POV-Ray : Newsgroups : povray.general : Pov reference, minimums and maximums for statements : Pov reference, minimums and maximums for statements Server Time
8 Aug 2024 22:18:11 EDT (-0400)
  Pov reference, minimums and maximums for statements  
From: Chuck Roberts
Date: 15 Sep 2000 08:43:30
Message: <39C21963.20239AE9@alleganisd.org>
Would someone mind commenting on this? I want to be accurate as I
can for the ranges of POV commands. 

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<h3 align=center>POV texture command reference</h3>

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A practical minimum (or practical maximum), as used here, means,
if the user exceeded this limit, the differences in the
appearance of the image would be negligible. 
<p><u>Data types</u>
<p>Data types can be: 
<ul>
<li>choice: parameter is limited to 2 or more choices. Choices
can be a numeric or a letter. All choices are listed in the
"practical min" column.
<li>color: a color in one of the following formats:
"rgbft<a,b,c,d,e>"; "color Red"; "NamedColor".
<li>float: a decimal number
<li>integer: a number without a decimal
<li>vector: in the format: <a, b, c> or just a. Each number is a
float. If the format is "a", that is equivalent to <a, a,
a>.
</ul>

<p>+ = almost infinity
<p>
<table border=1>
<tr><th>command <th>data type<th>practical min <th>practical
max<th> Notes
<tr><td><b>PIGMENTS</b><td><td><td>
<tr><td>color map amount<td>float<td>0.0<td>1.0
<tr><td>rgbtf<td>vector<td>0.0<td>1.0

<tr><td><b>PATTERNS</b><td><td><td>
<tr><td>agate_turb<td>vector<td>0.0<td>1.0
<tr><td>bump_size<td>float<td>0.0<td>5.0
<tr><td>interpolate<td>choice<td>2,4<td>
<tr><td>mandel iterations<td>float<td>0.0<td>+
<tr><td>pattern amount<td>float<td>0.0<td>1.0
<tr><td>quilt control0 and control1<td>float<td>0.0<td>1.0
<tr><td>spiral1, spiral2<td>integer<td>1<td>+
<tr><td>turbulence<td>vector<td>0.0<td>1.0

<tr><td><td><td><td>
<tr><td><td><td><td>

<tr><td><b>FINISH</b><td><td><td>
<tr><td>ambient<td>float<td>0.0<td>1.0
<tr><td>brilliance<td>float<td>1.0<td>10.0
<tr><td>diffuse<td>float<td>0.0<td>1.0
<tr><td>irid<td>float<td>0.0<td>1.0
<tr><td>irid thickness<td>float<td>0.0<td>1.0
<tr><td>irid turbulence<td>vector<td>0.0<td>10.0
<tr><td>metallic<td>float<td>0.0<td>1.0?
<tr><td>phong<td>float<td>0.0<td>1.0
<tr><td>phong_size<td>float<td>1.0<td>250.0
<tr><td>reflection<td>float<td>0.0<td>1.0
<tr><td>reflection_exponent<td>float<td>0.0<td>5.0<td>Requires
reflection_amount.
<tr><td>roughness<td>float<td>0.0<td>1.0 <td>Requires specular.
<tr><td>specular<td>float<td>0.0<td>1.0

<tr><td><td><td><td>
<tr><td><td><td><td>


<tr><td><b>GENERAL</b><td colspan=3>Commands used in multiple
places.<td><td>
<tr><td>blackhole falloff <td>float<td>0.0<td>100.0
<tr><td>blackhole radius<td>float<td>0.0<td>+
<tr><td>blackhole strength<td>float<td>0.0<td>+
<tr><td>frequency<td>float<td>0.0<td>1.0
<tr><td>lambda<td>float<td>1.0<td>100.0
<tr><td>octaves<td>integer<td>1<td>10
<tr><td>omega<td>float<td>0.0<td>10.0
<tr><td>phase<td>float<td>0.0<td>1.0
<tr><td>rotate<td>vector<td>0.0<td>1.0
<tr><td>scale<td>vector<td>0.0<td>1.0
<tr><td>translate<td>vector<td>0.0<td>1.0

<tr><td><td><td><td>
<tr><td><td><td><td>
<tr><td><td><td><td>

<tr><td><b>INTERIOR/MEDIA</b><td><td><td>
<tr><td>absorption<td>color<td><td>
<tr><td>caustics<td>float<td>0.0<td>10.0
<tr><td>confidence<td>float<td>0.0<td>1.0
<tr><td>eccentricity <td><td><td><td>Requires scatter type 5.
<tr><td>emission<td>color<td><td>
<tr><td>extinction <td>float<td>0.0<td>1.0<td>Requires any
scatter type.
<tr><td>fade_distance<td>float<td>0.0<td>100.0
<tr><td>fade_power<td>float<td>1.0<td>10.0
<tr><td>intervals<td>integer<td>1<td>+
<tr><td>ior<td>float<td>0.0<td>10.0
<tr><td>ratio<td>float<td>0.0<td>1.0<td>Ratio of lit to unlit
areas. .9 = 90% lit.
<tr><td>sample_min<td>integer<td>1<td>+
<tr><td>sample_max<td>integer<td>1<td>+
<tr><td>scatter_type <td>choice<td>1,2,3,5<td>
<tr><td>variance<td>float<td>0.0<td>1.0<td>If the variance is
below this threshold, then no more sampling is needed.

<tr><td><td><td><td>
<tr><td><td><td><td>
<tr><td><td><td><td>
<tr><td><td><td><td>


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