POV-Ray revision revision01 Copyright c Daikoku Manabu This tutorial
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- けいざぶろう つなかわ
- 5 years ago
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1 POV-Ray revision01
2 POV-Ray revision revision01 Copyright c Daikoku Manabu This tutorial is licensed under a Creative Commons Attribution 2.1 Japan License.
3 3 1 POV-Ray POV-Ray POV-Ray POV-Team POV-Ray
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5 CSG CSG CSG CSG CSG CSG
6 colors.inc shapes.inc shapes2.inc shapesq.inc woods.inc stones.inc metals.inc golds.inc
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8 POV-Ray clock clock clock
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10 10 1 POV-Ray 1 POV-Ray 1.1 POV-Ray (two-dimensional graphics) 3 3 (three-dimensional graphics) 2 3 (rendering) 3 (modeling) POV-Ray (renderer) POV-Ray POV-Ray Persistence of Vision Raytracer POV-Team POV-Ray POV-Team POV-Ray POV-Ray (scene) (scene description language, SDL) POV-Ray POV-Ray 1.2 POV-Ray POV-Ray POV-Ray 1 POV-Ray URL
11 Windows POV-Ray [New] [Untitled] [Save] sphere.pov sphere.pov location <0, 0, -3> light_source { <-5, 5, -5> color rgb 1.6 sphere { 0, 1 pigment { color rgb 1 POV-Ray.pov Windows POV-Ray [Run] [Run] [Stop] [Stop] POV-Ray Windows POV-Ray (antialiasing) No AA AA 0.3 No AA AA POV-Ray (camera) (light source) (object)... light_source {......
12 12 1 POV-Ray (space) (tab) (line feed) (white space) POV-Ray 1 light_source { <-5, 5, -5> color rgb 1.6 light_source { <-5, 5, -5> color rgb (comment) POV-Ray POV-Ray ( // ) // POV-Ray // I am a comment. ( /* ) ( */ ) 2 /* */ POV-Ray /* I am a comment which contains a line feed. */ (comment out) POV-Ray (expression) (evaluation) (value) (literal) (numeric literal)
13 e 1e e (operator) (operation) (arithmetic operator) POV-Ray A + B A - B A * B A / B A B A B A B A B * / + - * / + - 7* *(3+4) (vector) (component) (dimension) n n (n-dimensional vector) 1 1 (scalar) <,,, > <75, 34, 81>
14 14 1 POV-Ray 3 20 <20, 20, 20> (sum) + <5, 3, 4> + <2, 7, 8> <7, 10, 12> (product) * <5, 2, 3> * 40 <200, 80, 120> (coordinate system) (axis) x (x-axis) y (y-axis) z (z-axis) 1 (origin) x y z (coordinates) 3 x (x-coordinate) y (y-coordinate) z (z-coordinate)
15 x x y y z z 3 <7, 3, -6> 7 x 3 y 6 z (right-handed system) (left-handed system) x y z x y z 3 POV-Ray (red) (green) (blue) RGB POV-Ray RGB color rgb <0, 0, 0> <1, 1, 0> <1, 1, 1> <0, 1, 1> <1, 0, 0> <1, 0, 1> <0, 1, 0> <0, 0.5, 0> <0, 0, 1> <1, 0.5, 0> <0.5, 0.5, 0.5> <0, 0.5, 1> (lime) POV-Ray
16 16 1 POV-Ray sphere { 0, 1 pigment { color rgb 1 sphere { 0, 1 pigment { color rgb POV-Ray (primitive) sphere { 0, 1 (sphere) sphere { sphere, 3 sphere { <3, 2, 7>, 5 <3, 2, 7> sphere { 0, 1 0 <0, 0, 0> 3 1 sphere2.pov location <0, 0, -3> light_source { <-5, 5, -5> color rgb 1.6 sphere { <0, 0, 0>, 0.2 pigment { color rgb 1
17 sphere { <0, -101, 0>, 100 pigment { color rgb (box) box box box { 1, box { <0, 1, 2>, <3, 4, 5> <0, 1, 2> <3, 4, 5> box x y z <1, 1, 1> <2, 2, 2> box.pov location <0, 0, -3> light_source { <-5, 5, -5> color rgb 1.6 box { <1, 1, 1>, <2, 2, 2> pigment { color rgb (pigment) 5 pigment { pigment { color rgb 1 1 <1, 1, 1> 3 pigment.pov
18 18 1 POV-Ray location <0, 0, -3> light_source { <-5, 5, -5> color rgb 1.6 sphere { <0, 0, 0>, 1 pigment { color rgb <0.5, 1, 0> POV-Ray sphere { 0, 1 pigment { color rgb 1 sphere { 0, 1 pigment { color rgb POV-Ray (ambient light) POV-Ray light_source {... light_source { <-5, 5, -5> color rgb 1.6 <-5, 5, -5> color rgb 1.6 <5, 0, 0> <-5, 0, 0> lightlocation.pov location <0, 0, -3>
19 light_source { <5, 0, 0> color rgb 1.6 light_source { <-5, 0, 0> color rgb 1.6 sphere { 0, 1 pigment { color rgb lightcolor.pov location <0, 0, -3> light_source { <-5, 5, -5> color rgb <1.6, 0.8, 0> sphere { 0, 1 pigment { color rgb POV-Ray POV-Ray location 3 location <0, 0, -3> z 3
20 20 1 POV-Ray x y x 3 <10, 5, -10> location.pov location <10, 5, -10> light_source { <20, 30, -20> color rgb 1.6 box { <-10, -1, -1>, <10, 1, 1> pigment { color rgb <1, 1, 0> box { <-1, -10, -1>, <1, 10, 1> pigment { color rgb <1, 0, 1> box { <-1, -1, -10>, <1, 1, 10> pigment { color rgb <0, 1, 1> look_at 3 0 <0, 0, 0> <-10, 0, 0> lookat.pov location <10, 5, -10> look_at <-10, 0, 0> light_source { <20, 30, -20> color rgb 1.6 box { <-10, -1, -1>, <10, 1, 1> pigment { color rgb <1, 1, 0> box { <-1, -10, -1>, <1, 10, 1> pigment { color rgb <1, 0, 1> box { <-1, -1, -10>, <1, 1, 10>
21 pigment { color rgb <0, 1, 1> POV-Ray angle angle.pov location <10, 5, -10> angle 30 light_source { <20, 30, -20> color rgb 1.6 box { <-10, -1, -1>, <10, 1, 1> pigment { color rgb <1, 1, 0> box { <-1, -10, -1>, <1, 10, 1> pigment { color rgb <1, 0, 1> box { <-1, -1, -10>, <1, 1, 10> pigment { color rgb <0, 1, 1> POV-Ray (identifier) 58.3 Yokohaba Yokohaba 58.3
22 22 1 POV-Ray POV-Ray ( _ ) 1 40 (reserved word) camera object sphere a A a8 namako back_to_the_future a A nam@ko 8a camera POV-Ray (declare) (declaration) #declare = #declare Hako = box { <0, 0, 0>, <1, 1, 1> pigment { color rgb 1 Hako object pigment Midori pigment { Midori declare.pov
23 #declare Camera = location <0, 0, -3> #declare Light = light_source { <-5, 5, -5> color rgb 1.6 #declare Sphere = sphere { 0, 1 #declare SkyBlue = pigment { color rgb <0.3, 0.6, 1> #declare Object = Sphere pigment { SkyBlue Camera Light Object #declare = ; ( ; ) #declare Takasa = 80; Takasa 80 #declare Houkou = <3, 2, 5>; Houkou <3, 2, 5> #declare = color rgb 3 ; #declare Orange = color rgb <1, 0.5, 0>; Orange semicolon.pov #declare CameraLocation = <0, 0, -3>; #declare CameraLookAt = <0, 0, 0>; #declare CameraAngle = 70; #declare LightLocation = <-5, 5, -5>; #declare LightColor = color rgb <1.6, 1.6, 1.6>; #declare SphereLocation = <0, 0, 0>; #declare SphereRadius = 1; #declare Crimson = color rgb <0.86, 0.07, 0.23>; location CameraLocation look_at CameraLookAt angle CameraAngle light_source { LightLocation LightColor
24 24 2 sphere { SphereLocation, SphereRadius pigment { Crimson (elementary vector) 3 POV-Ray x = <1, 0, 0> y = <0, 1, 0> z = <0, 0, 1> x y z x y z POV-Ray (built-in identifier) POV-Ray (transformation) (translation) x y z translate
25 Katachi pigment { Iro translate <20, 10, -30> x 20 y 10 z 30 <3, 4, 5> translate.pov #declare Box = box { -1, 1 location <10, 5, -10> light_source { <20, 30, -20> color rgb 1.6 Box pigment { color rgb 1 Box pigment { color rgb <0, 1, 1> translate <3, 4, 5> (scaling) x y z scale 3 Katachi pigment { color Iro scale <2, 0.5, 3>
26 26 2 x 2 y 0.5 z 3 x 5 y 0.2 z 0.5 scale.pov #declare Box = box { -1, 1 location <10, 5, -10> light_source { <20, 30, -20> color rgb 1.6 Box pigment { color rgb 1 Box pigment { color rgb <0, 1, 1> scale <5, 0.2, 0.5> scale 2 translate 2 3 order.pov #declare Box = box { -1, 1 location <10, 5, -10> light_source { <20, 30, -20> color rgb 1.6 Box pigment { color rgb 1 Box pigment { color rgb <0, 1, 1> scale 2
27 translate 2 Box pigment { color rgb <1, 1, 0> translate 2 scale scale (spheroid) rugby.pov #declare RugbyBall = sphere { 0, 1 scale <1.8, 1, 1> location <0, 0, -4> light_source { <-10, 5, -10> color rgb 1.6 RugbyBall pigment { color rgb <0.6, 0.2, 0.1> (rotation) x y z 3 <20, -50, 30> x 20 y 50 z 30 (degree) <30, 0, 0> 30*x rotate 3 Katachi
28 28 2 pigment { color Iro rotate 120*z z 120 z 120 rotate.pov #declare Box = box { 0, <1, 10, 1> location <0, 0, -26> light_source { <-50, 50, -50> color rgb 1.6 Box pigment { color rgb 1 Box pigment { color rgb <0, 1, 1> rotate 120*z x 30 y 60 y 60 x 30 3 y 90 z 90 z 90 y 90 rotate2.pov #declare Box = box { 0, <1, 10, 5> location <10, 15, -10> look_at <0, 5, 0> light_source { <20, 30, -20> color rgb 1.6 Box pigment { color rgb 1 Box pigment { color rgb <0, 1, 1> rotate 90*y rotate 90*z
29 29 Box pigment { color rgb <1, 1, 0> rotate 90*z rotate 90*y POV-Ray (primitive) sphere box (cylinder) (base) POV-Ray cylinder cylinder cylinder { 1, 2, cylinder { <2, 0, 3>, <2, 5, 3>, 4 <2, 0, 3> <2, 5, 3> 4 cylinder cylinder.pov location <0, 4, -6> light_source { <-5, 5, -5> color rgb 1.6 cylinder { <0, -2, 0>, <0, 2, 0>, 1 pigment { color rgb 1
30 (frustum) (base) 0 (cone) POV-Ray cone cone cone { 1, 1, 2, cone { <2, 0, 3>, 6, <2, 5, 3>, 4 <2, 0, 3> 6 <2, 5, 3> cone cone.pov location <0, 4, -10> light_source { <-5, 5, -5> color rgb 1.6 cone { <0, -2, 0>, 3, <0, 2, 0>, 2 pigment { color rgb (torus) POV-Ray torus torus torus { 1,
31 torus { 12, torus torus.pov location <0, 4, -8> light_source { <-5, 5, -5> color rgb 1.6 torus { 3, 1 pigment { color rgb torus 3 torus2.pov #declare Torus = torus { 3, 1 location <0, 8, -12> light_source { <-5, 5, -5> color rgb 1.6 Torus pigment { color rgb 1 Torus pigment { color rgb <0, 1, 1> translate <0, 0, 16> Torus pigment { color rgb <1, 1, 0> rotate 90*x translate <3, 0, 0>
32 plane plane (plane) 2 plane 3 plane 3 (normal vector) plane plane {, 3 plane { <0, 1, 2>, 3 <0, 1, 2> 3 y <0, 1, 0> plane plane.pov location <0, 1, -1> look_at <0, 1, 0> light_source { <0, 50, 0> color rgb 1.6 plane { y, 0 pigment { color rgb text text (text) 2 3 POV-Ray TrueType
33 (string literal) ( " ) "namako" namako (\) ab"cd "ab\"cd" ab\cd "ab\\cd" text text { ttf,,, 3 TrueType 3 0 <0, 0, 0> text { ttf "timrom.ttf", "umiushi", 3, 0 timrim.ttf TrueType umiushi 3 0 x text text.pov location <0, 2, -5> light_source { <-5, 5, -5> color rgb 1.6 text { ttf "timrom.ttf", "namako", 1, 0 pigment { color rgb text
34 text2.pov #declare Text = text { ttf "timrom.ttf", "m", 1, 0 location <0, 2, -3> light_source { <-5, 5, -5> color rgb 1.6 Text pigment { color rgb 1 Text pigment { color rgb <0, 1, 1> translate <1, 0, 0> Text pigment { color rgb <1, 1, 0> rotate -135*z Text pigment { color rgb <1, 0, 1> scale 2 translate <-2, 0, 0> x y 0.7*x 0.3*y offset.pov location <3, 3, -5> look_at <3, 1, 0> light_source { <-5, 5, -5> color rgb 1.6 text { ttf "timrom.ttf", "hitode", 1, 0.7*x pigment { color rgb 1 text { ttf "timrom.ttf", "kamenote", 1, 0.3*y pigment { color rgb 1
35 translate <0, 0, 2> POV-Ray POV-Ray timrom.ttf cyrvetic.ttf crystal.ttf TrueType timrom.ttf cyrvetic.ttf crystal.ttf 3 font.pov location <1.7, 0, -3> look_at <1.7, 1, 0> light_source { <-5, 5, -5> color rgb 1.6 text { ttf "timrom.ttf", "timrom", 1, 0 pigment { color rgb 1 translate <0, 2, 0> text { ttf "cyrvetic.ttf", "cyrvetic", 1, 0 pigment { color rgb 1 translate <0, 1, 0> text { ttf "crystal.ttf", "crystal", 1, 0 pigment { color rgb (blob) (metaball) (blob component) 0 (threshold) POV-Ray blob
36 blob blob { threshold sphere cylinder sphere cylinder sphere sphere {,, cylinder cylinder { 1, 2,, 0 blob { threshold 0.5 sphere { <-1, 0, 0>, 1.5, 1 sphere { <1, 0, 0>, 1.5, blob.pov location <0, 0, -4> light_source { <-5, 5, -5> color rgb 1.6 blob { threshold 0.5 sphere { <-1, 0, 0>, 1.5, 1 sphere { <1, 0, 0>, 1.5, 1 pigment { color rgb sphere cylinder blob2.pov
37 location <0, 0, -5> light_source { <-5, 5, -5> color rgb 1.6 blob { threshold 0.5 sphere { <-1, 0, 0>, 1.5, 1 cylinder { <1, -1, 0>, <1, 1, 0>, 1.5, 1 pigment { color rgb blob3.pov location <0, 0, -4> light_source { <-5, 5, -5> color rgb 1.6 blob { threshold 0.5 sphere { <-1, 0, 0>, 1.5, 1 pigment { color rgb <1, 1, 0> sphere { <1, 0, 0>, 1.5, 1 pigment { color rgb <0, 1, 1> blob4.pov location <5, 0, -3>
38 38 3 light_source { <5, 3, -5> color rgb 1.6 blob { threshold 0.5 sphere { <0, 0, 0>, 4, 1 sphere { <2, 0, 0>, 1.5, -1 pigment { color rgb (prism) (base) POV-Ray prism prism xz y prism prism { y 1, y 2,, 1, 2,..., n y 1 y 2 y 1 2 n x 2 z xz 1 4 <0, 1>, <1, 0>, <-1, 0>, <0, 1> Parse Warning: Linear prism not closed. Closing it. prism prism.pov location <0, 5, -5>
39 look_at <0, 0.5, 0> light_source { <-5, 5, -5> color rgb 1.6 prism { -2, 2, 6, <0, 3>, <2, 1>, <1, -1>, <-1, -1>, <-2, 1>, <0, 3> pigment { color rgb prismwithhole.pov location <0, 5, -10> light_source { <-2, 5, -5> color rgb 1.6 prism { 0, 1, 8, <0, 8>, <4, -4>, <-4, -4>, <0, 8>, <0, 2>, <2, -3>, <-2, -3>, <0, 2> pigment { color rgb (quadratic spline curve) 3 (cubic spline curve) (Bézier curve) (Bézier curve) prism { bezier_spline... 2
40 bezier.pov location <0, 4, -8> light_source { <-2, 5, -5> color rgb 1.6 prism { bezier_spline 0, 1, 8, <0, -4>, <-12, 8>, <-2, 20>, <0, 6>, <0, 6>, <2, 20>, <12, 8>, <0, -4> pigment { color rgb egg.pov location <0, 10, -12> light_source { <-2, 5, -10> color rgb 1.6 prism { bezier_spline 0, 1, 8, <0, 5>, <10, 3>, <10, -3>, <0, -5>, <0, -5>, <-10, -7>, <-10, 7>, <0, 5> pigment { color rgb (lathe) lathe POV-Ray lathe
41 lathe xy y 360 xy x lathe lathe {, 1, 2,..., n 1 2 n x 2 y xy lathe.pov location <0, 6, -16> look_at <0, -2, 0> light_source { <-2, 5, -10> color rgb 1.6 lathe { 6, <5, 3>, <7, 3>, <6, 0>, <7, -3>, <5, -3>, <5, 3> pigment { color rgb lathe { bezier_spline... 2 bezierlathe.pov location <0, 30, -70> look_at <0, -2, 0>
42 42 3 light_source { <-20, 40, -50> color rgb 1.6 lathe { bezier_spline 8, <30, -4>, <18, 8>, <26, 20>, <30, 10>, <30, 10>, <34, 20>, <42, 8>, <30, -4> pigment { color rgb (sphere sweep) POV-Ray sphere_sweep sphere_sweep sphere_sweep { linear_spline, 1, 1, 2, 2,..., n, n n n 3 spheresweep.pov location <8, 10, -8> look_at <0, 2, 0> light_source { <5, 20, -10> color rgb 1.6 sphere_sweep { linear_spline 4, <-10, -5, 0>, 1, <0, -5, 0>, 1, <0, 5, 0>, 1, <0, 5, 10>, 1 pigment { color rgb 1
43 POV-Ray superellipsoid 2 (superellipsoid) superellipsoid 2 superellipsoid { < E, N > E N E 2 z N x y E N superellipsoid 2 2 superellipsoid.pov location <2, 1.6, -3> light_source { <4, 6, -5> color rgb 1.6 superellipsoid { <0.3, 0.3> pigment { color rgb 1 E N 4 CSG 4.1 CSG CSG CSG (constructive solid geometry) POV-Ray CSG CSG (set operation) union
44 44 4 CSG CSG CSG { CSG CSG (union) (sum set) POV-Ray union CSG union { union.pov location <3, 3, -4> look_at <-1, -0.5, 0> light_source { <6, 8, -5> color rgb 1.6 union { cylinder { <-1, -0.8, -1>, <-1, 0.8, -1>, 1.4 box { <-1, -1, -1>, <1, 1, 1> pigment { color rgb hammer.pov #declare Hammer = union { cylinder { <-2, 3, 0>, <2, 3, 0>, 1 box { <-0.3, 5, -0.2>, <0.3, -5, 0.2> location <8, 0, -8> light_source { <7, 0, -5> color rgb 1.6
45 Hammer pigment { color rgb table.pov #declare Table = union { box { <-5, -0.2, -5>, <5, 0.2, 5> cylinder { <-4, 0, -4>, <-4, -7, -4>, 0.3 cylinder { <4, 0, -4>, <4, -7, -4>, 0.3 cylinder { <-4, 0, 4>, <-4, -7, 4>, 0.3 cylinder { <4, 0, 4>, <4, -7, 4>, 0.3 location <8, 2, -14> look_at <0, -4, 0> light_source { <10, 10, 0> color rgb 1.3 light_source { <0, -5, -10> color rgb 1.2 Table pigment { color rgb union 5.4 POV-Ray union merge merge union union merge merge.pov location <0, 3, -6> light_source { <6, 8, -5> color rgb 1.6 union { box { <-1, -1, -1>, <1, 1, 1> box { <-0.5, -0.5, -0.5>, <1.5, 1.5, 1.5> pigment { color rgbf <1, 1, 1, 0.8> translate <-2, 0, 0> merge {
46 46 4 CSG box { <-1, -1, -1>, <1, 1, 1> box { <-1.5, -0.5, -0.5>, <0.5, 1.5, 1.5> pigment { color rgbf <1, 1, 1, 0.8> translate <2, 0, 0> (intersection) (product) POV-Ray intersection CSG intersection { intersection.pov location <2, 2, -3> look_at <-1, -0.5, 0> light_source { <6, 8, -5> color rgb 1.6 intersection { cylinder { <-1, -0.8, -1>, <-1, 0.8, -1>, 1.4 box { <-1, -1, -1>, <1, 1, 1> pigment { color rgb (prism) (base) (octagonal prism) octagonal.pov #declare Octagonal = intersection { box { <-1, -1, -1>, <1, 1, 1> box { <-1, -2, -1>, <1, 2, 1> rotate y*45 location <0, 3, -3>
47 light_source { <-5, 10, -5> color rgb 1.6 Octagonal pigment { color rgb A 2 B 1 B 2 B 3 A B 1 B 2 B 3 (subtraction) (difference set) POV-Ray difference CSG difference { 1 2 difference.pov location <2, 4, -4> look_at <-1, -0.5, 0> light_source { <2, 6, -5> color rgb 1.6 difference { cylinder { <-1, -0.8, -1>, <-1, 0.8, -1>, 1.4 box { <-1, -1, -1>, <1, 1, 1> pigment { color rgb 1 translate <-0.5, 0, -0.5> difference { box { <-1, -1, -1>, <1, 1, 1> cylinder { <-1, -0.8, -1>, <-1, 0.8, -1>, 1.4 pigment { color rgb 1 translate <0.5, 0, 0.5> goendama.pov
48 48 4 CSG #declare Goendama = difference { cylinder { <0, -0.1, 0>, <0, 0.1, 0>, 2 cylinder { <0, -1, 0>, <0, 1, 0>, 0.6 location <0, 2, -4> look_at <0, -0.4, 0> light_source { <-5, 7, -5> color rgb 1.6 Goendama pigment { color rgb (hemisphere) 3.4 hemisphere.pov #declare Hemisphere = difference { sphere { 0, 1 plane { -y, 0 location <0, 0.5, -2> look_at <0, -0.4, 0> light_source { <-5, 4, -5> color rgb 1.6 Hemisphere pigment { color rgb CSG CSG CSG CSG CSG CSG difference { union {......
49 4.5. CSG 49 diffuni.pov location <0, 2, -4> look_at <-0.8, -0.8, 0> light_source { <-6, 8, -5> color rgb 1.6 difference { union { cylinder { <-1, -0.8, -1>, <-1, 0.8, -1>, 1.4 box { <-1, -1, -1>, <1, 1, 1> sphere { <-1, 0.5, -1>, 1.6 pigment { color rgb pacman.pov #declare PacMan = difference { sphere { 0, 1 intersection { plane { <-0.7, 1, 0>, 0 plane { <-0.7, -1, 0>, 0 location <0.8, 0, -3> light_source { <-2, 2, -3> color rgb 1.6 light_source { <4, 1, 0> color rgb 1.2 PacMan pigment { color rgb <1, 1, 0> magcup.pov #declare MagCup = union { difference { cylinder { <0, 0, 0>, <0, 2, 0>, 1 cylinder { <0, 0.1, 0>, <0, 3, 0>, 0.9 difference { torus { 0.6, 0.1 plane { x, 0 rotate 90*x
50 50 5 translate <0.9, 1.2, 0> location <2, 3, -2> look_at <0, 1, 0> light_source { <4, 6, -2> color rgb 1.6 MagCup pigment { color rgb (pigment) (pigment) (finish) (normal) texture { texture {
51 (pigment) pigment { (color list) (color map) (pigment map) (image map) (color list) (color list pigment) checker hexagon brick checker 2 3 checker brick 2 hexagon checker checker checker 1, 2 checker color rgb <1, 0, 0>, color rgb <0, 0, 1>
52 52 5 checker.pov location <10, 10, -15> light_source { <10, 20, -20> color rgb 1.6 box { -5, 5 pigment { checker color rgb 1, color rgb <0, 0.6, 0> hexagon y hexagon hexagon 1, 2, 3 hexagon color rgb <0, 1, 1>, color rgb <1, 1, 0>, color rgb <1, 0, 1> hexagon.pov location <10, 10, -15> light_source { <10, 20, -20> color rgb 1.6 box { -5, 5 pigment { hexagon color rgb 1, color rgb <0.3, 0.6, 1>, color rgb <0, 0, 0.5> brick brick brick 1, brick color rgb <0, 1, 1>, color rgb <1, 1, 0> brick.pov
53 location <10, 10, -15> light_source { <10, 20, -20> color rgb 1.6 box { -5, 5 pigment { brick color rgb 1, color rgb <0.6, 0, 0> x 5 z 30 x 3 tranpig.pov location <10, 10, -15> light_source { <10, 20, -20> color rgb 1.6 box { -5, 5 pigment { checker color rgb 1, color rgb <0, 0.6, 0> scale <5, 1, 1> rotate 30*z translate <3, 0, 0> (color map) color_map { [ ] 0 1
54 54 5 [0.4 color rgb <1, 0, 0>] pigment { (pattern type) gradient cylindrical spherical wood onion spotted cells crackle gradient (gradient) gradient gradient 3 3 gradient y y y 0.4 gradient.pov location <3, 2, -3> light_source { <5, 5, -5> color rgb 1.6
55 box { -1, 1 pigment { gradient y color_map { [0 color rgb 1 ] [1 color rgb <0, 0, 1> ] scale cylindrical (cylindrical) y xz 1 y 0 cylindrical cylindrical y x 90 x 1 cylindrical.pov location <3, 2, -3> light_source { <5, 5, -5> color rgb 1.6 box { -1, 1 pigment { cylindrical color_map { [0 color rgb 1 ] [1 color rgb <0, 0, 1> ] rotate 90*x translate <1, 0, 0> spherical (sphere) 1 y 0 spherical spherical 2 <1, 1, -1> spherical.pov location <3, 2, -3>
56 56 5 light_source { <5, 5, -5> color rgb 1.6 box { -1, 1 pigment { spherical color_map { [0 color rgb 1 ] [1 color rgb <0, 0, 1> ] scale 2 translate <1, 1, -1> wood (annual ring) z xy wood wood 0.2 x 1 wood.pov location <3, 2, -3> light_source { <5, 5, -5> color rgb 1.6 box { -1, 1 pigment { wood color_map { [0 color rgb 1 ] [1 color rgb <0, 0, 1> ] scale 0.2 translate <1, 0, 0> onion (onion) onion onion 0.2 <1, 1, -1> onion.pov location <3, 2, -3> light_source { <5, 5, -5> color rgb 1.6
57 box { -1, 1 pigment { onion color_map { [0 color rgb 1 ] [1 color rgb <0, 0, 1> ] scale 0.2 translate <1, 1, -1> spotted (spot) spotted spotted 0.3 spotted.pov location <3, 2, -3> light_source { <5, 5, -5> color rgb 1.6 box { -1, 1 pigment { spotted color_map { [0 color rgb 1 ] [1 color rgb <0, 0, 1> ] scale cells (cell) cells cells 0.4 cells.pov location <3, 2, -3> light_source { <5, 5, -5> color rgb 1.6 box { -1, 1 pigment { cells color_map {
58 58 5 [0 color rgb 1 ] [1 color rgb <0, 0, 1> ] scale crackle (crackle) crackle crackle form metric offset solid form 1 3 <-1, 1, 0> metric 1 2 offset 1 0 solid metric 0.4 crackle.pov location <3, 2, -3> light_source { <5, 5, -5> color rgb 1.6 box { -1, 1 pigment { crackle metric 1 color_map { [0 color rgb 1 ] [1 color rgb <0, 0, 1> ] scale 0.4 solid solid 0.6 cracklesolid.pov location <3, 2, -3> light_source { <5, 5, -5> color rgb 1.6 box { -1, 1
59 pigment { crackle solid color_map { [0 color rgb 1 ] [1 color rgb <0, 0, 1> ] scale POV-Ray RGB (filter) (transmit) 0 1 RGB RGB RGB color rgbf color rgbf <1, 0, 0, 1> filter.pov location <0, 0, -5> light_source { <0, 0, -10> color rgb 1.6 box { <-4, -4, 0>, <4, 4, 1> pigment { checker color rgb 1, color rgb <0, 0, 1> sphere { <0, 0, -2>, 1 pigment { color rgbf <0, 1, 0, 1>
60 (index of refraction) interior { ior ior.pov location <0, 0, -5> light_source { <0, 0, -10> color rgb 1.6 box { <-4, -4, 0>, <4, 4, 1> pigment { checker color rgb 1, color rgb <0, 0, 1> sphere { <0, 0, -2>, 1 pigment { color rgbf <1, 1, 1, 1> interior { ior POV-Ray global_settings { max_trace_level global_settings { max_trace_level maxtracelevel.pov global_settings { max_trace_level 7 #declare Lens =
61 sphere { 0, 1 pigment { color rgbf <1, 1, 1, 1> interior { ior 1.5 scale <1, 1, 0.05> location <0, 0, -5> light_source { <0, 0, -10> color rgb 1.6 box { <-4, -4, 0>, <4, 4, 1> pigment { checker color rgb 1, color rgb <0, 0, 1> Lens translate <0.4, -0.3, -1> Lens translate <-0.4, -0.3, -1.5> Lens translate <0, 0.3, -2> (sky) sky_sphere { sky_sphere { pigment { color rgb <1, 1, 0> sky.pov #declare Radius = 6.4e6; // Earth radius location <0, 1, 0> look_at <0, 1.2, 1> light_source { <0, 1e10, 0> color rgb 1.6 sky_sphere { pigment { color rgb <0.3, 0.6, 1> sphere { <0, -Radius, 0>, Radius pigment { checker color rgb 1, color rgb <0, 0.4, 0>
62 realsky.pov #declare Radius = 6.4e6; // Earth radius location <0, 1, 0> look_at <0, 1.2, 1> light_source { <0, 1e10, 0> color rgb 1.6 sky_sphere { pigment { gradient y color_map { [0 color rgb <0.7, 0.9, 1>] [0.5 color rgb <0, 0.5, 1>] sphere { <0, -Radius, 0>, Radius pigment { checker color rgb 1, color rgb <0, 0.4, 0> (finish) 2 (diffuse reflection) (specular reflection) (reflectance) finish { diffuse 0 1
63 diffuse.pov location <0, 0, -3> light_source { <-5, 5, -5> color rgb 1.6 sphere { 0, 1 pigment { color rgb 1 finish { diffuse reflection reflection.pov location <0, 0, -3> light_source { <-5, 5, -5> color rgb 1.6 box { <-5, -3, -5>, <5, -2, 5> pigment { checker color rgb 1, color rgb <0, 0.4, 0> sphere { 0, 1 pigment { color rgb 1 finish { diffuse 0.2 reflection (highlight) POV-Ray phong phong_size
64 highlight.pov location <0, 0, -3> light_source { <-5, 5, -5> color rgb 1.6 box { <-5, -3, -5>, <5, -2, 5> pigment { checker color rgb 1, color rgb <0, 0.4, 0> sphere { 0, 1 pigment { color rgb 1 finish { diffuse 0.2 reflection 0.4 phong 0.6 phong_size (normal) POV-Ray normal { bumps facets 5.7.3
65 bumps (bump) bumps 65 bumps bumps.pov location <0, 0, -3> light_source { <-5, 5, -5> color rgb 1.6 sphere { 0, 1 pigment { color rgb 1 normal { bumps 0.4 scale facets (facet) facets facets facets.pov location <0, 0, -3> light_source { <-5, 5, -5> color rgb 1.6 sphere { 0, 1 pigment { color rgb 1 normal { facets size POV-Ray
66 66 6 colors.inc shapes.inc shapes2.inc shapesq.inc woods.inc stones.inc metals.inc golds.inc shapes.inc shapes.inc colors.inc colors.inc 6.1: (include) (include file) POV-Ray.pov POV-Ray.inc #include " " #include "namako.inc" namako.inc POV-Ray POV-Ray POV- Ray (standard include file) 6.1 POV-Ray Windows POV-Ray POV-Ray include colors.inc #include "colors.inc"
67 colors.inc colors.inc colors.inc colors.pov #include "colors.inc" #declare Box = box { <-1, -1, -1>, <1, 1, 1> location <6, 3, -4> look_at <1.4, 0, 0> light_source { <8, 10, -12> color rgb 1.6 Box pigment { SkyBlue translate <-3, 0, 0> Box pigment { Orange Box pigment { SpringGreen translate <3, 0, 0> shapes.inc shapes2.inc shapesq.inc shapes.inc shapes.inc shapes.inc shapes.pov #include "shapes.inc" location <0, 0, -10> light_source { <3, 2, -5> color rgb 1.6 Hyperboloid_Y pigment { color rgb shapes2.inc shapes2.inc shapes2.inc shapes.inc
68 68 6 shapes2.inc shapes2.pov #include "shapes.inc" #include "shapes2.inc" location <3, 1, -2> light_source { <6, 8, -4> color rgb 1.6 Hexagon pigment { color rgb shapesq.inc shapesq.inc shapesq.inc shapes.inc shapesq.inc Quartic_Cylinder shapesq.pov #include "shapes.inc" #include "shapesq.inc" location <0, 1, -3> light_source { <4, 8, -4> color rgb 1.6 light_source { <0, -1, -1> color rgb 0.8 Quartic_Cylinder pigment { color rgb woods.inc stones.inc metals.inc golds.inc woods.inc woods.inc woods.inc colors.inc
69 woods.inc T_Wood10 woods.pov #include "colors.inc" #include "woods.inc" location <2, 2, -3> light_source { <6, 8, -5> color rgb 1.6 box { <-1, -1, -1>, <1, 1, 1> texture { T_Wood stones.inc stones.inc stones.inc colors.inc stones.inc T_Stone17 stones.pov #include "colors.inc" #include "stones.inc" location <2, 2, -3> light_source { <6, 8, -5> color rgb 1.6 box { <-1, -1, -1>, <1, 1, 1> texture { T_Stone metals.inc metals.inc metals.inc T_Chrome_2A metals.pov #include "metals.inc" location <0, 1, -3> look_at <0, 2, 0> light_source { <10, 10, -10> color rgb 1.6 plane { y, 0
70 70 6 pigment { checker color rgb 1, color rgb <0, 0.4, 0> sphere { <0, 2, 0>, 1 texture { T_Chrome_2A golds.inc golds.inc golds.inc T_Gold_1A golds.pov #include "golds.inc" location <0, 1, -3> look_at <0, 2, 0> light_source { <10, 10, -10> color rgb 1.6 plane { y, 0 pigment { checker color rgb 1, color rgb <0, 0.4, 0> sphere { <0, 2, 0>, 1 texture { T_Gold_1A POV-Ray (1) (2) POV-Ray #ifndef ( )
71 POV-Ray #declare = version; #ifndef POV-Ray POV-Ray #version ; POV-Ray POV-Ray #version ; #end #ifndef Frame frame.inc #ifndef (Frame_Inc_Temp) #declare Frame_Inc_Temp = version; #version 3.6; #declare Frame = difference { box { <-1, -0.05, -1>, <1, 0.05, 1> box { <-0.9, -0.1, -0.9>, <0.9, 0.1, 0.9> #version Frame_Inc_Temp; #end frame.inc Frame frame.pov #include "frame.inc" location <0, 2, -2>
72 72 7 light_source { <0, 4, -3> color rgb 1.6 Frame pigment { color rgb POV-Ray POV-Ray (iteration) (selection) (condition) (true) (false) (Boolean) POV-Ray POV-Ray #declare Takasa = 80; 80 Takasa #declare Takasa = 230; 230 Takasa (redeclare)
73 #declare Takasa = Takasa + 50; Takasa (relational operator) (1) (0) A > B A < B A >= B A <= B A B A B A B A B A B A B X < 100 X A = B A!= B A B A B X = 100 X (logical operator) POV-Ray A & B A B A B A B! A A & 7.3.2
74 74 7 & (logical AND operator) A B 1 & & & & 0 0 X > 100 & X < 200 X 100 X (logical OR operator) A B X == 100 Y == 100 X 100 Y ! (logical negation operator) A! 1 0! POV-Ray #while ( ) #end (1) (2) (3) (1)
75 #while (X < 10) #end X < 10 #declare X = 0; #while (X < 10) #declare X = X + 1; #end X X 10 X < x 10 sequence.pov location <9, 0, -18> look_at <9, 0, 0> light_source { <-50, 50, -50> color rgb 1.6 #declare X = 0; #while (X < 20) sphere { <X, 0, 0>, 1 pigment { color rgb 1 #declare X = X + 2; #end colorseq.pov location <9, 0, -18> look_at <9, 0, 0> light_source { <-50, 50, -50> color rgb 1.6 #declare G = 0; #declare X = 0; #while (X < 20) sphere { <X, 0, 0>, 1 pigment { color rgb <1, G, 0> #declare G = G + 0.1; #declare X = X + 2; #end
76 holeseq.pov #declare HoleSequence = difference { box { <-2, -0.1, -2>, <20, 0.1, 2> union { #declare X = 0; #while (X < 20) cylinder { <X, -1, 0>, <X, 1, 0>, 0.5 #declare X = X + 2; #end location <9, 12, -14> look_at <9, 0, 0> light_source { <-50, 40, -50> color rgb 1.6 HoleSequence pigment { color rgb x 10 y 10 sequsequ.pov location <9, 9, -22> look_at <9, 9, 0> light_source { <-50, 50, -50> color rgb 1.6 #declare Y = 0; #while (Y < 20) #declare X = 0; #while (X < 20) sphere { <X, Y, 0>, 1 pigment { color rgb 1 #declare X = X + 2; #end #declare Y = Y + 2; #end
77 x 10 y 10 z 10 seqseqseq.pov location <-8, 24, -18> look_at <4, 12, 0> light_source { <-50, 50, -50> color rgb 1.6 #declare Z = 0; #while (Z < 20) #declare Y = 0; #while (Y < 20) #declare X = 0; #while (X < 20) sphere { <X, Y, Z>, 1 pigment { color rgb 1 #declare X = X + 2; #end #declare Y = Y + 2; #end #declare Z = Z + 2; #end CSG x 10 torusseq.pov location <9, 10, -14> look_at <9, 0, 0>
78 78 7 light_source { <-50, 50, -50> color rgb 1.6 #declare X = 0; #while (X < 20) torus { 1.6, 0.2 pigment { color rgb 1 translate <X, 0, 0> #declare X = X + 2; #end x 10 hammerseq.pov #declare Hammer = union { cylinder { <-2, 3, 0>, <2, 3, 0>, 1 box { <-0.3, 5, -0.2>, <0.3, -5, 0.2> location <27, 0, -50> look_at <27, 0, 0> light_source { <-50, 50, -50> color rgb 1.6 #declare X = 0; #while (X < 60) Hammer pigment { color rgb 1 translate <X, 0, 0> #declare X = X + 6; #end x 5 30 circle.pov location <0, 0, -14> light_source { <-50, 50, -50> color rgb 1.6
79 #declare Theta = 0; #while (Theta < 360) sphere { <5, 0, 0>, 1 pigment { color rgb 1 rotate <0, 0, Theta> #declare Theta = Theta + 30; #end (spiral) spiral.pov location <0, 0, -80> light_source { <-50, 50, -50> color rgb 1.6 #declare X = 0; #declare Theta = 0; #while (Theta < 1000) sphere { <X, 0, 0>, 1 pigment { color rgb 1 rotate <0, 0, Theta> #declare X = X + 0.4; #declare Theta = Theta + 11; #end (helix) helix.pov location <20, 0, -40> look_at <20, 0, 0> light_source { <-20, 0, -50> color rgb 1.6 #declare X = 0; #declare Theta = 0; #while (Theta < 1800) sphere { <X, 10, 0>, 1 pigment { color rgb 1 rotate <Theta, 0, 0> #declare X = X + 0.3; #declare Theta = Theta + 15; #end
80 POV-Ray #if ( ) #else #end #if (X < 10) #else #end X < 10 x 10 x select.pov location <9, 0, -18> look_at <9, 0, 0> light_source { <-50, 50, -50> color rgb 1.6 #declare X = 0; #while (X < 20) sphere { <X, 0, 0>, 1 #if (X < 10) pigment { color rgb <0, 0, 1> #else pigment { color rgb <1, 0, 0> #end #declare X = X + 2; #end #if ( ) #end
81 #if (X < 10) #end X < 10 x 10 x 12 y 2 doornotdo.pov location <9, 0, -18> look_at <9, 0, 0> light_source { <-50, 50, -50> color rgb 1.6 #declare X = 0; #while (X < 20) sphere { <X, 0, 0>, 1 pigment { color rgb 1 #if (X = 12) translate <0, 2, 0> #end #declare X = X + 2; #end (multibranch selection) POV-Ray #switch ( ) #end #case ( ) #break
82 82 7 #switch #case x 10 x 6 z 90 x 10 y 2 x 14 y 2 case.pov location <9, 0, -18> look_at <9, 0, 0> light_source { <-50, 50, -50> color rgb 1.6 #declare X = 0; #while (X < 20) sphere { <X, 0, 0>, 1 pigment { color rgb 1 #switch (X) #case (6) rotate 90*z #break #case (10) translate <0, 2, 0> #break #case (14) scale <1, 2, 1> #break #end #declare X = X + 2; #end #range ( 1, 2 ) #break 1 2 #switch #case x 10 x 4 y 0.5 x 6 12 y 2 x 14 y 0.5 range.pov location <9, 0, -18> look_at <9, 0, 0> light_source { <-50, 50, -50> color rgb 1.6
83 #declare X = 0; #while (X < 20) sphere { <X, 0, 0>, 1 pigment { color rgb 1 #switch (X) #case (4) scale <1, 0.5, 1> #break #range (6, 12) scale <1, 2, 1> #break #case (14) scale <1, 0.5, 1> #break #end #declare X = X + 2; #end #else x 10 x 6 x 10 x 14 else.pov location <9, 0, -18> look_at <9, 0, 0> light_source { <-50, 50, -50> color rgb 1.6 #declare X = 0; #while (X < 20) sphere { <X, 0, 0>, 1 #switch (X) #case (6) pigment { color rgb <1, 0, 0> #break #case (10) pigment { color rgb <1, 0.5, 0> #break #case (14) pigment { color rgb <1, 1, 0> #break #else pigment { color rgb <0, 1, 1> #end #declare X = X + 2; #end
84 POV-Ray (function) (call) (function name) POV-Ray (macro) (call) (macro name) (macro call) (argument) (return value) (built-in function) POV-Ray POV-Ray POV-Ray POV-Ray (user-defined function) POV-Ray 3 (numeric function) (string function) (vector function) POV-Ray
85 (function call) (,... ) (, ) pow pow A B A B pow(2, 4) pow (macro call) (,... ) (, ) Namako(27, 61) Namako POV-Ray POV-Ray POV-Ray POV-Ray / POV-Ray
86 86 8 div(a, B) mod(a, B) A B A B x 25 x 6 mod.pov location <24, 0, -40> look_at <24, 0, 0> light_source { <-50, 50, -50> color rgb 1.6 #declare X = 0; #while (X < 50) sphere { <X, 0, 0>, 1 #if (mod(x, 6) = 0) pigment { color rgb <1, 1, 0> #else pigment { color rgb <1, 0, 0> #end #declare X = X + 2; #end (random number sequence) (pseudorandom number sequence) POV-Ray seed (seed) seed 0 1 rand seed 1 x 10 y 0 2 rand.pov location <9, 0, -18> look_at <9, 0, 0> light_source { <-50, 50, -50> color rgb 1.6 #declare R = seed(91); #declare X = 0; #while (X < 20) sphere { <X, rand(r)*2, 0>, 1 pigment { color rgb 1 #declare X = X + 2; #end
87 seed 1000 rand2.pov location <50, 50, -50> look_at <50, 50, 0> light_source { <20, 20, -100> color rgb 1.6 #declare RL = seed(63); #declare RC = seed(127); #declare N = 0; #while (N < 1000) sphere { <rand(rl)*100, rand(rl)*100, rand(rl)*100>, rand(rl)*6 pigment { color rgb <rand(rc), rand(rc), rand(rc)> #declare N = N + 1; #end RL RC POV-Ray div mod seed rand abs(a) acos(a) acosh(a) asc(s) asin(a) asinh(a) atan2(a, B) atanh(a) ceil(a) cos(a) cosh(a) degrees(a) exp(a) floor(a) int(a) log(a) max( ) min( ) pow(a, B) radians(a) strcmp(s, T ) strlen(s) A A A S ASCII A A A B y/x A A A A A ( ) A A A A A B A S T S T S T S T 0 S
88 88 8 sin(a) sinh(a) sqrt(a) tan(a) tanh(a) val(s) vlength(v ) A A A A A S V str POV-Ray str str.pov location <-6, 0, -17> look_at <0, -6, 0> light_source { <-50, 40, -50> color rgb 1.6 #declare P = 1; #declare Y = 0; #while (P < ) text { ttf "timrom.ttf", str(p, 0, 0), 0.2, 0 pigment { color rgb 1 translate <0, Y, 0> #declare P = P * 2; #declare Y = Y - 1; #end POV-Ray str chr(n) concat( ) strlwr(s) strupr(s) substr(s, P, L) N 1 S S S P 1 L vstr(n, A, S, L, P ) A N S L
89 P (macro declaration) #macro (,... ) #end #macro Ball(Radius) sphere { 0, Radius #end Ball Ball(7) Radius #macro Hoge(A, B, C) #end Hoge(5, 7, 3) A 5 B 7 C 3 3 macrotorus.pov #macro Torus(Radius1, Radius2, Rotate, Translate, Color) torus { Radius1, Radius2 pigment { color rgb Color rotate Rotate translate Translate #end location <0, 12, -40>
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