//FRAME /*********************************************************************************** [DIRECTIVE] #version [CONSTANT]; #include [STRING] #declare [VARIABLE] = [CONSTANT]; #default texture{} #ifdef [CODE] #end #ifndef [CODE] #end #if [CODE] #end #else [CODE] #end #undef [STRING] #while [CODE] #end #switch #case [CODE] #break #range [CODE] #break #end #local [VARIABLE] = [CONSTANT]; #warning #error #render #statistics #debug #fopen #fclose #read #write #macro #create #fopen #fclose global_settings{photons{} radiosity{}} camera{normal{}} background light_source { photons{} looks_like{} projected_through{} } rainbow{} sky_sphere{pigment{}} fog{} media { scattering{} density{} } modify{} destroy{} #init_spline{} #init_3d_spline{} object { interior{media{}} photons{} bounded_by{} clipped_by{} texture{texture{} pigment{} normal{} finish{}} interior_texture{texture{} interior{} interior_texture{}} material{texture{} } pigment{} normal{} finish{} } <--------------------------------------------------------------------------> global_settings { motion_blur [1 < FLOAT],[0 < FLOAT] irid_wavelength assumed_gamma [FLOAT] max_trace_level [INTEGER] adc_bailout [FLOAT] number_of_waves [1 < INTEGER] max_intersections [INTEGER] ambient_light ini_option [STRING] photons { reflection_blur [INTEGER] max_media_steps [0 <= INTEGER] media_spacing_factor [0 < FLOAT] expand_thresholds [0 <= FLOAT],[0 <= FLOAT] range_divider [FLOAT] radius [FLOAT],[INTEGER] gather [INTEGER],[INTEGER] jitter [FLOAT] autostop [FLOAT] adc_bailout [FLOAT] max_trace_level [FLOAT] load_file [STRING] save_file [STRING] media [1 <= INTEGER] } radiosity { brightness [0 < FLOAT] count [0 < INTEGER <= 1600] distance_maximum [0 <= FLOAT] error_bound [0 < FLOAT] gray_threshold [0 <= FLOAT <= 1] low_error_factor [0 < FLOAT] minimum_reuse [0 <= FLOAT] nearest_count [0 < INTEGER <= 20] recursion_limit [0 < INTEGER] max_sample [0 < FLOAT] adc_bailout [0 < FLOAT] normal [INTEGER] media [INTEGER] motion_blur [INTEGER] } string_encoding [STRING] hf_gray_16 [FLOAT] reflection_samples [INTEGER] reflection_blur_max [INTEGER] reflection_blur_max_adc [INTEGER] } <--------------------------------------------------------------------------> object { julia_fractal{} sphere{} parametric{function{},function{}} isosurface{function{} box{} sphere{} bounded_by{} clipped_by{}} sphere_sweep{} plane{} cone{} cylinder{} disc{} quadric{} cubic{} quartic{} poly{} torus{} lathe{} polygon{} prism{} sor{} superellipsoid{} mesh { triangle{} smooth_triangle{} smooth_color_triangle{} } mesh2 { vertex_vectors{} normal_vectors{} uv_vectors{} texture_list{} face_indices{} uv_indices{} normal_indices{} } text{} union{} merge{} intersection{} difference{} bicubic_patch{} bezier_patch{trimmed_by{}} triangle{} smooth_triangle{} height_field{} box{} blob{sphere{} cylinder{}} isoblob { function{} sphere{} cylinder{} } light_source{} motion_blur{object{}} object{} } <--------------------------------------------------------------------------> rainbow { angle [FLOAT] direction color_map [FLOAT,color ] distance [FLOAT] jitter [FLOAT] width [FLOAT] up falloff_angle [0.0 <= FLOAT <= 360.0] arc_angle [0.0 <= FLOAT <= 360.0] } <---------------------------------------------------------------------------> sky_sphere { pigment{} translate rotate scale matrix transform [TRANSFORM_ID] } <--------------------------------------------------------------------------> fog { color distance[FLOAT] fog_type[1 <= INTEGER <=2] fog_alt[FLOAT] fog_offset[FLOAT] turb_depth[FLOAT] up turbulence } <--------------------------------------------------------------------------> OBJECT MODIFY label [OBJECT_ID] split_union [INTEGER] uv_mapping photons { separation [FLOAT] refraction [0,1 INTEGER] reflection [INTEGER] photons_pass_through ignore_photons } color translate rotate scale transform [TRANSFORM_ID] matrix [MATRIX] bounded_by { clipped_by{} [OBJECT_ID] } clipped_by { bounded_by{} [OBJECT_ID] } texture{} interior_texture{texture{}} interior{} material{} pigment{} normal{} finish{} inverse sturm water_level [FLOAT] smooth [BOOLEAN] no_shadow [STRING] no_image no_reflection light_group [STRING] hierarchy [BOOLEAN] hollow [BOOLEAN] double_illuminate <--------------------------------------------------------------------------> plane{,[FLOAT]} <--------------------------------------------------------------------------> height_field{[IMAGE FILE]} <--------------------------------------------------------------------------> triangle{,,} <--------------------------------------------------------------------------> smooth_triangle { ,, ,, , } <--------------------------------------------------------------------------> quadric{,,,[FLOAT]} <--------------------------------------------------------------------------> sphere{,[FLOAT]} <--------------------------------------------------------------------------> isosurface { function{} box{} sphere{} bounded_by { box{} sphere{} } clipped_by { box{} sphere{} } threshold [FLOAT] accuracy [FLOAT] sign [FLOAT] max_gradient [FLOAT] max_trace [INTEGER] no_eval eval open close library [STRING],[STRING],[FLOAT] method [1 <= INTEGER <= 2] all_intersections normal [BOOLEAN] } <--------------------------------------------------------------------------> cone{,[FLOAT],,[FLOAT] open} <--------------------------------------------------------------------------> translate rotate scale transform [TRANSFORM_ID] matrix texture{} pigment{} normal{} finish{} <--------------------------------------------------------------------------> julia_fractal { max_iteration [INTEGER] slice ,precision [FLOAT] exp log sin asin cos acos atan cosh sinh tanh atanh acosh asinh sqr pwr cube reciprocal hypercomplex quaternion } <--------------------------------------------------------------------------> prism { [SELECT] linear_spline,quadratic_spline,cubic_spline,linear_sweep,conic_sweep [FLOAT],[FLOAT], [INTEGER],,.............. open } <--------------------------------------------------------------------------> sor { [INTEGER],,................ open } <--------------------------------------------------------------------------> mesh { triangle { ,, uv_vectors ,, } smooth_color_triangle { ,,, ,,, ,, uv_vectors ,, } smooth_triangle { ,, ,, ,, uv_vectors ,, } inside_vector } <--------------------------------------------------------------------------> mesh2 { vertex_vectors { [FLOAT],,........... } normal_vectors { [INTEGER],,........... } uv_vectors { [INTEGER],,............... } texture_list { [INTEGER],texture{},............... } face_indices { [INTEGER],,................ [INTEGER],............... } uv_indices { [INTEGER],,................ } normal_indices { [INTEGER],,................ } inside_vector } <--------------------------------------------------------------------------> bicubic_patch { type [INTEGER] flatness [FLOAT] v_steps [INTEGER] u_steps [INTEGER] accuracy [FLOAT] uv_vectors , ,,, ,,, ,,, ,,, } <--------------------------------------------------------------------------> bezier_patch { [2 <= INTEGER <= 4], [2 <= INTEGER <= 4] accuracy [FLOAT] rational ,,,, ,,,, ,,,, ,,, trimmed_by{} } <--------------------------------------------------------------------------> trimmed_by { TRIM_IDENTIFIER | type [INTEGER] [ Order [rational] ,c ] [ scale ] [ translate ] [ rotate Angle ] } <--------------------------------------------------------------------------> modify{[LABEL]} <--------------------------------------------------------------------------> destroy{[LABEL]} <--------------------------------------------------------------------------> isoblob { threshold [FLOAT] accuracy [FLOAT] max_trace [FLOAT] normal [BOOLEN] function{} sphere { ,[FLOAT],strength [FLOAT] function [INTEGER] } cylinder { ,,[FLOAT],strength [FLOAT] function [INTEGER] } } <--------------------------------------------------------------------------> motion_blur{object{}} <--------------------------------------------------------------------------> #init_3d_spline { "NAME",[closed | start_end_direction = v1,v2 | natural], // default is natural ,, ... , } <--------------------------------------------------------------------------> #init_spline { "NAME",[closed = t | start_end_direction = s, e | natural], // default is natural ,, ... , } <--------------------------------------------------------------------------> image_map { [IMAGE] once interpolate map_type use_colour use_index color filter[FLOAT] all[FLOAT],transmit[FLOAT] all[FLOAT] } <--------------------------------------------------------------------------> slope ,,, slope <--------------------------------------------------------------------------> finish { conserve_energy ambient brilliance [FLOAT] diffuse [FLOAT] reflection reflection_blur [FLOAT] reflection_samples [INTEGER] reflection_max reflection_min reflect_metallic [0.0 <= FLOAT <= 1.0] reflection_falloff [FLOAT] reflection_type [0,1 INTEGER] reflection_exponent [FLOAT] phong [FLOAT] phong_size [FLOAT] specular [FLOAT] roughness [FLOAT] metallic [FLOAT] crand [FLOAT] irid { [FLOAT] thickness [FLOAT] turbulence } ior [FLOAT] dispersion [FLOAT] disp_nelems [INTEGER] caustics [FLOAT] refraction [FLOAT] } <--------------------------------------------------------------------------> media { intervals [INTEGER] samples [INTEGER],[INTEGER] method [1 <= INTEGER <= 3] jitter [FLOAT] aa_threshold [0.0 < FLOAT] aa_level [1 <= INTEGER] ignore_photons absorption emission scattering { [INTEGER], eccentricity [FLOAT] extinction [FLOAT] } confidence [0.0 < FLOAT <= 1.0] variance [FLOAT] ratio [FLOAT] density{} translate rotate scale matrix transform [TRANSFORM_ID] light_group [STRING] } <--------------------------------------------------------------------------> interior { ior [FLOAT] dispersion [FLOAT] disp_nelems [1 <= INTEGER] caustics [FLOAT] fade_distance [FLOAT] fade_power [FLOAT] fade_colour media{} } <--------------------------------------------------------------------------> light_source { color_map {BLEND_MAP} photons { separation [0 < FLOAT] refraction [INTEGER] reflection [INTEGER] area_light } looks_like {OBJECT} projected_through {OBJECT} shadowless groups [STRING] parallel spotlight cylinder point_at tightness [FLOAT] radius [FLOAT] falloff [FLOAT] fade_distance [FLOAT] fade_power [FLOAT] area_light ,,[INTEGER],[INTEGER] orient circular jitter track adaptive [INTEGER] media_attenuation [BOOLEAN] media_interaction [BOOLEAN] translate rotate scale transform matrix } <--------------------------------------------------------------------------> image_pattern { [IMAGE] once map_type [INTEGER] interpolate [INTEGER] use_color use_index use_alpha } <--------------------------------------------------------------------------> material { texture{} interior_texture{} interior{} } <--------------------------------------------------------------------------> warp { reset_children turbulence octaves [1 <= INTEGER <= 10] omega [FLOAT] lambda[FLOAT] repeat offset flip black_hole ,[FLOAT] strength [FLOAT] falloff [FLOAT] inverse type[INTEGER] repeat turbulence cylindrical orientation dist_exp [FLOAT] spherical orientation dist_exp [FLOAT] toroidal orientation dist_exp [FLOAT] major_radius [FLOAT] planar ,[FLOAT] } <--------------------------------------------------------------------------> bump_map { [IMAGE] once map_type [INTEGER] interpolate [INTEGER] bump_size [FLOAT] use_color use_index } <--------------------------------------------------------------------------> sphere_sweep { linear_sphere_sweep | catmull_rom_spline_sphere_sweep | b_spline_sphere_sweep NumSpheres, Center1, Radius1,... [sphere_sweep_depth_tolerance DepthTolerance] OBJECT_MODIFIERS } <--------------------------------------------------------------------------> text { ttf [STRING],[FLOAT], align_left align_right align_center position [INTEGER] } <--------------------------------------------------------------------------> texture{} <--------------------------------------------------------------------------> uv_vectors ,, <--------------------------------------------------------------------------> poly{[INTEGER],<[FLOAT],.........[FLOAT]>} <--------------------------------------------------------------------------> lathe { [SELECT] linear_spline,quadratic_spline,cubic_spline,bezier_spline [INTEGER],,............... } <--------------------------------------------------------------------------> superellipsoid{} <--------------------------------------------------------------------------> torus{[FLOAT],[FLOAT]} <--------------------------------------------------------------------------> polygon{[INTEGER],,................} <--------------------------------------------------------------------------> blob { threshold [FLOAT] sphere{,[FLOAT],strength [FLOAT]} cylinder{,,[FLOAT],strength[FLOAT]} } <--------------------------------------------------------------------------> box{,} <--------------------------------------------------------------------------> cylinder{,,[FLOAT] open} <--------------------------------------------------------------------------> box{,} <--------------------------------------------------------------------------> disc{,,[FLOAT],[FLOAT]} <--------------------------------------------------------------------------> parametric { function{},function{},,,, accuracy [FLOAT] precompute [FLOAT],[X,Y,Z] , normal [BOOLEAN} } <--------------------------------------------------------------------------> sphere{,[FLOAT]} <--------------------------------------------------------------------------> Parse_Coeffs <[FLOAT],.........[FLOAT]> <--------------------------------------------------------------------------> [PATTERN] agate bozo granite leopard marble magnet1m magnet1j magnet2m magnet2j mandel mandel3 mandel4 julia julia3 julia4 onion spiral1 spiral2 spotted wood gradient radial polarical crackle function checker object{} brick hexagon square triangular image_map bump_map waves ripples wrinkles bumps blotches cells bands sheet dents quilted facets average image_pattern planar boxed spherical cylindrical density_file{} slope <--------------------------------------------------------------------------> accuracy solid coords size metric form offset turbulence color_map pigment_map density_map slope_map normal_map texture_map quick_color control0 control1 octaves omega lambda frequency ramp_wave triangle_wave sine_wave scallop_wave cubic_wave poly_wave phase bump_size agate_turb brick_size mortar interpolate fractal_exterior_type fractal_interior_type warp no_bump_scale <--------------------------------------------------------------------------> [FLOAT] abs acos val asc asin atan2 ceil clock image_width image_height hf_height_at frame_number initial_frame final_frame initial_clock final_clock cos degrees #defined div eval_spline exp file_exists floor int log max min mod pi pow radians sin sqrt strcmp strlen tan vdot vlength true yes on false no off seed rand clock_delta dimensions dimension_size <--------------------------------------------------------------------------> vturbulence eval_3d_spline vtransform vaxis_rotate vcross vnormalize vrotate x y z t u v + - ! ( < <= = != >= > & | ? : .(period) red green blue filter transmit * / trace{} min_extent max_extent <--------------------------------------------------------------------------> color filter blue green red transmit rgb rgbf rgbt rgbft <--------------------------------------------------------------------------> [RIGHT VALUE] pigment{} normal{} finish{} camera{} texture{} trimmed_by{} pigment_map{} color_map{} spline{} density_map{} slope_map{} texture_map{} normal_map{} rainbow{} fog{} media{} density{} interior{} material{} sky_sphere{} transform{} function{} array <--------------------------------------------------------------------------> [IMAGE] pattern{pigment{} hf_gray_16} iff gif pot sys tga png pgm ppm <--------------------------------------------------------------------------> [PERSITENT] # $ % ********************************************************************************************/