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- POV-Ray Tutorials
POV-Ray Introduction
Content - INDEX
1. Working with POV-Ray:
"Insert Menu Add-on".
2. Basics on
How To Make a Scene.
3D Coordinates,
Floats and Vectors
3. Scene Structure
Basic example.
>4. Scene File Header,
#include files,
camera, light_source.
5. Basic Geometric Objects
sphere, box, cylinder,
cone, torus, plane.
and other shapes
6. Transformations
Streching, Turning,
Moving and others.
CSG: union,
difference, intersection.
7. Colors on Surfaces
texture, pigment, normal, finish
8. #declare, #local, #macro,
placeholders + flexible objects.
9. #while Loops
Basic examples.
10. #include, include files,
re-usable objects.
11. Efficiency,
speed, flexibility,
modulare working
adapting from 3.1 to 3.5;3.6
adapting from 3.5;3.6 to 3.7
POV-Ray + Windows Vista.
- Insert Menu Add-on
& Download
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#include - The include files in the header.
#include "colors.inc"
#include "textures.inc"
#include "shapes.inc" |
If we have inserted this line
we can use about 100 different English color expressions like 'pigment{color YellowGreen}'.
In these text files we have prefabricated definitions like color expressions (#include "colors.inc"),
and some texture expressions (#include "textures.inc" or "glass.inc" etc.) and
the shapes of special geometric objects (#include "shapes.inc" etc.).
Such include files you can also
create by yourself (save the text files with a name ending in ".inc"). They are just simply parts
of ASCII-text and will be inserted in your scene description when POV-Ray is parsing
(= translating the keywords in mathematical equations) the scene file for rendering.
It's highly recommanded to advanced users to take a look in these files to see "how to do this".
But be carefully: Don't ever change anything in the 'standard include files' nor add something to them:
If you do so, scene files of other people may fail with such changed files!
How to make your own include files for fast access to your own objects and textures
see here: #Include!
camera - The standpoint of the viewer
and where he looks at.
camera { location<0,1,-3> // standpoint of the viewer
look_at <0,1,0> // where to look at
right x*image_width/image_height // aspect ratio
angle 75 // camera angle
} |
Multible camera definitions for a comfortable fast changing of the position
we can define in the following way:
#declare Cam1 = camera { location<0,1,-3>
look_at <0,1,0>
right x*image_width/image_height
angle 45 }
#declare Cam2 = camera { ultra_wide_angle angle 180
location<2,4,-2>
right x*image_width/image_height
look_at <0,1,0>} //etc.,
camera{Cam1} // for fast changing of the camera
// just exchange only the "1" by "2"! |
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A more detailed description of the types of cameras and further details about the camera you can find here:
Cameras, Light Sources and Details
Attention: For easier keeping track in complex scenes the camera should
look from negative z direction on the center <0,0,0> of the world.
Only if your looking
constantly from this direction expressions like "in front of/ behind of" ,
"above / beneath " , and "left of/ right of" will have an unambiguous
sense for the orientation in the cyberspace!
light_source - The sun and other lights.
The most important and also easiest kind of light source is a point light. For this type you
have to add only the coordinates of the location and the color of the light:
light_source{ <1000,1000,-1500> color White} |
Other types of lightsources are
e.g. the spot light and the area light (produces soft shadows).
A more detailed description of the types of light sources and further details about the lights you can find here:
Cameras, Light Sources and Details
It is possible to install in a scene nearly an infinite number of light sources,
but the rendering time is proportional to the number of light sources! And ... rendering scenes
over many days and nights is not a great achievement of the author of this scene!
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