Agate: a pigment which has very swirly and turbulent bands of color. (Language Reference)
Ambient: in POV-Ray, an arbitrary amount of light added to an object to simulate the effects of ambient light. (Language Reference) (Exploration Tool)
Ambient light: light so scattered from various objects that no discernable source is evident. See ambient.
Area Light: a type of light source which is used to create shadows with soft edges, instead of those with the usual hard, well defined edges. (Language Reference)
Attenuate: to decrease in intensity with distance; usually referring to a light source.
Attribute: a property of an object; e.g. red.
Axis: a line of reference in a coodinate system.
Bicubic Patch: a complex mathematical object which can be used to describe an smooth surface in space. POV-Ray uses triangles to approximate the surface. (Tutorial) (Language Reference)
Blob: another complex mathematical object which can be used to create organic and, well, blobby (for lack of a better way to describe them) objects. (Tutorial) (Language Referece)
Bounds: a simple object which surrounds a more complex one. When tracing, POV-Ray first does intersection tests against the simple bounding object. If the ray does not intersect the bounding object, it does not intersect the complex one (since the complex one is entirely inside the simple one). Thus, POV-Ray doesn't have to perform a lengthy test with the complex object. The bounded_by statement is used to assign bounds to an object. Automatic bounding objects is controlled with a command-line parameter. (Command-line Parameter Reference)
Bounded By: this statement can be used to assign a bounding object to any other object. (Language Reference)
Box: a three-dimensional geometric object that can be though of as a mathematically perfect... well, box. (Language Reference)
Bozo: a pigment which consists of splotches and swirls of color. (Language Reference)
Brilliance: in POV-Ray, an attribute that affects the angle between incoming light rays and an object; controls how polished or metallic the object seems. (Language Reference) (Exploration Tool)
Bump Map: a normal modifier which allows you to map a pattern of bumps around an object. The pattern of bumps is specified with an image. (Language Reference)
Bumps: a normal modifier which gives an object the appearance of having a bumpy surface. Note that this does not actually change the surface, just how it looks. (Language Reference) (Exploration Tool)
Checker: a pigment which consists of alternating blocks of color. (Language Reference)
Clipped By: the clipped_by statement allows you clip away parts of an object. (Language Reference)
Clipping: refers to the use of one object to trim away parts of another. It is similar in function to intersection, except clipping shows an object's hollow interior. The clipped_by statement can be used to assign a clipping object to another object.
Clock: a built-in variable you can use to create simple animations. Its value is set by command-line parameter. (Language Reference) (Command-line Reference)
Color: used to set the color of any number of things, including objects and light sources. (Tutorial) (Language Reference)
Color Map: a list of colors that is used by many pigments to color an object. The default color map is a blend from black to white. (Language Reference)
Comment: a section of source code that is ignored by POV-Ray; used for including human text in source code files to improve clarity. (Tutorial) (Language Reference)
Cone:a three-dimensional geometric object that can be thought of as a perfect, well, ice-cream cone (minus the ice cream, of course). POV-Ray also lets you easily create cone that have their points chopped off, as well. (Language Reference)
Coordinates: a set of numbers specifying a point on a coordinate system. In POV-Ray, always in vector form. (Tutorial)
Coordinate system: a mathematical system of describing absolute positions in terms of distance (and direction) from a given point. (Tutorial)
Crand: in POV-Ray, used to simulate roughness or graininess on an object. (Language Reference) (Exploration Tool)
CSG: Constructive Solid Geometry; a technique of combining simple objects into much more complex ones. CSG can be used to group objects together (union and merge), or use objects to carve away parts of other objects (difference and intersection). (Tutorial) (Language Reference)
Cubic: A third-order polynomial object; i.e. a polynomial in which the highest power a variable is raised to is 3. (Tutorial) (Language Reference)
Cylinder: A cone with equal radii throughout. (Language Reference)
#default: this statement allows you to change the initial texture on an object. You can declare a default pigment (normally black), a default finish (normally unpolished), and a default normal (normally flat). (Language Reference)
Degree: a unit of angle measurement. 0 degrees corresponds to no tilt; 180 degrees corresponds to a half-turn; 360 degrees corresponds to a full turn. POV-Ray uses degrees whenever angles are required. Degrees above 360 and below 0 are valid, but are mapped back to between 0 and 360.
Dents: a normal modifier which makes an object look like a gorilla had at it with a sledgehammer. The amount of denting can be adjusted between "baby gorilla" and "psychopathic gorilla". (Language Reference) (Exploration Tool)
Difference: a CSG statement used to take an object and carve different shapes out of it. Really, a difference is just an intersection with some of the objects inverted. (Tutorial) (Language Reference)
Diffuse: in POV-Ray, an attribute that controls how much of an object's color comess from direct light. (Language Reference) (Exploration Tool)
Disc: a two dimensional object which is basically a filled-in circle. You can also create discs with holes in the center. (Language Reference)
Finish: in POV-Ray, how objects interact with light; e.g. reflectivity, refractivity, roughness. (Language Reference) (Tutorial) (Exploration Tool)
Finite Primitive: a primitive in POV-Ray with well-defined limits; i.e. no component deals with infinity. See also infinite primitive. (Language Reference)
Float: see floating point.
Floating Point: a
Fog: used to add colored mist to a scene.
Using small amounts of fog can greatly enhance the realism on nearly any
scene.
(Language Reference)
Frequency: a modifier for certain
pigments and certain normals. With
pigments, it controls how many times the color map
is cycled through in a given "distance". With ripples
and waves it controls the density of the waves.
(Language Reference)
Gradient: a pigment
which consists of parallel planes of color.
(Tutorial)
(Language Reference)
Granite: a pigment
which consists of spots of on color surrounded by bands of other colors.
When used with the proper color map, it can create
a very convincing stone texture.
(Language Reference)
Hexagon: a pigment
which consists of hexagonal cylinders of color running parallel to the
y-axis of the space.
(Language Reference)
Image: a computer term for a
displayable file. Generated by POV-Ray from source
code files.
Image Map: a technique for wrapping
an image around an object. Image mapping is perfect
for coloring an object when the standard fare of pigments
doesn't contain exactly what you need.
(Language Reference)
#include: a directive which
tells POV-Ray to read the specified file as if its contents were actually
part of the current file. It's very useful for creating libraries of
objects or textures.
(Tutorial)
(Language Reference)
Index of Refraction: how
much a translucent object refracts light rays passing
through it. (Language Reference) (Exploration Tool)
Infinite Primitive: A primitive in POV-Ray which contains elements dealing
with infinity; e.g. a plane. See also finite primitive.
Intersection: a CSG
statement which is used to make a new object out of the regions that are
inside two or more other objects. It's similar to clipped_by,
except intersections don't show a hollow interior.
(Tutorial)
(Language Reference)
Inverse: a keyword which tells POV-Ray
to switch an object's "inside" and "outside". The only time inside and outside
of an object matter is when it's in a CSG object or if
it's clipping another object.
(Tutorial)
(Language Reference)
Light ray: an imaginary geometric
line describing the path of light as it leaves the
light source.
Light source: an object that
emits light. See also point light
source.
(Tutorial)
(Language Reference)
Marble: a pigment
which is a variation on the gradient theme. Marble
also creates parallel planes of color, but uses the color
map in a different fashion. With some turbulence
it can create a very good looking marble texture.
(Tutorial)
(Language Reference)
Material Map: a method for
mapping complete textures around objects. Material
maps use images as templates to do a sort of "paint-by-numbers" operation
on an object. Material maps are very powerful for creating exciting textures.
(Language Reference)
Merge: a type of CSG
which is very similar to a union. However, a merge
takes the resulting object and removes an internal surfaces. This is primarily
useful on transparent objects, where any internal surfaces would be visible
(bad).
(Tutorial)
(Language Reference)
Modeller: a program that provides a
visual interface to creating scenes in POV-Ray; often extremely useful for
large scenes in which mental visualization ccan be tricky. (Resource Library)
Normal: in POV-Ray, surface effects
simulated on objects by manipulation of light rays. (Language Reference) (Tutorial)
(Exploration Tool)
Onion: a pigment
which consists of concentric spheres of color, like the layers of skin
on an onion.
(Language Reference)
Origin: the center of a coordinate system. (Tutorial).
Phong: in POV-Ray, a bright highlight
on an object caused by light rays hitting directly from a light source. (Language Reference) (Tutorial) (Exploration Tool)
Photorealistic: as if taken
from a physical camera. See also near-photorealistic.
Pigment: in POV-Ray, how colors or
patterns of colors are assigned to an object. (Language Reference) (Tutorial)
Pixel: abbreviation for picture
element. One of the thousands of tiny "dots" that serve to make up the
display portion of a computer screen.
Point light source: an
infinitly-small light-emitting point. In POV-Ray, the simplest type of
light source: invisible, non-attenuating, fast. (Language Reference) (Tutorial)
Polynomial: In POV-Ray, an object
that can be described in mathematical terms as the summation of the product
of the position vector elements x, y and z raised
to some power and user-specified coefficients. Used to generated
mathematically-defined objects. Also see quadric, cubic, and quartic.
(Tutorial)
(Language Reference)
Primitive: one of the basic
building blocks of all objects in POV-Ray. Examples of primitives include
boxes, cones, and cylinders. (Tutorial)
Quartic: A fourth-order polynomial object; i.e. a polynomial in which the
highest power a variable is raised to is 4. (Tutorial)
HREF="language/iobject.html#quartic">Language Reference)
Ray-tracing: the process of
mathematically generating near-photorealistic images form a given
description of a scene or object via geometrical modeling of light rays.
(Tutorial)
Real number: a number between
positive and negative infinity that does not have any imaginary components
(an imaginary component is in terms of i, or the square root of
-1); the type of number that POV-Ray works with.
Reflect: the process in which a light
ray bounces off an object and continues travelling. (Tutorial)
Reflection: in POV-Ray, an attribute which controls how much an object will reflect its surroundings. (Language Reference) (Tutorial) (Exploration Tool)
Refract: the process in which a light
ray is bent slightly when entering a translucent
object.(Tutorial)
Refraction: a keyword
which tells POV-Ray to refract light that is being
transmitted by an object. You also need to specify an index
of refraction.
(Language Reference)
Ripples: a normal
modifier which makes the surface appear like a lake into which a stone
was thrown. It creates nice, cirlcular ripples which originate from the
origin.
(Tutorial)
(Language Reference)
(Exploration Tool)
Rotate: a transformation
which revolves an object around an axis of the space.
(Tutorial)
(Language Reference)
Software: a set of instructions
executed by a computer in the form of a program.
Source code: the human-generated
code given to POV-Ray to be converted into an image.
Specular: in POV-Ray, a highlight
similar to phong but more accurate, as far as physical
laws are concerned. (Language
Reference) (Exploration Tool)
Sphere: a three-dimensional geometric
object that can be thought of as a perfectly round ball.
(Tutorial)
(Language Reference)
Spotlight: a type of light
source which only emits light in a certain direction.
(Language Reference)
Spotted: a pigment
which is identical to bozo, except it doesn't respond to
turbulence.
(Language Reference)
Texture: the texture of an object
defines how it looks. It's one thing to have a sphere. It's another to have
a striped, bumpy, reflective sphere. A texture is composed of a
pigment, a finish, and a
normal.
(Tutorial)
(Language Reference)
Torus: the mathematical name for
a doughnut or ring shape. Technically, this is a quartic
shape, but it's so useful that POV-Ray authors created an easy way to
define one.
(Language Reference)
Translate: a transformation
which moves an object to a new location.
(Tutorial)
(Language Reference)
Translucent: able to let light
pass though.
Triangle: a two dimesional object
which has three vertices and three sides. Exactly what you'd expect from
a triangle.
(Tutorial)
(Language Reference)
Turbulence: a pigment
and normal modifier which can be used to stir up
a pattern.
(Language Reference)
Unit: an arbitrary dimensionless quantity;
valid in comparison only to itself. The basic unit of physical dimension in
ray-tracing.
White space: the computer term
referring to all "invisible" characters -- spaces, tab characters, new line
characters, etc.
Wood: a pigment
which consists of concentric cylinders of color, kind of like growth rings
in a tree.
(Language Reference)
Wrinkles: a normal
modifier which makes a surface appear like it had been wadded up and then
stretched back out again. Either that, or left out in the sun too long.
(Language Reference)
(Exploration Tool)
G
GIF: an image stored in CompuServe's
Graphical Interchange Format. GIFs support 256 colors and a number of
other features. All in all, they are a good general purpose image format and
are popular because of their good compression system and short decompression time..![]()
![]()
H
Height Field: a surface created
from an image file which basically defines a mesh of triangles in space.
The height of each individual triangle is defined by the color of the pixel
in the corresponding location in the source image. This is the easiest
and least painful way to create mountains.
(Language Reference)![]()
![]()
I
Icosahedron: a three dimensional
geometric shape with 20 faces, all of which are equilateral triangles.
POV-Ray doesn't come with a built in facility to create icosahedra, but
there's an example with the triangles in the
Language Reference.![]()
![]()
J
Jitter: refers to random jostling
of things. When applied to area lights is causes
the lights to be shaken up a bit to prevent shadow bands from forming.
With anti-aliasing, it bumps
the extra rays around a bit, which breaks up edges.
(Language Reference)
(Command Line Reference)![]()
![]()
K
Kumquat: an orange-like fruit
with an edible rind and a bitter pulp. Note that the only connection with
POV-Ray is that it puts something in the "K" section. See
eggplant.![]()
![]()
L
Leopard: a pigment
which consists of regularly spaced spots of color, like a leopard's coat.
Well, it would have to be a very geometric leopard, but that's the basic
idea.
(Language Reference)![]()
![]()
M
Mandel: a pigment
which paints the famous Mandelbrot fractal onto an object. Surprisingly,
this is not very time consuming for all the extra calculation that must be
done.
(Language Reference)![]()
![]()
N
Near-photorealistic:
obviously not taken from a physical camera (but not blatantly so)![]()
![]()
O
Object: a thing in space. Objects
are what you see when you render a scene. Examples of objects are
spheres, boxes, and CSG
objects.
(Language Reference)![]()
![]()
P
Phase: a keyword which modifies
pigments and some normals.
With pigments, it controls where the pigment begins when it looks at the
color map. With ripples and
waves it controls the position of the waves.
(Language Reference)![]()
![]()
Q
Quadric: A second-order polynomial object; i.e. a polynomial in which the
highest power a variable is raised to is 2.
(Language Reference)![]()
![]()
R
Radial: a pigment
which takes the color map and wraps it around the
y-axis.
(Language Reference)![]()
![]()
S
Scale: a transformation
which changes the size of an object.
(Tutorial)
(Language Reference)![]()
![]()
T
Targa: an image
stored in the TrueVision Targa format. Targas are versatile and easy to
use, and can support 24-bit color. This makes them a good choice for
POV-Ray output (see the F command line parameter).
Their only drawback is their size, as POV-Ray outputs them in an uncompressed
format. See also GIF.![]()
![]()
U
Union: a CSG object
which takes a number of objects and combines them together into one.
(Tutorial)
(Language Reference)![]()
![]()
V
Vector: a set of related numbers. In
POV-Ray, enclosed with angle braces, such as <0,0>.(Tutorial)![]()
![]()
W
Waves: a normal
modifier which creates waves on the surface of an object. Waves are
similar to ripples, except waves are not evenly spaced.
(Language Reference)
(Exploration Tool)![]()
![]()
X
X: a built-in vector
(actually x, as far as case is concerned) with the
value <1, 0, 0>.![]()
![]()
Y
Y: a built-in vector
(actually y, as far as case is concerned) with the
value <0, 1, 0>.![]()
![]()
Z
Z: a built-in vector
(actually z, as far as case is concerned) with the
value <0, 0, 1>.![]()
The Online POV-Ray Tutorial © 1996 The Online POV-Ray Tutorial ThinkQuest Team