blue to green.  Specifically a value that is less than 0.6 will be 
blue but exactly equal to 0.6 will be green.  Moving along, values from 0.6 
to 0.8 will be a blend of green and cyan.  Finally any value greater than 
or equal to 0.8 will be cyan.

If you want areas of unchanging color you simply specify the same color for 
two adjacent entries.  For example:

      color_map {
        [0.1  color Red]
        [0.3  color Yellow]
        [0.6  color Yellow]
        [0.8  color Green]
      }

In this case any value from 0.3 to 0.6 will be pure yellow.


5.4.1.3.3   Marble

A "gradient x" pattern uses colors from the color map from 0.0 up to 1.0 at 
location x=1 but then jumps back to the first color for x=1.00000001 (or 
some tiny fraction above 1.0) and repeats the pattern again and again.  The 
marble pattern is similar except that it uses the color map from 0 to 1 but 
then it reverses the map and blends from 1 back to zero.  For example:

      pigment { 
        gradient x 
        color_map {
          [0.0  color Yellow]
          [1.0  color Cyan]
        }
      }

This blends from yellow to cyan and then it abruptly changes back to yellow 
and repeats.  However replacing "gradient x" with "marble" smoothly blends 
from yellow to cyan as the x coordinate goes from 0.0 to 0.5 and then 
smoothly blends back from cyan to yellow by x=1.0.

When used with a "turbulence" modifier and an appropriate color map, this 
pattern looks like veins of color of real marble, jade or other types of 
stone. By default, marble has no turbulence.


5.4.1.3.4   Wood

Wood uses the color map to create concentric cylindrical bands of color 
centered on the Z axis.  These bands look like the growth rings and veins 
in real wood.  Small amounts of turbulence should be added to make it look 
more realistic. By default, wood has no turbulence.

Like marble, wood uses color map values 0 to 1 then repeats the colors in 
reverse order from 1 to 0.


5.4.1.3.5   Onion

Onion is a pattern of concentric spheres like the layers of an onion.  It 
uses colors from a color map from 0 to 1, 0 to 1 etc without reversing.


5.4.1.3.6   Leopard 

Leopard creates regular geometric pattern of circular spots.  It uses 
colors from a color map from 0 to 1, 0 to 1 etc without reversing.


5.4.1.3.7   Granite 

This pattern uses a simple 1/f fractal noise function to give a pretty darn 
good granite pattern. Typically used with small scaling values (2.0 to 
5.0).  This pattern is used with creative color maps in STONES.INC to 
create some gorgeous layered stone textures. By default, granite has no 
turbulence.  It uses colors from a color map from 0 to 1, 0 to 1 etc 
without reversing.


5.4.1.3.8   Bozo 

The bozo color pattern takes a noise function and maps it onto the surface 
of an object. It uses colors from a color map from 0 to 1, 0 to 1 etc 
without reversing.

Noise in ray tracing is sort of like a random number generator, but it has 
the following properties:

  1) It's defined over 3D space i.e., it takes x, y, and z and returns the 
noise value there.
  2) If two points are far apart, the noise values at those points are 
relatively random.
  3) If two points are close together, the noise values at those points are 
close to each other.

You can visualize this as having a large room and a thermometer that ranges 
from 0.0 to 1.0. Each point in the room has a temperature. Points that are 
far apart have relatively random temperatures. Points that are close 
together have close temperatures. The temperature changes smoothly, but 
randomly as we move through the room. 

Now, let's place an object into this room along with an artist. The artist 
measures the temperature at each point on the object and paints that point 
a different color depending on the temperature. What do we get? A POV-Ray 
bozo texture!


5.4.1.3.9   Spotted 

This uses the same noise pattern as bozo but it is unaffected by 
turbulence.  It uses colors from a color map from 0 to 1, 0 to 1 etc 
without reversing.


5.4.1.3.10  Agate 

This pattern is very beautiful and similar to marble, but uses a different 
turbulence function. The turbulence keyword has no effect, and as such it 
is always very turbulent. You may control the amount of the built-in 
turbulence by adding the "agate_turb" keyword followed by a float value.  
For example:

      pigment { 
        agate
        agate_turb 0.5
        color_map {
          ...
        }
      }


5.4.1.3.11  Mandel

The mandel pattern computes the standard Mandelbrot fractal pattern and 
projects it onto the X-Y plane.  It uses the X and Y coordinates to compute 
the Mandelbrot set.  The pattern is specified with the keyword mandel 
followed by an integer number.  This number is the maximum number of 
iterations to be used to compute the set.  Typical values range from 10 up 
to 256 but any positive integer may be used.  For example:

      sphere { 
       <0, 0, 0>, 1 
       pigment {
         mandel 25
         color_map {
           [0.0  color Cyan]
           [0.3  color Yellow]
           [0.6  color Magenta]
           [1.0  color Cyan]
         }
         scale .5
       }
      }

The value passed to the color map is computed by the formula:

	value = number_of_iterations / max_iterations

The color extends infinitely in the Z direction similar to a planar image 
map.  


5.4.1.3.12  Radial

The radial pattern is a radial blend that wraps around the +Y axis.  The 
color for value 0.0 starts at the +X direction and wraps the color map 
around from east to west with 0.25 in the -Z direction, 0.5 in -X, 0.75 at 
+Z and back to 1.0 at +X.  See the "frequency" and "phase" pigment 
modifiers below for examples.


5.4.1.4     Image Maps

When all else fails and none of the above pigment pattern types meets your 
needs, you can use an image map to wrap a 2-D bit-mapped image around your 
3-D objects.


5.4.1.4.1   Specifying an image map.

The syntax for image_map is...

  pigment {
    image_map {
      FILE_TYPE "filename"
      MODIFIERS...
    }
  }

Where FILE_TYPE is one of the following keywords "gif", "tga", "iff" or 
"dump".  This is followed by the name of the file in quotes.  Several 
optional modifiers may follow the file specification.  The modifiers are 
described below.  Note: Earlier versions of POV-Ray allowed some modifiers 
before the FILE_TYPE but that syntax is being phased out in favor of the 
syntax described here.

Filenames specified in the image_map statements will be searched for in the 
home (current) directory first, and if not found, will then be searched for 
in directories specified by any "-L" (library path) options active. This 
would facilitate keeping all your image maps files in a separate 
subdirectory, and giving an "-L" option on the command line to where your 
library of image maps are. 

By default, the image is mapped onto the X-Y plane.  The image is 
"projected" onto the object as though there were a slide projector 
somewhere in the -Z direction.  The image exactly fills the square area 
from x,y coordinates (0,0) to (1,1) regardless of the image's original size 
in pixels.  If you would like to change this default, you may translate, 
rotate or scale the pigment or texture to map it onto the object's surface 
as desired. 

In the section 5.4.1.2 above when we explained checker pigment patterns, we 
described the checks as solid cubes of colored clay from which objects are 
carved.  With image maps you should imagine that each pixel is a long, 
thin, square, colored rod that extends parallel to the Z axis.  The image 
is made from rows and columns of these rods bundled together and the object 
is then carved from the bundle.

If you would like to change this default orientation, you may translate, 
rotate or scale the pigment or texture to map it onto the object's surface 
as desired. 


5.4.1.4.2   The "once" option.

Normally there are an infinite number of repeating images created over 
every unit square of the X-Y plane like tiles.  By adding the keyword 
"once" after a file name, you can eliminate all other copies of the image 
except the one at (0,0) to (1,1).  Areas outside this unit square are 
treated as fully transparent.

Note: The "once" keyword may also be used with bump_map and material_map 
statements.


5.4.1.4.3   The "map_type" option.

The default projection of the image onto the X-Y plane is called a "planar 
map type".  This option may be changed by adding the "map_type" keyword 
followed by a number specifying the way to wrap the image around the 
object.

A "map_type 0" gives the default planar mapping already described.

A "map_type 1" is a spherical mapping.  It assumes that the object is a 
sphere of any size sitting at the origin.  The Y axis is the north/south 
pole of the spherical mapping.  The top and bottom edges of the image just 
touch the pole regardless of any scaling.  The left edge of the image 
begins at the positive X axis and wraps the image around the sphere from 
"west" to "east" in a -Y rotation.  The image covers the sphere exactly 
once.  The "once" keyword has no meaning for this type.

With "map_type 2" you get a cylindrical mapping.  It assumes that a 
cylinder of any diameter lies along the Y axis.  The image wraps around the 
cylinder just like the spherical map but the image remains 1 unit tall from 
y=0 to y=1.  This band of color is repeated at all heights unless the 
"once" keyword is applied.

Finally "map_type 5" is a torus or donut shaped mapping.  It assumes that a 
torus of major radius 1 sits at the origin in the X-Z plane.  The image is 
wrapped around similar to spherical or cylindrical maps.  However the top 
and bottom edges of the map wrap over and under the torus where they meet 
each other on the inner rim.

Types 3 and 4 are still under development.

Note: The "map_type" option may also be applied to bump_map and 
material_map statements.


5.4.1.4.4   The "filter" options.

To make all or part of an image map transparent, you can specify filter 
values for the color palette/registers of GIF or IFF pictures (at least for 
the modes that use palettes/color maps). You can do this by adding the 
keyword "filter" following the filename.  The keyword is followed by two 
numbers.  The first number is the palette/register number value and 2nd is 
the amount of transparency. The values should be separated by a comma.  For 
example:

   image_map { 
     gif "mypic.gif"
     map_type 0 
     filter 0, 0.5 // Make color 0 50% transparent
     filter 5, 1.0 // Make color 5 100% transparent
     filter 8, 0.3 // Make color 8 30% transparent
    }

You can give the entire image a filter value using "filter all VALUE".  For 
example:

   image_map { 
     gif "stnglass.gif"
     map_type 0 
     filter all 0.9
    }

NOTE: Transparency works by filtering light by its original color.  Adding 
"filter" to the color black still leaves you with black no matter how high 
the filter value is. If you want a color to be clear, add filter 1 to the 
color white.


5.4.1.4.5   The "interpolate" option.

Adding the "interpolate" keyword can smooths the jagged look of an image or 
bump map.  When POV-Ray asks a color or bump amount for an image or bump 
map, it often asks for a point that is not directly on top of one pixel, 
but sort of between several different colored pixels.  Interpolations 
returns an "in-between" value so that the steps between the pixels in the 
image or bump map will look smoother.

There are currently two types of interpolation:

   Normalized Distance -- interpolate 4
   Bilinear            -- interpolate 2

Default is no interpolation. Normalized distance is the slightly faster of 
the two, bilinear does a better job of picking the between color. Normally, 
bilinear is used.

If your bump or image map looks jaggy, try using interpolation instead of 
going to a higher resolution image.  The results can be very good.  For 
example:

   image_map { 
     gif "mypic.gif"
     map_type 0 
     interpolate 2
    }


5.4.1.5     Pigment Modifiers

After specifying the pigment type such as marble, wood etc and adding an 
optional color map, you may add any of several modifiers.


5.4.1.5.1   Turbulence

The keyword "turbulence" followed by a float or vector may be used to stir 
up the color pattern.  Typical values range from the default 0.0 which is 
no turbulence to 1.0 which is very turbulent.  If a vector is specified 
then different amounts of turbulence are applied in the x, y and z 
directions.  For example "turbulence <1.0, 0.6, 0.1>" has much turbulence 
in the x direction, a moderate amount in the y direction and a small amount 
in the z direction.

Turbulence uses a noise function called DNoise.  This is sort of like noise 
used in the bozo pattern except that instead of giving a single value it 
gives a direction. You can think of it as the direction that the wind is 
blowing at that spot.

Turbulence which uses DNoise to push a point around a few times.  We locate 
the point we want to color (P), then push it around a bit using turbulence 
to get to a final point (Q) then look up the color of point Q in our 
ordinary boring textures. That's the color that's used for the point P.

It in effect says "Don't give me the color at this spot... take a few 
random steps in a different direction and give me that color.  Each step is 
typically half as long as the one before.  For example:

         P ------------------------->
                  First Move        /
                                   /
                                  /
                                 /Second
                                /  Move
                               /
                        ______/
                        \
                         \
                          Q - Final point.


The magnitude of these steps is controlled by the turbulence value.


5.4.1.5.2   Octaves

The number of steps used by turbulence is controlled by the "octaves" 
value.  The values may range from 1 up to 10.  The default value of 
"octaves 6" is fairly close to the upper limit; you won't see much change 
by setting it to a higher value because the extra steps are too small.  You 
can achieve some very interesting wavy effects by specifying lower values. 
Setting octaves higher can slow down rendering because more steps are 
computed.


5.4.1.5.3   Omega

The keyword "omega" followed by a float value may be added to change the 
turbulence calculations.  Each successive octave of turbulence is 
multiplied by the omega value. The default "omega 0.5" means that each 
octave is 1/2 the size of the previous one.  Higher omega values mean that 
2nd, 3rd, 4th and up octaves contribute more turbulence giving a sharper, 
"krinkly" look while smaller omegas give a fuzzy kind of turbulence that 
gets blury in places.


5.4.1.5.4   Lambda

The lambda parameter controls how statistically different the random move 
of an octave is compared to its previous octave.  The default value for 
this is "lambda 2".  Values close to lambda 1.0 will straighten out the 
randomness of the path in the diagram above.  Higher values can look more 
"swirly" under some circumstances.  More tinkering by POV-Ray users may 
lead us to discover ways to make good use of this parameter.  For now just 
tinker and enjoy.


5.4.1.5.5   Quick_color

When developing POV-Ray scenes its often useful to do low quality test runs 
that render faster.  The +Q command line switch can be used to turn off 
some time consuming color pattern and lighting calculations to speed things 
up.  However all settings of +Q5 or lower turns off pigment calculations 
and creates gray objects.

By adding a "quick_color" to a pigment you tell POV-Ray what solid color to 
use for quick renders instead of a patterned pigment.  For example:

   pigment {
     gradient x
     color_map{
       [0 color Yellow][0.3 color Cyan][0.6 color Magenta][1 color Cyan]
     }
     turbulence 0.5  lambda 1.5  omega 0.75  octaves 8
     quick_color Neon_Pink
   }

This tells POV-Ray to use solid Neon_Pink for test runs at quality +Q5 or 
lower but to use the turbulent gradient pattern for rendering at +Q6 and 
higher.

Note that solid color pigments such as:

   pigment {color Magenta}

automatically set the quick_color to that value.  You may override this if 
you want.  Suppose you have 10 spheres on the screen and all are Yellow.  
If you want to identify them individually you could give each a different 
quick_color like this:

   sphere {<1,2,3>,4 pigment {color Yellow  quick_color Red}}

   sphere {<-1,-2,-3>,4 pigment {color Yellow  quick_color Blue}}

 ...and so on.  At +Q6 or higher they will all be Yellow but at +Q5 or 
lower each would be different colors so you could identify them.


5.4.1.5.6   Frequency and Phase

The frequency and phase keywords were originally intended for the normal 
patterns ripples and waves discussed in the next section.  With version 2.0 
they were extended to pigments to make the radial and mandel pigment 
pattern easier to use.  As it turned out it was simple to make them apply 
to any color map pattern.

The frequency keyword adjusts the number of times that a color map repeats 
over one cycle of a pattern.  For example gradient x covers color map 
values 0 to 1 over the range x=0 to x=1.  By adding "frequency 2" the color 
map repeats twice over that same range.  The same effect can be achieved 
using "scale x*0.5" so the frequency keyword isn't that useful for patterns 
like gradient. 

However the radial pattern wraps the color map around the +Y axis once.  If 
you wanted two copies of the map (or 3 or 10 or 100) you'd have to build a 
bigger map.  Adding "frequency 2" causes the color map to be used twice per 
revolution.  Try this:

      sphere {<0,0,0>,3
        pigment { 
          radial
          color_map{[0.5 color Red][0.5 color White]}
          frequency 6
        }
        rotate -x*90
      }

The result is 6 sets of red and white radial stripes evenly spaced around 
the sphere.

Note "frequency -1" reverses the entries in a color_map.

The phase keyword takes values from 0.0 to 1.0 and rotates the color map 
entries.  In the example above if you render successive frames at phase 0 
then phase 0.1, phase 0.2 etc you could create an animation that rotates 
the stripes.  The same effect can be easily achieved by rotating the radial 
pigment using "rotate y*Angle" but there are other uses where phase can be 
handy.  

Sometimes you create a great looking gradient or wood color map but you 
want the grain slightly adjusted in or out.  You could re-order the color 
map entries but that's a pain.  A phase adjustment will shift everything 
but keep the same scale.  Try animating a mandel pigment for a color 
palette rotation effect.


5.4.1.5.7   Transforming pigments

You may modify pigment patterns with "translate", "rotate" and "scale" 
commands.  Note that placing these transforms inside the texture but 
outside the pigment will transform the entire texture.  However placing 
them inside the pigment transforms just the pigment.  For example:

      sphere {<0,0,0>,3
        texture {
          pigment { 
            checker color Red color White
            scale <2,1,3>  // affects pigment only... not normal
          }
          normal {
            bumps 0.3
            scale 0.4      // affects bump normal only... not pigment
          }
          finish {Shiny}
          translate 5*x    // affects entire texture
        }
        translate y*2      // affects object and texture
      }

Note that transforms affect the entire pigment regardless of the ordering 
of other parameters.  For example:

  This...                         ...is the same as this...

     pigment {                          pigment {                    
       bozo                               bozo                       
       turbulence 0.3                     scale 2                              
       scale 2                            turbulence 0.3   
     }                                  }                            

The scaling before or after turbulence makes no difference.  In general it 
is best to put all transformations last for the sake of clarity.


5.4.2 NORMAL

Ray tracing is known for the dramatic way it depicts reflection, refraction 
and lighting effects.  Much of our perception depends on the reflective 
properties of an object.  Ray tracing can exploit this by playing tricks on 
our perception to make us see complex details that aren't really there.

Suppose you wanted a very bumpy surface on the object.  It would be very 
difficult to mathematically model lots of bumps.  We can however simulate 
the way bumps look by altering the way light reflects off of the surface.  
Reflection calculations depend on a vector called a "surface normal" 
vector.  This is a vector which points away from the surface and is 
perpendicular to it.  By artificially modifying (or perturbing) this normal 
vector you can simulate bumps.  

The "normal {...}" statement is the part of a texture which defines the 
pattern of normal perturbations to be applied to an object.  Like the 
pigment statement, you can omit the surrounding texture block to save 
typing.  Do not forget however that there is a texture implied. For 
example...

 this...                        can be shortened to this...

  object {                           object {                   
    My_Object                          My_Object                
    texture {                          pigment {color Purple} 
      pigment {color Purple}           normal {bumps 0.3}                        
      normal {bumps 0.3}             }
    }                                  
  }                                                           

Note that attaching a normal pattern does not really modify the surface.  
It only affects the way light reflects or refracts at the surface so that 
it looks bumpy.

The most complete form for defining a normal is as follows:

  normal {
    NORMAL_IDENTIFIER
    NORMAL_PATTERN_TYPE
    NORMAL_MODIFIERS
    TRANSFORMATIONS...
  }

Each of the items in a normal are optional but if they are present, they 
should be in the order shown above to insure that the results are as 
expected.  Any items after the NORMAL_IDENTIFIER modify or override 
settings given in the IDENTIFIER.  If no identifier is specified then the 
items modify the normal values in the current default texture.  
TRANSFORMATIONs are translate, rotate and scale statements.  They apply 
only to the normal and not to other parts of the texture.  They should be 
specified last.

There are 6 different NORMAL_PATTERN_TYPEs discussed below.  They are 
bumps, dents, ripples, waves, wrinkles and bump_map.  


5.4.2.1     Bumps

A smoothly rolling random pattern of bumps can be created with the "bumps" 
normal pattern.  Bumps uses the same random noise function as the bozo and 
spotted pigment patterns, but uses the derived value to perturb the surface 
normal or, in other words, make the surface look bumpy. This gives the 
impression of a "bumpy" surface, random and irregular, sort of like an 
orange. 

After the bumps keyword, you supply a single floating point value for the 
amount of surface perturbation.  Values typically range from 0.0 (No Bumps) 
to 1.0 or greater (Extremely Bumpy). For example:

      sphere {
        <0, 1, 2>, 2
        texture {
          pigment {color Yellow}  
          normal {bumps 0.4   scale 0.2}
          finish {phong 1}
        }
      }

This tells POV-Ray to use a bump pattern to modify the surface normal.  The 
value 0.4 controls the apparent depth of the bumps.  Usually the bumps are 
about 1 unit wide which doesn't work very well with a sphere of radius 2.  
The scale makes the bumps 1/5th as wide but does not affect their depth. 


5.4.2.2     Dents

The "dents" pattern is especially interesting when used with metallic 
textures, it gives impressions into the metal surface that look like dents 
have been beaten into the surface with a hammer. A single value is supplied 
after the dents keyword to indicate the amount of denting required. Values 
range from 0.0 (Showroom New) to 1.0 (Insurance Wreck). Scale the pattern 
to make the pitting more or less frequent.


5.4.2.3     Ripples

The ripples bump pattern make a surface look like ripples of water. The 
ripples option requires a value to determine how deep the ripples are.  
Values range from 0.0 to 1.0 or more.  The ripples radiate from 10 random 
locations inside the unit cube area <0,0,0> to <1,1,1>.  Scale the pattern 
to make the centers closer or farther apart.  

The frequency keyword changes the spacing between ripples.  The phase 
keyword can be used to move the ripples outwards for realistic animation.


5.4.2.4     Waves

This works in a similar way to ripples except that it makes waves with 
different frequencies. The effect is to make waves that look more like deep 
ocean waves.  The waves option requires a value to determine how deep the 
waves are.  Values range from 0.0 to 1.0 or more.  The waves radiate from 
10 random locations inside the unit cube area <0,0,0> to <1,1,1>.  Scale 
the pattern to make the centers closer or farther apart.  

The frequency keyword changes the spacing between waves.  The phase keyword 
can be used to move the waves outwards for realistic animation.


5.4.2.5     Wrinkles

This is sort of a 3-D bumpy granite. It uses a similar 1/f fractal noise 
function to perturb the surface normal in 3-D space. With a transparent 
color pattern, could look like wrinkled cellophane. Requires a single value 
after the wrinkles keyword to indicate the amount of wrinkling desired. 
Values from 0.0 (No Wrinkles) to 1.0 (Very Wrinkled) are typical. 


5.4.2.6     Bump_map

When all else fails and none of the above normal pattern types meets your 
needs, you can use a bump map to wrap a 2-D bit-mapped bump pattern around 
your 3-D objects.

Instead of placing the color of the image on the shape like an image_map, 
bump_map perturbs the surface normal based on the color of the image at 
that point. The result looks like the image has been embossed into the 
surface.  By default, bump_map uses the brightness of the actual color of 
the pixel. Colors are converted to gray scale internally before calculating 
height.  Black is a low spot, white is a high spot. The image's index 
values may be used instead (see use_index) below.  


5.4.2.6.1   Specifying a bump map.

The syntax for bump_map is...

  normal {
    bump_map {
      FILE_TYPE "filename"
      MODIFIERS...
    }
  }

Where FILE_TYPE is one of the following keywords "gif", "tga", "iff" or 
"dump".  This is followed by the name of the file in quotes.  Several 
optional modifiers may follow the file specification.  The modifiers are 
described below.  Note: Earlier versions of POV-Ray allowed some modifiers 
before the FILE_TYPE but that syntax is being phased out in favor of the 
syntax described here.

Filenames specified in the bump_map statements will be searched for in the 
home (current) directory first, and if not found, will then be searched for 
in directories specified by any "-L" (library path) options active. This 
would facilitate keeping all your bump maps files in a separate 
subdirectory, and giving an "-L" option on the command line to where your 
library of bump maps are. 

By default, the bump is mapped onto the X-Y plane.  The bump is "projected" 
onto the object as though there were a slide projector somewhere in the -Z 
direction.  The bump exactly fills the square area from x,y coordinates 
(0,0) to (1,1) regardless of the bump's original size in pixels.  If you 
would like to change this default, you may translate, rotate or scale the 
normal or texture to map it onto the object's surface as desired. 

If you would like to change this default orientation, you may translate, 
rotate or scale the normal or texture to map it onto the object's surface 
as desired. 


5.4.2.6.2   Bump_size

The relative bump_size can be scaled using bump_size modifier. The 
bump_size number can be any number other than 0. Valid numbers are 2, .5, 
-33, 1000, etc. For example:

  normal {
    bump_map { 
      gif "stuff.gif" 
      bump_size 5
    }
  }


5.4.2.6.3   Use_index & use_color

Usually the bump_map converts the color of the pixel in the map to a 
grayscale intensity value in the range 0.0 to 1.0 and calculates the bumps 
based on that value.  If you specify use_index, bump_map uses the color's 
palette number to compute as the height of the bump at that point. So, 
color #0 would be low and color #255 would be high. The actual color of the 
pixels doesn't matter when using the index.  The "use_color" keyword may be 
specified to explicitly note that the color methods should be used instead.


5.4.2.6.4   The "once" option.

Normally there are an infinite number of repeating bump_maps created over 
every unit square of the X-Y plane like tiles.  By adding the keyword 
"once" after a file name, you can eliminate all other copies of the 
bump_map except the one at (0,0) to (1,1).  Areas outside this unit square 
are treated as fully transparent.

Note: The "once" keyword may also be used with image_map and material_map 
statements.


5.4.2.6.5   The "map_type" option.

The default projection of the bump onto the X-Y plane is called a "planar 
map type".  This option may be changed by adding the "map_type" keyword 
followed by a number specifying the way to wrap the bump around the object.

A "map_type 0" gives the default planar mapping already described.

A "map_type 1" is a spherical mapping.  It assumes that the object is a 
sphere of any size sitting at the origin.  The Y axis is the north/south 
pole of the spherical mapping.  The top and bottom edges of the bump_map 
just touch the pole regardless of any scaling.  The left edge of the 
bump_map begins at the positive X axis and wraps the pattern around the 
sphere from "west" to "east" in a -Y rotation.  The pattern covers the 
sphere exactly once.  The "once" keyword has no meaning for this type.

With "map_type 2" you get a cylindrical mapping.  It assumes that a 
cylinder of any diameter lies along the Y axis.  The bump pattern wraps 
around the cylinder just like the spherical map but remains 1 unit tall 
from y=0 to y=1.  This band of bumps is repeated at all heights unless the 
"once" keyword is applied.

Finally "map_type 5" is a torus or donut shaped mapping.  It assumes that a 
torus of major radius 1 sits at the origin in the X-Z plane.  The bump 
pattern is wrapped around similar to spherical or cylindrical maps.  
However the top and bottom edges of the map wrap over and under the torus 
where they meet each other on the inner rim.

Types 3 and 4 are still under development.

Note: The "map_type" option may also be applied to image_map and 
material_map statements.


5.4.2.6.6   The "interpolate" option.

Adding the "interpolate" keyword can smooths the jagged look of a bump map.  
When POV-Ray asks bump amount for a bump map, it often asks for a point 
that is not directly on top of one pixel, but sort of between several 
different colored pixels.  Interpolations returns an "in-between" value so 
that the steps between the pixels in the bump map will look smoother.

There are currently two types of interpolation:

   Normalized Distance -- interpolate 4
   Bilinear            -- interpolate 2

Default is no interpolation. Normalized distance is the slightly faster of 
the two, bilinear does a better job of picking the between color. Normally, 
bilinear is used.

If your bump map looks jaggy, try using interpolation instead of going to a 
higher resolution image.  The results can be very good.


5.4.2.7     Normal Modifiers

After specifying the normal type such as bumps, dents etc you may add any 
of several modifiers.


5.4.2.7.1   Turbulence

The keyword "turbulence" followed by a float or vector may be used to stir 
up the color pattern.  Typical values range from the default 0.0 which is 
no turbulence to 1.0 which is very turbulent.  If a vector is specified 
then different amounts of turbulence is applied in the x, y and z 
directions.  For example "turbulence <1.0, 0.6, 0.1>" has much turbulence 
in the x direction, a moderate amount in the y direction and a small amount 
in the z direction.

A complete discussion of turbulence is given under Pigment Modifiers in 
section 5.4.1.5 above.  The "octaves", "omega", and "lambda" options are 
also available as normal modifiers.  They discussed under that section as 
well.


5.4.2.7.2   Frequency and Phase

Both waves and ripples respond to a parameter called phase. The phase 
option allows you to create animations in which the water seems to move. 
This is done by making the phase increment slowly between frames. The range 
from 0.0 to 1.0 gives one complete cycle of a wave.

The waves and ripples textures also respond to a parameter called 
frequency. If you increase the frequency of the waves, they get closer 
together. If you decrease it, they get farther apart. 

Bumps, dents, wrinkles and bump_map do not respond to frequency or phase.


5.4.2.7.3   Transforming normals

You may modify normal patterns with "translate", "rotate" and "scale" 
commands.  Note that placing these transforms inside the texture but 
outside the normal will transform the entire texture.  However placing them 
inside the normal transforms just the normal.  See section 5.4.1.5.7 
Transforming Pigments for examples:


5.4.3 FINISH

The finish properties of a surface can greatly affect its appearance.  How 
does light reflect?  What happens when light passes through?  What kind of 
highlights are visible.  To answer these questions you need a finish 
statement.

The "finish {...}" statement is the part of a texture which defines the 
various finish properties to be applied to an object.  Like the pigment or 
normal statement, you can omit the surrounding texture block to save 
typing.  Do not forget however that there is a texture implied. For 
example...

 this...                        can be shortened to this...

  object {                           object {                   
    My_Object                          My_Object                
    texture {                          pigment {color Purple} 
      pigment {color Purple}           finish {phong 0.3}                        
      finish {phong 0.3}             }
    }                                  
  }                                                           

The most complete form for defining a finish is as follows:

  finish {
    FINISH_IDENTIFIER
    FINISH_ITEMS...
  }

The FINISH_IDENTIFIER is optional but should proceed all other items.  Any 
items after the FINISH_IDENTIFIER modify or override settings given in the 
IDENTIFIER.  If no identifier is specified then the items modify the finish 
values in the current default texture.  Note that transformations are not 
allowed inside a finish because finish items cover the entire surface 
uniformly.  


5.4.3.1     Diffuse Reflection Items

When light reflects off of a surface, the laws of physics say that it 
should leave the surface at the exact same angle it came in.  This is 
similar to the way a billiard ball bounces off a bumper of a pool table.  
This perfect reflection is called "specular" reflection.  However only very 
smooth polished surfaces reflect light in this way.  Most of the time, 
light reflects and is scattered in all directions by the roughness of the 
surface.  This scattering is called "diffuse reflection" because the light 
diffuses or spreads in a variety of directions.  It accounts for the 
majority of the reflected light we see.

In the real world, light may come from any of three possible sources.  1)It 
can come directly from actual light sources which are illuminating an 
object.  2)It can bounce from other objects such as mirrors via specular 
reflection.  For example shine a flashlight onto a mirror.  3)It can bounce 
from other objects via diffuse reflections. Look at some dark area under a 
desk or in a corner.  Even though a lamp may not directly illuminate that 
spot you can still see a little bit because light comes from diffuse 
reflection off of nearby objects.


5.4.3.1.1   Diffuse

POV-Ray and most other ray tracers can only simulate directly, one of these 
three types of illumination.  That is the light which comes directly from 
the light source which diffuses in all directions.  The keyword "diffuse" 
is used in a finish statement to control how much light of this direct 
light is reflected via diffuse reflection.  For example:

      finish {diffuse 0.7}

means that 70% of the light seen comes from direct illumination from light 
sources.  The default value is diffuse 0.6.


5.4.3.1.2   Brilliance

The amount of direct light that diffuses from an object depends upon the 
angle at which it hits the surface.  When light hits at a shallow angle it 
illuminates less.  When it is directly above a surface it illuminates more.  
The "brilliance" keyword can be used in a finish statement to vary the way 
light falls off depending upon the angle of incidence.  This controls the 
tightness of the basic diffuse illumination on objects and slightly adjusts 
the appearance of surface shininess.  Objects may appear more metallic by 
increasing their brilliance. The default value is 1.0. Higher values from 
3.0 to about 10.0 cause the light to fall off less at medium to low angles.  
There are no limits to the brilliance value. Experiment to see what works 
best for a particular situation. This is best used in concert with 
highlighting.


5.4.3.1.3   Crand Graininess

Very rough surfaces, such as concrete or sand, exhibit a dark graininess in 
their apparent color.  This is caused by the shadows of the pits or holes 
in the surface.  The "crand" keyword can be added to cause a minor random 
darkening the diffuse reflection of direct illumination.  Typical values 
range from "crand 0.01" to "crand 0.5" or higher.  The default value is 0.  
For example:

      finish {crand 0.05}

The grain or noise introduced by this feature is applied on a pixel-by-
pixel basis.  This means that it will look the same on far away objects as 
on close objects.  The effect also looks different depending upon the 
resolution you are using for the rendering.  For these reasons it is not a 
very accurate way to model the rough surface effect, but some objects still 
look better with a little crand thrown in.

In previous versions of POV-Ray there was no "crand" keyword.  Any lone 
float value found inside a texture{...} which was not preceded by a keyword 
was interpreted as a randomness value.

NOTE: This should not be used when rendering animations.  This is the one 
of a few truly random features in POV-Ray, and will produce an annoying 
flicker of flying pixels on any textures animated with a "crand" value.
       

5.4.3.1.4   Ambient

The light you see in dark shadowed areas comes from diffuse reflection off 
of other objects.  This light cannot be directly modeled using ray tracing.  
However we can use a trick called "ambient lighting" to simulate the light 
inside a shadowed area.  

Ambient light is light that is scattered everywhere in the room. It bounces 
all over the place and manages to light objects up a bit even where no 
light is directly shining.  Computing real ambient light would take far too 
much time, so we simulate ambient light by adding a small amount of white 
light to each texture whether or not a light is actually shining on that 
texture.

This means that the portions of a shape that are completely in shadow will 
still have a little bit of their surface color. It's almost as if the 
texture glows, though the ambient light in a texture only affects the shape 
it is used on. 

The default value is very little ambient light (0.1). The value can range 
from 0.0 to 1.0.  Ambient light affects both shadowed and non-shadowed 
areas so if you turn up the ambient value you may want to turn down the 
diffuse value.

Note that this method doesn't account for the color of surrounding objects.  
If you walk into a room that has red walls, floor and ceiling then your 
white clothing will look pink from the reflected light.  POV-Ray's ambient 
shortcut doesn't account for this.  There is also no way to model specular 
reflected indirect illumination such as the flashlight shining in a mirror.


5.4.3.2     Specular Reflection Items

When light does not diffuse and it DOES reflect at the same angle as it 
hits an object, it is called "specular reflection".  Such mirror-like 
reflection is controlled by the "reflection" keyword in a finish statement.  
For example:

      finish {reflection 1.0  ambient 0  diffuse 0}

This gives the object a mirrored finish. It will reflect all other 
elements in the scene.  The value can range from 0.0 to 1.0. By default 
there is no reflection.

Adding reflection to a texture makes it take longer to render because an 
additional ray must be traced.  

NOTE: Although such reflection is called "specular" it is not controlled by 
the POV-Ray "specular" keyword.  That keyword controls a "specular" 
highlight.


5.4.3.3     Highlights

A highlights are the bright spots that appear when a light source reflects 
off of a smooth object.  They are a blend of specular reflection and 
diffuse reflection.  They are specular-like because they depend upon 
viewing angle and illumination angle.  However they are diffuse-like 
because some scattering occurs.  In order to exactly model a highlight you 
would have to calculate specular reflection off of thousands of microscopic 
bumps called micro facets.  The more that micro facets are facing the 
viewer, the shinier the object appears, and the tighter the highlights 
become. POV-Ray uses two different models to simulate highlights without 
calculating micro facets.  They are the specular and phong models.

Note that specular and phong highlights are NOT mutually exclusive. It is 
possible to specify both and they will both take effect. Normally, however, 
you will only specify one or the other.


5.4.3.3.1   Phong Highlights

The "phong" keyword controls the amount of Phong highlighting on the 
object.  It causes bright shiny spots on the object that are the color of 
the light source being reflected.

The Phong method measures the average of the facets facing in the mirror 
direction from the light sources to the viewer. 

Phong's value is typically from 0.0 to 1.0, where 1.0 causes complete 
saturation to the light source's color at the brightest area (center) of 
the highlight. The default phong 0.0 gives no highlight.

The size of the highlight spot is defined by the phong_size value.  The 
larger the phong_size, the tighter, or smaller, the highlight and the 
shinier the appearance. The smaller the phong_size, the looser, or larger, 
the highlight and the less glossy the appearance.

Typical values range from 1.0 (Very Dull) to 250 (Highly Polished) though 
any values may be used. Default phong_size is 40 (plastic) if phong_size is 
not specified.  For example:

      finish {phong 0.9  phong_size 60}

If "phong" is not specified then "phong_size" has no effect.


5.4.3.3.2   Specular Highlight

A specular highlight is very similar to Phong highlighting, but uses 
slightly different model.  The specular model more closely resembles real 
specular reflection and provides a more credible spreading of the 
highlights occur near the object horizons. 

Specular's value is typically from 0.0 to 1.0, where 1.0 causes complete 
saturation to the light source's color at the brightest area (center) of 
the highlight. The default specular 0.0 gives no highlight.

The size of the spot is defined by the value given for roughness.  Typical 
values range from 1.0 (Very Rough -- large highlight) to 0.0005 (Very 
Smooth -- small highlight). The default value, if roughness is not 
specified, is 0.05 (Plastic).

It is possible to specify "wrong" values for roughness that will generate 
an error when you try to render the file. Don't use 0 and if you get 
errors, check to see if you are using a very, very small roughness value 
that may be causing the error.  For example:

      finish {specular 0.9  roughness 0.02}

If "specular" is not specified then "roughness" has no effect.


5.4.3.3.3   Metallic Highlight Modifier

The keyword "metallic" may be used with phong or specular highlights.  This 
keyword indicates that the color of the highlights will be filtered by the 
surface color instead of directly using the light_source color. Note that 
the keyword has no numeric value after it.  You either have it or you 
don't.  For example:

      finish {phong 0.9  phong_size 60  metallic}

If "phong" or "specular" is not specified then "metallic" has no effect.


5.4.3.4     Refraction

When light passes through a surface either into or out of a dense medium, 
the path of the ray of light is bent.  Such bending is called refraction.  
Normally transparent or semi-transparent surfaces in POV-Ray do not refract 
light.  Adding "refraction 1.0" to the finish statement turns on 
refraction.  

Note: It is recommended that you only use "refraction 0" or "refraction 1".  
Values in between will darken the refracted light in ways that do not 
correspond to any physical property.  Many POV-Ray scenes were created with 
intermediate refraction values before this "bug" was discovered so the 
"feature" has been maintained.  A more appropriate way to reduce the 
brightness of refracted light is to change the "filter" value in the colors 
specified in the pigment statement.  Note also that "refraction" does not 
cause the object to be transparent.  Transparency is only occurs if there 
is a non-zero "filter" value in the color.

The amount of bending or refracting of light depends upon the density of 
the material.  Air, water, crystal, diamonds all have different density and 
thus refract differently.  The "index of refraction" or "ior" value is used 
by scientists to describe the relative density of substances.  The "ior" 
keyword is used in POV-Ray to specify the value.  For example:

      texture {
        pigment { White filter 0.9 }
        finish {
          refraction 1
          ior 1.5
        }
      }

The default ior value of 1.0 will give no refraction.  The index of 
refraction for air is 1.0, water is 1.33, glass is 1.5, and diamond is 2.4. 
The file IOR.INC pre-defines several useful values for ior.

NOTE: If a texture has a filter component and no value for refraction and 
ior are supplied, the renderer will simply transmit the ray through the 
surface with no bending.  In layered textures, the refraction and ior 
keywords MUST be in the last texture, otherwise they will not take effect.


5.4.4 SPECIAL TEXTURES

Most textures consist of a single pigment, normal and finish specification 
which applies to the entire surface.  However two special textures have 
been implemented that extend the "checker" and "image_map" concepts to 
cover not just pigment but the entire texture.


5.4.4.1     Tiles

This first special texture is the "tiles" texture.  It works just like the 
"checker" pigment pattern except it colors the blocks with entire textures 
rather than solid colors.

The syntax is:

      texture{
        tiles {
          texture {... put in a texture here ... } 
        tile2
          texture {... this is the second tile texture } 
        } 
       // Optionally put translate, rotate or scale here
      }

For example:

    texture{
       tiles {
          texture { Jade }
       tile2
          texture { Red_Marble }
       } 
    }

The textures used in each tile may be any type of texture including more 
tiles or regular textures made from pigment, normal and finish statements.  
Note that no other pigment, normal or finish statements may be added to the 
texture.  This is illegal:

      texture {
        tiles {
          texture {T1}
        tile2
          texture {T2}
        }
        finish {phong 1.0}
      }

The finish must be individually added to each texture.

Note that earlier versions of POV-Ray used only the pigment parts of the 
textures in the tiles.  Normals and finish were ignored.  Also layered 
textures were not supported.  In order to correct these problems the above 
restrictions on syntax were necessary.  This means some POV-Ray 1.0 scenes 
using tiles many need minor modifications that cannot be done automatically 
with the version compatibility mode.

The textures within a tiles texture may be layered but tiles textures do 
don't work as part of a layered texture.


5.4.4.2     Material_Map

The "material_map" special texture extends the concept of "image_map" to 
apply to entire textures rather than solid colors.  A material_map allows 
you to wrap a 2-D bit-mapped texture pattern around your 3-D objects.

Instead of placing a solid color of the image on the shape like an 
image_map, an entire texture is specified based on the index or color of 
the image at that point.  You must specify a list of textures to be used 
like a "texture palette" rather than the usual color palette.  

When used with mapped file types such as GIF, the index of the pixel is 
used as an index into the list of textures you supply.  For unmapped file 
types such as TGA, the 8 bit value of the red component in the range 0-255 
is used as an index.  

If the index of a pixel is greater than the number of textures in your list 
then the index is taken modulo N where N is the length of your list of 
textures.  


5.4.4.2.1   Specifying a material map.

The syntax for material_map is...

      texture {
        material_map {
          FILE_TYPE "filename"
          MODIFIERS...
          texture {...} // First used for index 0
          texture {...} // Second texture used for index 1
          texture {...} // Third texture used for index 2
          texture {...} // Fourth texture used for index 3
                        // and so on for however many used.
        }
        TRANSFORMATION...
      }

If particular index values are not used in an image then it may be 
necessary to supply dummy textures.  It may be necessary to use a paint 
program or other utility to examine the map file's palette to determine how 
to arrange the texture list.

In the syntax above, FILE_TYPE is one of the following keywords "gif", 
"tga", "iff" or "dump".  This is followed by the name of the file in 
quotes.  Several optional modifiers may follow the file specification.  The 
modifiers are described below.  Note: Earlier versions of POV-Ray allowed 
some modifiers before the FILE_TYPE but that syntax is being phased out in 
favor of the syntax described here.

Filenames specified in the material_map statements will be searched for in 
the home (current) directory first, and if not found, will then be searched 
for in directories specified by any "-L" (library path) options active. 
This would facilitate keeping all your material maps files in a separate 
subdirectory, and giving an "-L" option on the command line to where your 
library of material maps are. 

By default, the material is mapped onto the X-Y plane.  The material is 
"projected" onto the object as though there were a slide projector 
somewhere in the -Z direction.  The material exactly fills the square area 
from x,y coordinates (0,0) to (1,1) regardless of the material's original 
size in pixels.  If you would like to change this default, you may 
translate, rotate or scale the normal or texture to map it onto the 
object's surface as desired. 

If you would like to change this default orientation, you may translate, 
rotate or scale the texture to map it onto the object's surface as desired. 

Note that no other pigment, normal or finish statements may be added to the 
texture outside the material_map.  This is illegal:

      texture {
        material_map {
          gif "matmap.gif"
          texture {T1}
          texture {T2}
          texture {T3}
        }
        finish {phong 1.0}
      }

The finish must be individually added to each texture.

Note that earlier versions of POV-Ray allowed such specifications but they 
were ignored.  The above restrictions on syntax were necessary for various 
bug fixes.  This means some POV-Ray 1.0 scenes using material_maps many 
need minor modifications that cannot be done automatically with the version 
compatibility mode.

The textures within a material_map texture may be layered but material_map 
textures do don't work as part of a layered texture.  To use a layered 
texture inside a material_map you must declare it as a texture identifier 
and invoke it in the texture list.


5.4.4.2.2   Material_map options.

The "once" and "map_type" options may be used with material_maps exactly 
like image_map or bump_map.  The "interpolate" keyword also is allowed but 
it interpolates the map indices rather than the colors.  In most cases this 
results in a worse image instead of a better image.  Future versions will 
fix this problem.


5.4.5 LAYERED TEXTURES

It is possible to create a variety of special effects using layered 
textures.  A layered texture is one where several textures that are 
partially transparent are laid one on top of the other to create a more 
complex texture. The different texture layers show through the transparent 
portions to create the appearance of one texture that is a combination of 
several textures.

You create layered textures by listing two or more textures one right after 
the other. The last texture listed will be the top layer, the first one 
listed will be the bottom layer. All textures in a layered texture other 
than the bottom layer should have some transparency.  For example:

      object {
        My_Object
        texture {T1}  // the bottom layer
        texture {T2}  // a semi-transparent layer
        texture {T3}  // the top semi-transparent layer
      }

In this example T2 shows only where T3 is transparent and T1 shows only 
where T2 and T3 are transparent.

The color of underlying layers is filtered by upper layers but the results 
do not look exactly like a series of transparent surfaces.  If you had a 
stack of surfaces with the textures applied to each, the light would be 
filtered twice: once on the way in as the lower layers are illuminated by 
filtered light and once on the way out.  Layered textures do not filter the 
illumination on the way in.  Other parts of the lighting calculations work 
differently as well.  The result look great and allow for fantastic looking 
textures but they are simply different from multiple surfaces.  See 
STONES.INC in the standard include files for some magnificent layered 
textures.

Note layered textures must use the "texture{...}" wrapped around any 
pigment, normal or finish statements.  Do not use multiple pigment, normal 
or finish statements without putting them inside the texture statement.

Layered textures may be declared.  For example:

      #declare Layered_Examp=
            texture {T1}
            texture {T2}
            texture {T3}

Then invoke it as follows:

      object {
        My_Object
        texture {
          Layer_Examp
          // Any pigment, normal or finish here
          // modifies the bottom layer only.
        }
      }


5.4.6 DEFAULT TEXTURE

POV-Ray creates a default texture when it begins processing.  You may 
change those defaults as described below.  Every time you specify a 
"texture{...}" statement, POV-Ray creates a copy of the default texture.  
Anything items you put in the texture statement override the default 
settings.  If you attach a pigment, normal or finish to an object without 
any texture statement then POV-Ray checks to see if a texture has already 
been attached.  If it has a texture then the pigment, normal or finish will 
modify that existing texture.  If no texture has yet been attached to the 
object then the default texture is copied and the pigment, normal or finish 
will modify that texture.

You may change the default texture, pigment, normal or finish using the 
language directive "#default {...}" as follows:

      #default {
        texture {
          pigment {...}
          normal  {...}
          finish  {...}
        }
      }

Or you may change just part of it like this:

      #default {
         pigment {...}
      }

This still changes the pigment of the default texture.  At any time there 
is only one default texture made from the default pigment, normal and 
finish.  The example above does not make a separate default for pigments 
alone.  Note: Special textures tiles and material_map may not be used as 
defaults.

You may change the defaults several times throughout a scene as you wish.  
Subsequent #default statements begin with the defaults that were in effect 
at the time.  If you wish to reset to the original POV-Ray defaults then 
you should first save them as follows:

      //At top of file
      #declare Original_Default = texture {}

later after changing defaults you may restore it with...

      #default {texture {Original_Default}}

If you do not specify a texture for an object then the default texture is 
attached when the object appears in the scene.  It is not attached when an 
object is declared.  For example:

      #declare My_Object=
        sphere{<0,0,0>,1}  // Default texture not applied

      object{My_Object}    // Default texture added here

You may force a default texture to be added by using an empty texture 
statement as follows:

      #declare My_Thing=
        sphere{<0,0,0>,1 texture{}}  // Default texture applied

The original POV-Ray defaults for all items are given throughout the 
documentation under each appropriate section.


5.5   CAMERA
------------

Every scene in POV-Ray has a camera defined.  If you do not specify a 
camera then a default camera is used.  The camera definition describes the 
position, angle and properties of the camera viewing the scene. POV-Ray 
uses this definition to do a simulation of the camera in the ray tracing 
universe and "take a picture" of your scene.

The camera simulated in POV-Ray is a pinhole camera. Pinhole cameras have a 
fixed focus so all elements of the scene will always be perfectly in focus. 
The pinhole camera is not able to do soft focus or depth of field effects.

A total of 6 vectors may be specified to define the camera but only a few 
of those are needed to in most cases.  Here is an introduction to simple 
camera placement.


5.5.1 LOCATION AND LOOK_AT

Under many circumstances just two vectors in the camera statement are all 
you need: location and look_at.  For example:

      camera {
        location <3,5,-10>
        look_at  <0,2,1>
      }

The location is simply the X, Y, Z coordinates of the camera. The camera 
can be located anywhere in the ray tracing universe.  The default location 
is <0,0,0>.  The look_at vector tells POV-Ray to pan and tilt the camera 
until it is looking at the specified X, Y, Z coordinate.  By default the 
camera looks at a point one unit in the +Z direction from the location. 

The look_at specification should almost always be the LAST item in the 
camera statement.  If other camera items are placed after the look_at 
vector then the camera may not continue to look at the specified point.


5.5.2 THE SKY VECTOR

Normally POV-Ray pans left or right by rotating about the Y axis until it 
lines up with the look_at point and then tilts straight up or down until 
the point is met exactly.  However you may want to slant the camera 
sideways like an airplane making a banked turn.  You may change the tilt of 
the camera using the "sky" vector.  For example:

      camera {
        location <3,5,-10>
        sky      <1,1,0>
        look_at  <0,2,1>
      }

This tells POV-Ray to roll the camera until the top of the camera is in 
line with the sky vector.  Imagine that the sky vector is an antenna 
pointing out of the top of the camera.  Then it uses the "sky" vector as 
the axis of rotation left or right and then to tilt up or down in line with 
the "sky" vector.  In effect you're telling POV-Ray to assume that the sky 
isn't straight up.  Note that the sky vector must appear before the look_at 
vector.  The sky vector does nothing on its own.  It only modifies the way 
the look_at vector turns the camera.  The default value for sky is <0,1,0>.


5.5.3 THE DIRECTION VECTOR

The "direction" vector serves two purposes.  It tells POV-Ray the initial 
direction to point the camera before moving it with look_at or rotate 
vectors.  It also controls the field of view.  

Note that this is only the initial direction.  Normally, you will use the 
look_at keyword, not the direction vector to point the camera in its actual 
direction. 

The length of the direction vector tells POV-Ray to use a telephoto or 
wide-angle view.  It is the distance from the camera location to the 
imaginary "view window" that you are looking through.  A short direction 
vector gives a wide angle view while a long direction gives a narrow, 
telephoto view.  

This figure illustrates the effect:

                 |\                                            |\   
                 | \                                           | \  
                 |  \                                          |  \ 
                 |   \                                         |   \
  Location       |   |            Location                     |   |
      *------------> |                *--------------------------> |
        Direction|   |                                         |   |
                 |   |                                         |   |
                 |   |                                         |   |
                  \  |                                          \  |
                   \ |                                           \ |
                    \|                                            \|


Short direction gives wide view...        long direction narrows view.

The default value is "direction <0,0,1>".

Be careful with short direction vector lengths like 1.0 and less. You may 
experience distortion on the edges of your images. Objects will appear to 
be shaped strangely. If this happens, move the location back and make the 
direction vector longer.

Wide angle example:
      camera {
        location  <3,5,-10>
        direction <0,0,1>
        look_at   <0,2,1>
      }

Zoomed in telephoto example:
      camera {
        location <3,5,-10>
        direction <0,0,8>
        look_at  <0,2,1>
      }


5.5.4 UP AND RIGHT VECTORS

The "up" vector defines the height of the view window.  The "right" vector 
defines the width of the view window.  This figure illustrates the 
relationship of these vectors:

      --------------------------
     |             ^            |
     |   up <0,1,0>|            |
     |             |            |
     |             |            |
     |             |            |
     |             |            |
     |             |            |
     |------------------------->|
     |   right<1.33,0,0>        |
     |             |            |
     |             |            |
     |             |            |
     |             |            |
     |             |            |
     |             |            |
      --------------------------


5.5.4.1     Aspect Ratio

Together these vectors define the "aspect ratio" (height to width ratio) of 
the resulting image.  The default values "up <0,1,0>" and "right 
<1.33,0,0>" results in an aspect ratio of about 4 to 3.  This is the aspect 
ratio of a typical computer monitor.  If you wanted a tall skinny image or 
a short wide panoramic image or a perfectly square image then you should 
adjust the up and right vectors to the appropriate proportions.

Most computer video modes and graphics printers use perfectly square 
pixels.  For example Macintosh displays and IBM S-VGA modes 640x480, 
800x600 and 1024x768 all use square pixels.  When your intended viewing 
method uses square pixels then the width and height you set with the +W and 
+H switches should also have the same ratio as the right and up vectors.  
Note that 640/480=4/3 so the ratio is proper for this square pixel mode.

Not all display modes use square pixels however.  For example IBM VGA mode 
320x200 and Amiga 320x400 modes do not use square pixels.  These two modes 
still produce a 4/3 aspect ratio image.  Therefore images intended to be 
viewed on such hardware should still use 4/3 ratio on their up & right 
vectors but the +W and +H settings will not be 4/3.

For example:
      camera {
        location <3,5,-10>
        up       <0,1,0>
        right    <1,0,0>
        look_at  <0,2,1>
      }

This specifies a perfectly square image.  On a square pixel display like 
SVGA you would use +W and +H settings such as +W480 +H480 or +W600 +H600.  
However on the non-square pixel Amiga 320x400 mode you would want to use 
values of +W240 +H400 to render a square image.


5.5.4.2     Handedness

The "right" vector also describes the direction to the right of the camera. 
It tells POV-Ray where the right side of your screen is.  The sign of the 
right vector also determines the "handedness" of the coordinate system in 
use. The default right statement is:

      right <1.33, 0, 0>

This means that the +X direction is to the right.  It is called a "left-
handed" system because you can use your left hand to keep track of the 
axes.  Hold out your left hand with your palm facing to your right.  Stick 
your thumb up.  Point straight ahead with your index finger. Point your 
other fingers to the right.  Your bent fingers are pointing to the +X 
direction.  Your thumb now points +Y.  Your index finger points +Z.

To use a right-handed coordinate system, as is popular in some CAD programs 
and other ray tracers, make the same shape using your right hand.  Your 
thumb still points up in the +Y direction and your index finger still 
points forward in the +Z direction but your other fingers now say the +X is 
to the left.  That means that the "right" side of your screen is now in the 
-X direction. To tell POV-Ray to compensate for this you should use a 
negative X value in the "right" vector like this:

      right <-1.33, 0, 0>

Some CAD systems, like AutoCAD, also have the assumption that the Z axis is 
the "elevation" and is the "up" direction instead of the Y axis. If this is 
the case you will want to change your "up" and "direction" as well.  Note 
that the up, right, and direction vectors must always remain perpendicular 
to each other or the image will be distorted.


5.5.5 TRANSFORMING THE CAMERA

The "translate" and "rotate" commands can re-position the camera once 
you've defined it.

For example:
      camera {
        location  < 0,  0,  0>
        direction < 0,  0,  1>
        up        < 0,  1,  0>
        right     < 1,  0,  0>
        rotate    <30, 60, 30>
        translate < 5,  3,  4>
      }                   
                      
In this example, the camera is created, then rotated by 30 degrees about 
the X axis, 60 degrees about the Y axis, and 30 degrees about the Z axis, 
then translated to another point in space.


5.5.6 CAMERA IDENTIFIERS

You may declare several camera identifiers if you wish.  This makes it easy 
to quickly change cameras.  For example:

      #declare Long_Lens=
            camera {
              location -z*100
              direction z*50
            }
      #declare Short_Lens=
            camera {
              location -z*50
              direction z*10
            }

      camera {
        Long_Lens    //edit this line to change lenses
        look_at Here
      }


5.6   MISC FEATURES
-------------------

Here are a variety of other topics about POV-Ray features.


5.6.1 FOG

POV-Ray includes the ability to render fog. To add fog to a scene, place 
the following declaration outside of any object definitions:

       fog {
         color Gray70      // the fog color
         distance 200.0    // distance for 100% fog color
       }

The fog color is then blended into the current pixel color at a rate 
calculated as:

          1-exp(-depth/distance) =
          1-exp(-200/200) =
          1-exp(-1) =
          1-.37... =
          0.63...

So at depth 0, the color is pure (1.0) with no fog (0.0). At the fog 
distance, you'll get 63% of the color from the object's color and 37% from 
the fog color. 

Subtle use of fog can add considerable realism and depth cuing to a scene 
without adding appreciably to the overall rendering times.  Using a black 
or very dark gray fog can be used to simulate attenuated lighting by 
darkening distant objects.


5.6.2 MAX_TRACE_LEVEL

The "#max_trace_level" directive sets a variable that defines how many 
levels that POV-Ray will trace a ray. This is used when a ray is reflected 
or is passing through a transparent object. When a ray hits a reflective 
surface, it spawns another ray to see what that point reflects, that's 
trace level 1. If it hits another reflective surface, then another ray is 
spawned and it goes to trace level 2. The maximum level by default is 5. 

If max trace level is reached before a non-reflecting surface is found, 
then the color is returned as black. Raise max_trace_level if you see black 
in a reflective surface where there should be a color.

The other symptom you could see is with transparent objects. For instance, 
try making a union of concentric spheres with the Cloud_Sky texture on 
them. Make ten of them in the union with radius's from 1-10 then render the 
Scene. The image will show the first few spheres correctly, then black. 
This is because a new level is used every time you pass through a 
transparent surface.  Raise max_trace_level to fix this problem.  For 
example:

      #max_trace_level 20

Note: Raising max_trace_level will use more memory and time and it could 
cause the program to crash with a stack overflow error. Values for 
max_trace_level are not restricted, so it can be set to any number as long 
as you have the time and memory. 


5.6.3 MAX_INTERSECTIONS

POV-Ray uses a set of internal stacks to collect ray/object intersection 
points.  The usual maximum number of entries in these "I-Stacks" is 64.  
Complex scenes may cause these stacks to overflow.  POV-Ray doesn't stop 
but it may incorrectly render your scene.  When POV-Ray finishes rendering, 
a number of statistics are displayed.  If you see "I-Stack Overflows" 
reported in the statistics, you should increase the stack size.  Add a 
directive to your scene as follows:

      #max_intersections 200

If the "I-Stack Overflows" remain, increase this value until they stop.


5.6.4 BACKGROUND

A background color can be specified if desired.  Any ray that doesn't hit 
an object will be colored with this color.  The default background is 
black.  The syntax for background is:

      background { color SkyBlue }

Using a colored background takes up no extra time for the ray tracer, 
making it a very economical, although limited, feature. Only solid colors 
can be specified for a background. Textures cannot be used.  No shadows 
will be cast on it, which makes it very useful, but at the same time, it 
has no "roundness", or shading, and can sometimes cause a scene to look 
"flat".  Use background with restraint.  It's often better, although a bit 
slower, to use a "sky sphere", but there are times when a solid background 
is just what you need.


5.6.5 THE #VERSION DIRECTIVE

Although POV-Ray 2.0 has had significant changes to the language over POV-
Ray 1.0, almost all 1.0 scenes will still work if the compatibility mode is 
set to 1.0.  The +MV switch described earlier, sets the initial mode.  The 
default is +MV2.0.  

Inside a scene file you may turn compatibility off or on using the 
"#version" directive.  For example:

      #version 1.0
      // Put some version 1.0 statements here

      #version 2.0
      // Put some version 2.0 statements here

Note you may not change versions inside an object or declaration.

The primary purpose of the switch is to turn off float and expression 
parsing so that commas are not needed.  It also turns off some warning 
messages.

Note some changes in tiles and material_maps cannot be fixed by turning the 
version compatibility on.  It may require hand editing of those statements.  
See the special texture section for details.

Future versions of POV-Ray may not continue to maintain full backward 
compatibility.  We strongly encourage you to phase in 2.0 syntax as much as 
possible.