#

    Persistence of Vision(tm) Ray-Tracer
    (POV-Ray(tm))

    User's Documentation 3.0

    Copyright 1997 POV-Team(tm)

## Table of Contents
Appendices
Index
Important Copyright information
The Authors of POV-Ray

##

    1 Introduction
       1.1 Notation
    2 Program Description
       2.1 What is Ray-Tracing?
       2.2 What is POV-Ray?
       2.3 Which Version of POV-Ray should you use?
          2.3.1 IBM-PC and Compatibles
             2.3.1.1 MS-DOS
             2.3.1.2 Windows
             2.3.1.3 Linux
          2.3.2 Apple Macintosh
          2.3.3 Commodore Amiga
          2.3.4 SunOS
          2.3.5 Generic Unix
          2.3.6 All Versions
          2.3.7 Compiling POV-Ray
             2.3.7.1 Directory Structure
             2.3.7.2 Configuring POV-Ray Source
             2.3.7.3 Conclusion
       2.4 Where to Find POV-Ray Files
          2.4.1 POV-Ray Forum on CompuServe
          2.4.2 Internet
          2.4.3 PC Graphics Area on America On-Line
          2.4.4 The Graphics Alternative BBS in El Cerrito, CA
          2.4.5 PCGNet
          2.4.6 POV-Ray Related Books and CD-ROMs
    3 Quick Start
       3.1 Installing POV-Ray
       3.2 Basic Usage
          3.2.1 Running Files in Other Directories
          3.2.2 INI Files
          3.2.3 Alternatives to POVRAY.INI
          3.2.4 Batch Files
          3.2.5 Display Types
    4 Beginning Tutorial
       4.1 Our First Image
          4.1.1 Understanding POV-Ray's Coordinate System
          4.1.2 Adding Standard Include Files
          4.1.3 Adding a Camera
          4.1.4 Describing an Object
          4.1.5 Adding Texture to an Object
          4.1.6 Defining a Light Source
       4.2 Using the Camera
          4.2.1 Using Focal Blur
       4.3 Simple Shapes
          4.3.1 Box Object
          4.3.2 Cone Object
          4.3.3 Cylinder Object
          4.3.4 Plane Object
          4.3.5 Standard Include Objects
       4.4 Advanced Shapes
          4.4.1 Bicubic Patch Object
          4.4.2 Blob Object
             4.4.2.1 Component Types and Other New Features
             4.4.2.2 Complex Blob Constructs and Negative Strength
          4.4.3 Height Field Object
          4.4.4 Lathe Object
             4.4.4.1 Understanding The Concept of Splines
          4.4.5 Mesh Object
          4.4.6 Polygon Object
          4.4.7 Prism Object
             4.4.7.1 Teaching An Old Spline New Tricks
             4.4.7.2 Smooth Transitions
             4.4.7.3 Multiple Sub-Shapes
             4.4.7.4 Conic Sweeps And The Tapering Effect
          4.4.8 Superquadric Ellipsoid Object
          4.4.9 Surface of Revolution Object
          4.4.10 Text Object
          4.4.11 Torus Object
       4.5 CSG Objects
          4.5.1 What is CSG?
          4.5.2 CSG Union
          4.5.3 CSG Intersection
          4.5.4 CSG Difference
          4.5.5 CSG Merge
          4.5.6 CSG Pitfalls
             4.5.6.1 Coincidence Surfaces
       4.6 The Light Source
          4.6.1 The Ambient Light Source
          4.6.2 The Pointlight Source
          4.6.3 The Spotlight Source
          4.6.4 The Cylindrical Light Source
          4.6.5 The Area Light Source
          4.6.6 Assigning an Object to a Light Source
          4.6.7 Light Source Specials
             4.6.7.1 Using Shadowless Lights
             4.6.7.2 Using Light Fading
             4.6.7.3 Light Sources and Atmosphere
       4.7 Simple Texture Options
          4.7.1 Surface Finishes
          4.7.2 Adding Bumpiness
          4.7.3 Creating Color Patterns
          4.7.4 Pre-defined Textures
       4.8 Advanced Texture Options
          4.8.1 Pigment and Normal Patterns
          4.8.2 Pigments
             4.8.2.1 Using Color List Pigments
             4.8.2.2 Using Pigment and Patterns
             4.8.2.3 Using Pattern Modifiers
             4.8.2.4 Using Transparent Pigments and Layered Textures
             4.8.2.5 Using Pigment Maps
          4.8.3 Normals
             4.8.3.1 Using Basic Normal Modifiers
             4.8.3.2 Blending Normals
          4.8.4 Finishes
             4.8.4.1 Using Ambient
             4.8.4.2 Using Surface Highlights
             4.8.4.3 Using Reflection and Metallic
             4.8.4.4 Using Refraction
             4.8.4.5 Adding Light Attenuation
             4.8.4.6 Using Faked Caustics
                4.8.4.6.1 What are Caustics?
                4.8.4.6.2 Applying Caustics to a Scene
                4.8.4.6.3 Caustics And Normals
             4.8.4.7 Using Iridescence
          4.8.5 Halos
             4.8.5.1 What are Halos?
             4.8.5.2 The Emitting Halo
                4.8.5.2.1 Starting with a Basic Halo
                4.8.5.2.2 Increasing the Brightness
                4.8.5.2.3 Adding Some Turbulence
                4.8.5.2.4 Resizing the Halo
                4.8.5.2.5 Using Frequency to Improve Realism
                4.8.5.2.6 Changing the Halo Color
             4.8.5.3 The Glowing Halo
             4.8.5.4 The Attenuating Halo
                4.8.5.4.1 Making a Cloud
                4.8.5.4.2 Scaling the Halo Container
                4.8.5.4.3 Adding Additional Halos
             4.8.5.5 The Dust Halo
                4.8.5.5.1 Starting With an Object Lit by a Spotlight
                4.8.5.5.2 Adding Some Dust
                4.8.5.5.3 Decreasing the Dust Density
                4.8.5.5.4 Making the Shadows Look Good
                4.8.5.5.5 Adding Turbulence
                4.8.5.5.6 Using a Coloured Dust
             4.8.5.6 Halo Pitfalls
                4.8.5.6.1 Where Halos are Allowed
                4.8.5.6.2 Overlapping Container Objects
                4.8.5.6.3 Multiple Attenuating Halos
                4.8.5.6.4 Halos and Hollow Objects
                4.8.5.6.5 Scaling a Halo Container
                4.8.5.6.6 Choosing a Sampling Rate
                4.8.5.6.7 Using Turbulence
       4.9 Working With Special Textures
          4.9.1 Working With Pigment Maps
          4.9.2 Working With Normal Maps
          4.9.3 Working With Texture Maps
          4.9.4 Working With List Textures
          4.9.5 What About Tiles?
          4.9.6 Average Function
          4.9.7 Working With Layered Textures
             4.9.7.1 Declaring Layered Textures
             4.9.7.2 Another Layered Textures Example
          4.9.8 When All Else Fails: Material Maps
          4.9.9 Limitations Of Special Textures
       4.10 Using Atmospheric Effects
          4.10.1 The Background
          4.10.2 The Sky Sphere
             4.10.2.1 Creating a Sky with a Color Gradient
             4.10.2.2 Adding the Sun
             4.10.2.3 Adding Some Clouds
          4.10.3 The Fog
             4.10.3.1 A Constant Fog
             4.10.3.2 Setting a Minimum Translucency
             4.10.3.3 Creating a Filtering Fog
             4.10.3.4 Adding Some Turbulence to the Fog
             4.10.3.5 Using Ground Fog
             4.10.3.6 Using Multiple Layers of Fog
             4.10.3.7 Fog and Hollow Objects
          4.10.4 The Atmosphere
             4.10.4.1 Starting With an Empty Room
             4.10.4.2 Adding Dust to the Room
             4.10.4.3 Choosing a Good Sampling Rate
             4.10.4.4 Using a Coloured Atmosphere
             4.10.4.5 Atmosphere Tips
                4.10.4.5.1 Choosing the Distance and Scattering Parameters
                4.10.4.5.2 Atmosphere and Light Sources
                4.10.4.5.3 Atmosphere Scattering Types
                4.10.4.5.4 Increasing the Image Resolution
                4.10.4.5.5 Using Hollow Objects and Atmosphere
          4.10.5 The Rainbow
             4.10.5.1 Starting With a Simple Rainbow
             4.10.5.2 Increasing the Rainbow's Translucency
             4.10.5.3 Using a Rainbow Arc
          4.10.6 Animation
             4.10.6.1 The Clock Variable: Key To It All
             4.10.6.2 Clock Dependant Variables And Multi-Stage Animations
             4.10.6.3 The Phase Keyword
             4.10.6.4 Do Not Use Jitter Or Crand
             4.10.6.5 INI File Settings
    5 POV-Ray Reference
    6 POV-Ray Options
       6.1 Setting POV-Ray Options
          6.1.1 Command Line Switches
          6.1.2 Using INI Files
          6.1.3 Using the POVINI Environment Variable
       6.2 Options Reference
          6.2.1 Animation Options
             6.2.1.1 External Animation Loop
             6.2.1.2 Internal Animation Loop
             6.2.1.3 Subsets of Animation Frames
             6.2.1.4 Cyclic Animation
             6.2.1.5 Field Rendering
          6.2.2 Output Options
             6.2.2.1 General Output Options
                6.2.2.1.1 Height and Width of Output
                6.2.2.1.2 Partial Output Options
                6.2.2.1.3 Interrupting Options
                6.2.2.1.4 Resuming Options
             6.2.2.2 Display Output Options
                6.2.2.2.1 Display Hardware Settings
                6.2.2.2.2 Display Related Settings
                6.2.2.2.3 Mosaic Preview
             6.2.2.3 File Output Options
                6.2.2.3.1 Output File Type
                6.2.2.3.2 Output File Name
                6.2.2.3.3 Output File Buffer
             6.2.2.4 CPU Utilization Histogram
                6.2.2.4.1 File Type
                6.2.2.4.2 File Name
                6.2.2.4.3 Grid Size
          6.2.3 Scene Parsing Options
             6.2.3.1 Input File Name
             6.2.3.2 Library Paths
             6.2.3.3 Language Version
             6.2.3.4 Removing User Bounding
          6.2.4 Shell-out to Operating System
             6.2.4.1 String Substitution in Shell Commands
             6.2.4.2 Shell Command Sequencing
             6.2.4.3 Shell Command Return Actions
          6.2.5 Text Output
             6.2.5.1 Text Streams
             6.2.5.2 Console Text Output
             6.2.5.3 Directing Text Streams to Files
             6.2.5.4 Help Screen Switches
          6.2.6 Tracing Options
             6.2.6.1 Quality Settings
             6.2.6.2 Radiosity Setting
             6.2.6.3 Automatic Bounding Control
             6.2.6.4 Anti-Aliasing Options
    7 Scene Description Language
       7.1 Language Basics
          7.1.1 Identifiers and Keywords
          7.1.2 Comments
          7.1.3 Float Expressions
             7.1.3.1 Float Literals
             7.1.3.2 Float Identifiers
             7.1.3.3 Float Operators
          7.1.4 Vector Expressions
             7.1.4.1 Vector Literals
             7.1.4.2 Vector Identifiers
             7.1.4.3 Vector Operators
             7.1.4.4 Operator Promotion
          7.1.5 Specifying Colors
             7.1.5.1 Color Vectors
             7.1.5.2 Color Keywords
             7.1.5.3 Color Identifiers
             7.1.5.4 Color Operators
             7.1.5.5 Common Color Pitfalls
          7.1.6 Strings
             7.1.6.1 String Literals
             7.1.6.2 String Identifiers
          7.1.7 Built-in Identifiers
             7.1.7.1 Constant Built-in Identifiers
             7.1.7.2 Built-in Identifier 'clock'
             7.1.7.3 Built-in Identifier 'version'
          7.1.8 Functions
             7.1.8.1 Float Functions
             7.1.8.2 Vector Functions
             7.1.8.3 String Functions
       7.2 Language Directives
          7.2.1 Include Files
          7.2.2 Declare
             7.2.2.1 Declaring identifiers
          7.2.3 Default Directive
          7.2.4 Version Directive
          7.2.5 Conditional Directives
             7.2.5.1 IF ELSE Directives
             7.2.5.2 IFDEF Directives
             7.2.5.3 IFNDEF Directives
             7.2.5.4 SWITCH CASE and RANGE Directives
             7.2.5.5 WHILE Directive
          7.2.6 User Message Directives
             7.2.6.1 Text Message Streams
             7.2.6.2 Text Formatting
       7.3 POV-Ray Coordinate System
          7.3.1 Transformations
             7.3.1.1 Translate
             7.3.1.2 Scale
             7.3.1.3 Rotate
             7.3.1.4 Matrix Keyword
          7.3.2 Transformation Order
          7.3.3 Transform Identifiers
          7.3.4 Transforming Textures and Objects
       7.4 Camera
          7.4.1 Type of Projection
          7.4.2 Focal Blur
          7.4.3 Camera Ray Perturbation
          7.4.4 Placing the Camera
             7.4.4.1 Location and Look_At
             7.4.4.2 The Sky Vector
             7.4.4.3 The Direction Vector
             7.4.4.4 Angle
             7.4.4.5 Up and Right Vectors
                7.4.4.5.1 Aspect Ratio
                7.4.4.5.2 Handedness
             7.4.4.6 Transforming the Camera
          7.4.5 Camera Identifiers
       7.5 Objects
          7.5.1 Empty and Solid Objects
             7.5.1.1 Halo Pitfall
             7.5.1.2 Refraction Pitfall
          7.5.2 Finite Solid Primitives
             7.5.2.1 Blob
             7.5.2.2 Box
             7.5.2.3 Cone
             7.5.2.4 Cylinder
             7.5.2.5 Height Field
             7.5.2.6 Julia Fractal
             7.5.2.7 Lathe
             7.5.2.8 Prism
             7.5.2.9 Sphere
             7.5.2.10 Superquadric Ellipsoid
             7.5.2.11 Surface of Revolution
             7.5.2.12 Text
             7.5.2.13 Torus
          7.5.3 Finite Patch Primitives
             7.5.3.1 Bicubic Patch
             7.5.3.2 Disc
             7.5.3.3 Mesh
             7.5.3.4 Polygon
             7.5.3.5 Triangle and Smooth Triangle
          7.5.4 Infinite Solid Primitives
             7.5.4.1 Plane
             7.5.4.2 Poly, Cubic and Quartic
             7.5.4.3 Quadric
          7.5.5 Constructive Solid Geometry
             7.5.5.1 About CSG
             7.5.5.2 Inside and Outside
             7.5.5.3 Inverse
             7.5.5.4 Union
             7.5.5.5 Intersection
             7.5.5.6 Difference
             7.5.5.7 Merge
          7.5.6 Light Sources
             7.5.6.1 Point Lights
             7.5.6.2 Spotlights
             7.5.6.3 Cylindrical Lights
             7.5.6.4 Area Lights
             7.5.6.5 Shadowless Lights
             7.5.6.6 Looks_like
             7.5.6.7 Light Fading
             7.5.6.8 Atmosphere Interaction
             7.5.6.9 Atmospheric Attenuation
          7.5.7 Object Modifiers
             7.5.7.1 Clipped_By
             7.5.7.2 Bounded_By
             7.5.7.3 Hollow
             7.5.7.4 No_Shadow
             7.5.7.5 Sturm
       7.6 Textures
          7.6.1 Pigment
             7.6.1.1 Solid Color Pigments
             7.6.1.2 Color List Pigments
             7.6.1.3 Color Maps
             7.6.1.4 Pigment Maps
             7.6.1.5 Image Maps
                7.6.1.5.1 Specifying an Image Map
                7.6.1.5.2 The map_type Option
                7.6.1.5.3 The Filter and Transmit Bitmap Modifiers
                7.6.1.5.4 Using the Alpha Channel
             7.6.1.6 Quick Color
          7.6.2 Normal
             7.6.2.1 Slope Maps
             7.6.2.2 Normal Maps
             7.6.2.3 Bump Maps
                7.6.2.3.1 Specifying a Bump Map
                7.6.2.3.2 Bump_Size
                7.6.2.3.3 Use_Index and Use_Color
          7.6.3 Finish
             7.6.3.1 Ambient
             7.6.3.2 Diffuse Reflection Items
                7.6.3.2.1 Diffuse
                7.6.3.2.2 Brilliance
                7.6.3.2.3 Crand Graininess
             7.6.3.3 Highlights
                7.6.3.3.1 Phong Highlights
                7.6.3.3.2 Specular Highlight
                7.6.3.3.3 Metallic Highlight Modifier
             7.6.3.4 Specular Reflection
             7.6.3.5 Refraction
                7.6.3.5.1 Light Attenuation
                7.6.3.5.2 Faked Caustics
             7.6.3.6 Iridescence
          7.6.4 Halo
             7.6.4.1 Halo Mapping
             7.6.4.2 Multiple Halos
             7.6.4.3 Halo Type
                7.6.4.3.1 Attenuating
                7.6.4.3.2 Dust
                7.6.4.3.3 Emitting
                7.6.4.3.4 Glowing
             7.6.4.4 Density Mapping
                7.6.4.4.1 Box Mapping
                7.6.4.4.2 Cylindrical Mapping
                7.6.4.4.3 Planar Mapping
                7.6.4.4.4 Spherical Mapping
             7.6.4.5 Density Function
                7.6.4.5.1 Constant
                7.6.4.5.2 Linear
                7.6.4.5.3 Cubic
                7.6.4.5.4 Poly
             7.6.4.6 Halo Color Map
             7.6.4.7 Halo Sampling
                7.6.4.7.1 Number of Samples
                7.6.4.7.2 Super-Sampling
                7.6.4.7.3 Jitter
             7.6.4.8 Halo Modifiers
                7.6.4.8.1 Frequency Modifier
                7.6.4.8.2 Phase Modifier
                7.6.4.8.3 Transformation Modifiers
          7.6.5 Special Textures
             7.6.5.1 Texture Maps
             7.6.5.2 Tiles
             7.6.5.3 Material Maps
                7.6.5.3.1 Specifying a Material Map
          7.6.6 Layered Textures
          7.6.7 Patterns
             7.6.7.1 Agate
             7.6.7.2 Average
             7.6.7.3 Bozo
             7.6.7.4 Brick
             7.6.7.5 Bumps
             7.6.7.6 Checker
             7.6.7.7 Crackle
             7.6.7.8 Dents
             7.6.7.9 Gradient
             7.6.7.10 Granite
             7.6.7.11 Hexagon
             7.6.7.12 Leopard
             7.6.7.13 Mandel
             7.6.7.14 Marble
             7.6.7.15 Onion
             7.6.7.16 Quilted
             7.6.7.17 Radial
             7.6.7.18 Ripples
             7.6.7.19 Spiral1
             7.6.7.20 Spiral2
             7.6.7.21 Spotted
             7.6.7.22 Waves
             7.6.7.23 Wood
             7.6.7.24 Wrinkles
          7.6.8 Pattern Modifiers
             7.6.8.1 Transforming Patterns
             7.6.8.2 Frequency and Phase
             7.6.8.3 Waveform
             7.6.8.4 Turbulence
             7.6.8.5 Octaves
             7.6.8.6 Lambda
             7.6.8.7 Omega
             7.6.8.8 Warps
                7.6.8.8.1 Black Hole Warp
                7.6.8.8.2 Repeat Warp
                7.6.8.8.3 Turbulence Warp
             7.6.8.9 Bitmap Modifiers
                7.6.8.9.1 The once Option
                7.6.8.9.2 The "map_type" Option
                7.6.8.9.3 The interpolate Option
       7.7 Atmospheric Effects
          7.7.1 Atmosphere
          7.7.2 Background
          7.7.3 Fog
          7.7.4 Sky Sphere
          7.7.5 Rainbow
       7.8 Global Settings
          7.8.1 ADC_Bailout
          7.8.2 Ambient Light
          7.8.3 Assumed_Gamma
             7.8.3.1 Monitor Gamma
             7.8.3.2 Image File Gamma
             7.8.3.3 Scene File Gamma
          7.8.4 HF_Gray_16
          7.8.5 Irid_Wavelength
          7.8.6 Max_Trace_Level
          7.8.7 Max_Intersections
          7.8.8 Number_Of_Waves
          7.8.9 Radiosity
             7.8.9.1 How Radiosity Works
             7.8.9.2 Adjusting Radiosity
                7.8.9.2.1 brightness
                7.8.9.2.2 count
                7.8.9.2.3 distance_maximum
                7.8.9.2.4 error_bound
                7.8.9.2.5 gray_threshold
                7.8.9.2.6 low_error_factor
                7.8.9.2.7 minimum_reuse
                7.8.9.2.8 nearest_count
                7.8.9.2.9 radiosity_quality
                7.8.9.2.10 recursion_limit
             7.8.9.3 Tips on Radiosity

    AppendicesA Copyright
       A.1 General License Agreement
       A.2 Usage Provisions
       A.3 General Rules for All Distributions
       A.4 Definition of "Full Package"
       A.5 Conditions for On-Line Services and BBS's Including Internet
       A.6 Online or Remote Execution of POV-Ray
       A.7 Conditions for Distribution of Custom Versions
       A.8 Conditions for Commercial Bundling
       A.9 Retail Value of This Software
       A.10 Other Provisions
       A.11 Revocation of License
       A.12 Disclaimer
       A.13 Technical Support
    B Authors
    C Contacting the Authors
    D Postcards for POV-Ray Team Members
    E Credits
    F Tips and Hints
       F.1 Scene Design Tips
       F.2 Scene Debugging Tips
       F.3 Animation Tips
       F.4 Texture Tips
       F.5 Height Field Tips
       F.6 Converting "Handedness"

## Index

            #
            #break
            #case
            #debug
            #declare
            #default
            #else
            #end
            #error
            #if
            #ifdef
            #ifndef
            #include
            #max_intersections
            #max_trace_level
            #range
            #render
            #statistics
            #switch
            #version
            #warning
            #while
            +
            +?
            +A
            +A0.1
            +A0.2
            +AM
            +B
            +C
            +D
            +D0
            +D0T
            +D1
            +D?
            +DG
            +DGH
            +DGT
            +E
            +EC
            +EP
            +ER
            +F
            +FD
            +FN
            +FR
            +FT
            +GA
            +GI
            +GS
            +H
            +HTC
            +I
            +J
            +k
            +KC
            +KF
            +KFF
            +KFI
            +KI
            +L
            +MB
            +MV
            +O
            +P
            +Q
            +Q5
            +QR
            +R
            +S
            +SC
            +SP
            +SR
            +SU
            +UA
            +UD
            +UF
            +UL
            +UO
            +UV
            +V
            +W
            +X
            -
            -A
            -D
            -F
            -GS
            -H
            -J
            -L
            -M
            -MB
            -P
            -UA
            -UD
            -UR
            -V
            -W
            ..._Return
            .t
            .x
            .y
            .z
            /* ... */
            //
            <
            >
            A Constant Fog
            aa_level
            aa_threshold
            About CSG
            abs
            acos
            acosh
            adaptive
            adc_bailout
            Adding a Camera
            Adding Additional Halos
            Adding Bumpiness
            Adding Dust to the Room
            Adding Light Attenuation
            Adding Some Clouds
            Adding Some Dust
            Adding Some Turbulence
            Adding Some Turbulence to the Fog
            Adding Standard Include Files
            Adding Texture to an Object
            Adding the Sun
            Adding Turbulence
            Adjusting Radiosity
            Advanced Shapes
            Advanced Texture Options
            agate
            agate_turb
            albedo
            all
            All Versions
            All_Console
            All_File
            alpha
            alpha channel
            Alternatives to POVRAY.INI
            ambient
            Ambient Light
            ambient light source
            ambient_light
            angle
            Animation
            Animation Options
            Animation Tips
            Another Layered Textures Example
            Anti-Aliasing Options
            Antialias
            Antialias_Depth
            Antialias_Threshold
            aperture
            Apple Macintosh
            Applying Caustics to a Scene
            arc_angle
            area light
            Area Lights
            area_light
            asc
            asin
            asinh
            Aspect Ratio
            Assigning an Object to a Light Source
            assumed_gamma
            atan
            atan2
            atanh
            atmosphere
            Atmosphere and Light Sources
            Atmosphere Interaction
            Atmosphere Questions
            Atmosphere Scattering Types
            Atmosphere Tips
            Atmospheric Attenuation
            Atmospheric Effects
            Atmospheric Questions
            atmospheric_attenuation
            attenuating
            attenuation
            Authors
            Automatic Bounding Control
            average
            Average Function
            background
            Basic Usage
            Batch Files
            Beginning Tutorial
            Bezier patch
            Bezier patches
            Bicubic Patch
            Bicubic Patch Object
            bicubic_patch
            Bitmap Modifiers
            Bits_Per_Color
            black hole
            Black Hole Warp
            black_hole
            Blending Normals
            Blob
            Blob Object
            blue
            blur_samples
            bounded_by
            Bounding
            Bounding_Threshold
            box
            Box Mapping
            Box Object
            box_mapping
            bozo
            break
            brick
            brick_size
            brightness
            brilliance
            Buffer_Output
            Buffer_Size
            Built-in Identifier 'clock'
            Built-in Identifier 'version'
            Built-in Identifiers
            bump
            Bump Maps
            bumps
            bumpy1
            bumpy2
            bumpy3
            bump_map
            bump_size
            camera
            Camera Identifiers
            Camera Ray Perturbation
            case
            caustic
            caustics
            Caustics And Normals
            CD
            CD-ROM
            CDROM
            ceil
            Changing the Halo Color
            checker
            Choosing a Good Sampling Rate
            Choosing a Sampling Rate
            Choosing the Distance and Scattering Parameters
            chr
            clipped_by
            clock
            Clock Dependant Variables And Multi-Stage Animations
            Coincidence Surfaces
            color
            Color Identifiers
            Color Keywords
            Color List Pigments
            Color Maps
            Color Operators
            Color Vectors
            color_map
            colour
            colour_map
            Command Line Switches
            Comments
            Commodore Amiga
            Common Color Pitfalls
            Compiling POV-Ray
            Complex Blob Constructs and Negative Strength
            component
            Component Types and Other New Features
            composite
            concat
            Conclusion
            Conditional Directives
            Conditions for Commercial Bundling
            Conditions for Distribution of Custom Versions
            Conditions for On-Line Services and BBS's Including Internet
            cone
            Cone Object
            confidence
            Configuring POV-Ray Source
            Conic Sweeps And The Tapering Effect
            conic_sweep
            Console Text Output
            constant
            Constant Built-in Identifiers
            constructive solid geometry
            Contacting the Authors
            Continue_Trace
            control0
            control1
            Converting "Handedness"
            Copyright
            cos
            cosh
            count
            CPU Utilization Histogram
            crackle
            crand
            Crand Graininess
            Create_Ini
            Creating a Filtering Fog
            Creating a Sky with a Color Gradient
            Creating Color Patterns
            Credits
            CSG
            CSG Difference
            CSG Intersection
            CSG Merge
            CSG Objects
            CSG Pitfalls
            CSG Union
            cube
            cubic
            cubic spline
            cubic_spline
            Cyclic Animation
            Cyclic_Animation
            cylinder
            Cylinder Object
            cylindrical
            cylindrical light
            Cylindrical Lights
            Cylindrical Mapping
            cylindrical_mapping
            debug
            declare
            Declaring identifiers
            Declaring Layered Textures
            Decreasing the Dust Density
            default
            Default Directive
            Defining a Light Source
            Definition of "Full Package"
            degrees
            Density Function
            Density Mapping
            dents
            Describing an Object
            difference
            diffuse
            Diffuse Reflection Items
            Directing Text Streams to Files
            direction
            Directory Structure
            disc
            Disclaimer
            Display
            Display Hardware Settings
            Display Output Options
            Display Related Settings
            Display Types
            Display_Gamma
            distance
            distance_maximum
            div
            Do Not Use Jitter Or Crand
            Draw_Vistas
            dust
            dust_type
            eccentricity
            else
            emitting
            Empty and Solid Objects
            end
            End_Column
            End_Row
            error
            error_bound
            exp
            exponent
            External Animation Loop
            fade_distance
            fade_power
            Faked Caustics
            falloff
            falloff_angle
            false
            Fatal_Error_Command
            Field Rendering
            Field_Render
            File Name
            File Output Options
            File Type
            file_exists
            filter
            Final_Clock
            Final_Frame
            finish
            Finishes
            Finite Patch Primitives
            Finite Solid Primitives
            fisheye
            flatness
            flip
            Float Expressions
            Float Functions
            Float Identifiers
            Float Literals
            Float Operators
            floor
            Focal Blur
            focal_point
            fog
            Fog and Hollow Objects
            Fog Questions
            fog_alt
            fog_offset
            fog_type
            Frame_Final
            Frame_Initial
            frequency
            Frequency and Phase
            Frequency Modifier
            Frequently Asked Questions
            Functions
            General License Agreement
            General Output Options
            General Questions
            General Rules for All Distributions
            Generic Unix
            gif
            Global Settings
            global_settings
            glowing
            gradient
            granite
            gray_threshold
            green
            Grid Size
            halo
            Halo Color Map
            Halo Mapping
            Halo Modifiers
            Halo Pitfall
            Halo Pitfalls
            Halo Sampling
            Halo Type
            halo
                aa_level
                aa_threshold
                attenuating
                box_mapping
                colour_map
                constant
                cubic
                cylindrical_mapping
                dust
                dust_type
                eccentricity
                emitting
                exponent
                frequency
                glowing
                jitter
                linear
                max_value
                multiple halos
                phase
                planar_mapping
                poly
                samples
                scale
                spherical_mapping
                super-sampling
                turbulence
            Halos
            Halos and Hollow Objects
            Handedness
            Height
            Height and Width of Output
            height field
            Height Field Object
            Height Field Questions
            Height Field Tips
            height_field
            Help on Help
            Help Screen Switches
            hexagon
            hf_gray_16
            hierarchy
            Highlights
            hollow
            How Radiosity Works
            hypercomplex
            IBM-PC and Compatibles
            Identifiers and Keywords
            if
            IF ELSE Directives
            ifdef
            IFDEF Directives
            iff
            ifndef
            IFNDEF Directives
            Image File Gamma
            Image Maps
            image_map
            incidence
            include
            Include File Questions
            Include Files
            Increasing the Brightness
            Increasing the Image Resolution
            Increasing the Rainbow's Translucency
            Infinite Solid Primitives
            INI File Settings
            INI Files
            Initial_Clock
            Initial_Frame
            Input File Name
            Input_File_Name
            Inside and Outside
            Installing POV-Ray
            int
            Internal Animation Loop
            Internet
            interpolate
            Interrupting Options
            intersection
            Introduction
            inverse
            ior
            irid
            iridescence
            irid_wavelength
            jitter
            Jitter_Amount
            Julia Fractal
            julia_fractal
            lambda
            Language Basics
            Language Directives
            Language Version
            lathe
            Lathe Object
            Layered Textures
            leopard
            Library Paths
            Library_Path
            Light Attenuation
            Light Fading
            light source
            Light Source Specials
            Light Sources
            Light Sources and Atmosphere
            Light_Buffer
            light_source
            Limitations Of Special Textures
            linear
            linear spline
            linear_spline
            linear_sweep
            Linux
            location
            Location and Look_At
            location)
            log
            looks_like
            look_at
            low_error_factor
            m00
            m32
            Making a Cloud
            Making the Shadows Look Good
            mandel
            map_type
            marble
            Material Maps
            material_map
            matrix
            Matrix Keyword
            max
            max_intersections
            max_iteration
            max_trace_level
            max_value
            merge
            mesh
            Mesh Object
            metallic
            Metallic Highlight Modifier
            min
            minimum_reuse
            mod
            Monitor Gamma
            mortar
            Mosaic Preview
            MS-DOS
            Multiple Attenuating Halos
            Multiple Halos
            Multiple Sub-Shapes
            My_Clock
            My_Color
            nearest_count
            negation
            negative
            no
            normal
            Normal Maps
            Normals
            normal_map
            Notation
            no_shadow
            Number of Samples
            number_of_waves
            object
            Object Modifiers
            Object Questions
            Objects
            octaves
            Odd_Field
            off
            offset
            omega
            omnimax
            on
            once
            onion
            Online or Remote Execution of POV-Ray
            open
            Operator Promotion
            Options Reference
            orthographic
            Other Provisions
            Our First Image
            Output File Buffer
            Output File Name
            Output File Type
            Output Options
            Output_Alpha
            Output_File_Name
            Output_File_Type
            Output_to_file
            Overlapping Container Objects
            Palette
            panoramic
            Partial Output Options
            Pattern Modifiers
            pattern
                agate
                average
                bozo
                brick
                bumps
                checker
                crackle
                dents
                gradient
                granite
                hexagon
                leopard
                mandel
                marble
                onion
                quilted
                radial
                ripples
                spiral1
                spiral2
                spotted
                waves
                wood
                wrinkles
            pattern1
            pattern2
            pattern3
            Patterns
            Pause_When_Done
            PC Graphics Area on America On-Line
            PCGNet
            perspective
            pgm
            phase
            Phase Modifier
            phong
            Phong Highlights
            phong_size
            pi
            pigment
            Pigment and Normal Patterns
            Pigment Maps
            Pigments
            pigment_map
            Placing the Camera
            Planar Mapping
            planar_mapping
            plane
            Plane Object
            png
            Point Lights
            pointlight
            point_at
            poly
            Poly, Cubic and Quartic
            polygon
            Polygon Object
            Postcards for POV-Ray Team Members
            Post_Frame_Command
            Post_Scene_Command
            Post_Scene_Commands
            pot
            POV-Ray Coordinate System
            POV-Ray Forum on CompuServe
            POV-Ray Options
            POV-Ray Options Questions
            POV-Ray Reference
            POV-Ray Related Books and CD-ROMs
            pow
            ppm
            Pre-defined Textures
            precision
            Preview_End_Size
            Preview_Start_Size
            Pre_Frame_Command
            Pre_Frame_Return
            Pre_Frame_Return=
            Pre_Scene_Command
            prism
            Prism Object
            Program Description
            pwr
            quadratic spline
            quadratic_spline
            quadric
            Quality
            Quality Settings
            quartic
            quaternion
            Quick Color
            Quick Start
            quick_color
            quick_colour
            quilted
            radial
            radians
            radiosity
            Radiosity Setting
            radiosity
                brightness
                count
                distance_maximum
                error_bound
                gray_threshold
                low_error_factor
                minimum_reuse
                nearest_count
                radiosity_quality
                recursion_limit
            radiosity_count
            radiosity_error_bound
            radiosity_gray
            radiosity_nearest_count
            radiosity_quality
            radiosity_reuse_dist_min
            radius
            rainbow
            ramp_wave
            rand
            range
            ray-tracing
            reciprocal
            recursion_limit
            red
            reflection
            refraction
            Refraction Pitfall
            Remove_Bounds
            Removing User Bounding
            render
            repeat
            Repeat Warp
            Resizing the Halo
            Resuming Options
            Retail Value of This Software
            reuse_count
            reuse_dist_max
            reuse_nearest_count
            Revocation of License
            rgb
            rgbf
            rgbft
            rgbt
            rgbtf
            right
            ripples
            rotate
            roughness
            Running Files in Other Directories
            samples
            sampling
                adaptive
                non-adaptine
            Sampling_Method
            scale
            Scaling a Halo Container
            Scaling the Halo Container
            scallop_wave
            scattering
            Scene Debugging Tips
            Scene Description Language
            Scene Design Tips
            Scene File Gamma
            Scene Parsing Options
            seed
            Setting a Minimum Translucency
            Setting POV-Ray Options
            Shade
            shadowless
            Shadowless Lights
            Shell Command Return Actions
            Shell Command Sequencing
            Shell-out to Operating System
            Simple Shapes
            Simple Texture Options
            sin
            sine_wave
            sinh
            sky
            sky sphere
            sky_sphere
            slice
            Slope Maps
            slope_map
            smooth
            Smooth Transitions
            smooth triangle
            smooth_triangle
            Solid Color Pigments
            sor
            Special Textures
            Specifying a Bump Map
            Specifying a Material Map
            Specifying an Image Map
            Specifying Colors
            specular
            Specular Highlight
            Specular Reflection
            sphere
            Spherical Mapping
            spherical_mapping
            spiral
            spiral1
            spiral2
            Split_Unions
            Spot
            spotlight
            Spotlights
            spotted
            sqr
            sqrt
            Standard Include Objects
            Starting with a Basic Halo
            Starting With a Simple Rainbow
            Starting With an Empty Room
            Starting With an Object Lit by a Spotlight
            Start_Column
            Start_Row
            statistics
            Statistic_Console
            Statistic_File
            str
            strcmp
            streams
                BANNER
                DEBUG
                FATAL
                RENDER
                STATISTICS
                STATUS
                WARNING
            strength
            String Functions
            String Identifiers
            String Literals
            String Substitution in Shell Commands
            Strings
            strlen
            strlwr
            strupr
            sturm
            Subsets of Animation Frames
            Subset_End_Frame
            Subset_Start_Frame
            substr
            Suggested Reading
            SunOS
            Super-Sampling
            superellipsoid
            superquadric ellipsoid
            Superquadric Ellipsoid Object
            Surface Finishes
            surface of revolution
            Surface of Revolution Object
            switch
            SWITCH CASE and RANGE Directives
            sys
            t
            tan
            tanh
            Teaching An Old Spline New Tricks
            Technical Support
            Test_Abort
            Test_Abort_Count
            test_camera_1
            test_camera_2
            test_camera_3
            test_camera_4
            text
            Text Formatting
            Text Message Streams
            Text Object
            Text Output
            Text Questions
            Text Streams
            texture
            Texture Maps
            Texture Tips
            texture
                bump map
                image map
                layered
                material map
                normal map
                pigment map
                slope map
                texture map
            Textures
            texture_map
            tga
            The "map_type" Option
            The Ambient Light Source
            The Area Light Source
            The Atmosphere
            The Attenuating Halo
            The Background
            The Clock Variable: Key To It All
            The Cylindrical Light Source
            The Direction Vector
            The Dust Halo
            The Emitting Halo
            The Filter and Transmit Bitmap Modifiers
            The Fog
            The Glowing Halo
            The Graphics Alternative BBS in El Cerrito, CA
            The interpolate Option
            The Light Source
            The map_type Option
            The Official POV-Ray CDROM
            The once Option
            The Phase Keyword
            The Pointlight Source
            The Rainbow
            The Sky Sphere
            The Sky Vector
            The Spotlight Source
            thickness
            threshold
            tightness
            tile2
            tiles
            Tips and Hints
            Tips on Radiosity
            torus
            Torus Object
            Tracing Options
            track
            transform
            Transform Identifiers
            Transformation Modifiers
            Transformation Order
            Transformations
            Transforming Patterns
            Transforming Textures and Objects
            Transforming the Camera
            translate
            transmit
            triangle
            Triangle and Smooth Triangle
            triangle_wave
            true
            ttf
            turbulence
            Turbulence Warp
            turb_depth
            type
            Type of Projection
            u
            ultra_wide_angle
            Understanding POV-Ray's Coordinate System
            Understanding The Concept of Splines
            union
            up
            Up and Right Vectors
            Usage Provisions
            User Message Directives
            User_Abort_Command
            use_color
            use_colour
            use_index
            Use_Index and Use_Color
            Using a Coloured Atmosphere
            Using a Coloured Dust
            Using a Rainbow Arc
            Using Ambient
            Using Atmospheric Effects
            Using Basic Normal Modifiers
            Using Color List Pigments
            Using Faked Caustics
            Using Focal Blur
            Using Frequency to Improve Realism
            Using Ground Fog
            Using Hollow Objects and Atmosphere
            Using INI Files
            Using Iridescence
            Using Light Fading
            Using Multiple Layers of Fog
            Using Pattern Modifiers
            Using Pigment and Patterns
            Using Pigment Maps
            Using Reflection and Metallic
            Using Refraction
            Using Shadowless Lights
            Using Surface Highlights
            Using the Alpha Channel
            Using the Camera
            Using the POVINI Environment Variable
            Using Transparent Pigments and Layered Textures
            Using Turbulence
            u_steps
            v
            val
            variance
            vaxis_rotate
            vcross
            vdot
            Vector Expressions
            Vector Functions
            Vector Identifiers
            Vector Literals
            Vector Operators
            Verbose
            Version
            Version Directive
            Video_Mode
            Vista_Buffer
            vlength
            vnormalize
            volume_object
            volume_rendered
            vol_with_light
            vrotate
            v_steps
            warning
            warp
            Warps
            water_level
            Waveform
            waves
            What About Tiles?
            What are Caustics?
            What are Halos?
            What is CSG?
            What is POV-Ray?
            What is Ray-Tracing?
            When All Else Fails: Material Maps
            Where Halos are Allowed
            Where to Find POV-Ray Files
            Which Version of POV-Ray should you use?
            while
            WHILE Directive
            width
            Windows
            wood
            Working With Layered Textures
            Working With List Textures
            Working With Normal Maps
            Working With Pigment Maps
            Working With Special Textures
            Working With Texture Maps
            wrinkles
            x
            y
            yes
            z
            []