Home
- POV-Ray Tutorials
POV-Ray Introduction
Content - INDEX
0. Working with POV-Ray:
"Insert Menu Add-on".
1. Basics
on writing texts.
2. 3D Coordinates,
Floats and Vectors
>3. Scene Structur
#include files,
camera,
light_source.
Types of light sources
4. Basic Objects plane, sphere,
box, cylinder, cone, torus.
Other Shapes
height_field, text, etc.
5. Transformations
Streching, Turning,
Moving and others.
CSG: union,
difference, intersection.
6. Color + Surfaces
texture, pigment, normal, finish
7. #declare, #local,
#macro .. #end,
#include,
re-usable objects.
8. #while Loops
9. 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
|
|
A description of a scene must include (at least) the following components:
- 0. #include Including files with predefined declarations for colors, textures, and similar things.
- 1. camera = defines camera type, standpoint and where we look at.
- 2. light_source = defines the position and the color of the light.
- 3. geometric objects and their properties, in details:
- 3.1 Shape ("plane, sphere, box, cylinder, cone, torus" and a lot of others!)
This shape may be a basic geometric shape or it may be combined by those shapes with different
methods. The way to do this is called CSG = Constructive Solid Geometry.
- 3.2 Transformations = modifications of position and shape
3.2.1: Scaling - changes of the scale
("scale ")
3.2.2: Rotations around the center of the coordinate system ("rotate")
3.2.3: translations ("translate")
- 3.3 Texture = description of the consistence of the surface ("texture" )
3.3.1.: color (must!) and transparency (optional, only if necessary!)
( pigment{....})
3.3.2.: roughness (optional, if not wanted to be smooth!)
( normal {.....})
3.3.3.: brightness and brilliance of the surface (should be used!) ( finish {....})
|
|
Sample of a Scenery Description File |
// PoVRay 3.7 Scene File "Minimal.pov"
// by Friedrich A. Lohmueller, Oct-2009
//-------------------------------------------
#if( version < 3.7 )
global_settings{assumed_gamma 1.0} #end
#default{ finish{ ambient 0.1 diffuse 0.9 }}
//------------------------------------------
#include "colors.inc"
#include "textures.inc"
//------------------------------------------
// camera ----------------------------------
camera{ location <0.0 , 1.0 ,-3.0>
look_at <0.0 , 1.0 , 0.0>
right x*image_width/image_height
angle 75 }
// sun -------------------------------------
light_source{<1500,3000,-2500> color White}
// sky -------------------------------------
plane{ <0,1,0>,1 hollow
texture{
pigment{ bozo turbulence 0.92
color_map{
[0.00 rgb<0.05,0.15,0.45>]
[0.50 rgb<0.05,0.15,0.45>]
[0.70 rgb<1,1,1> ]
[0.85 rgb<0.2,0.2,0.2> ]
[1.00 rgb<0.5,0.5,0.5> ]
} //
scale<1,1,1.5>*2.5
translate<0,0,0>
} // end of pigment
finish {ambient 1 diffuse 0}
} // end of texture
scale 10000}
// fog on the ground -----------------------
fog { fog_type 2
distance 50
color rgb<1,1,1>*0.8
fog_offset 0.1
fog_alt 1.5
turbulence 1.8
} //
// ground ----------------------------------
plane{ <0,1,0>, 0
texture{
pigment{ color rgb<0.22,0.45,0>}
normal { bumps 0.75 scale 0.015 }
finish { phong 0.1 }
} // end of texture
} // end of plane
//------------------------------------------
//------------------------------------------
// objects in scene ------------------------
sphere{ <0,0,0>, 0.75
translate<0.85,1.1,0>
texture{
pigment{ color rgb<0.9,0.55,0>}
finish { phong 1 }
} // end of texture
} // end of sphere
//------------------------------------- end |
|
<-comments: version, titel, author, date
<- version selection
<- evtl. with gamma correction
<- default values for indirect/direct illumination
<- including of files with
predefined colors and textures
<- standpoint
<- where to look at
<- "Let there be light ... "
< Now the objects are following, of which this world consists:
> the sky...
> the ground ...
> the groundfog ...
> ...and e.g. a hovering sphere
colored warm yellow
And here it is, how this world looks like:
|
|