[EDIT] There is a shop up in the Market place for custom .inc files for toribash[/edit]
Here is the first part of my POV-ray tutorial
The .inc files on toribash will be next
So this will start from scratch for people who have never used POV-ray before.
Everything in this language everything is case sensitive.
the object codes are always lowercase
EX: box, sphere, torus, cylinder, cone, etc.
The first letter in any word in your color are uppercase
EX: Blue, Red, Yellow, Green, BrightGold, etc.
attributes are lowercase
EX: pigment, finish, etc.
another thing i should note should be that words with spaces inbetween will not use spaces they will use underscore
EX: look_at, light_source, etc.
The First thing to do in any .pov file is add the include tag
---the include tag is the tag that tells the program to look for the attributes in the .inc files
#include "filname.inc"
so for this file we will be including the .inc file "colors"
so our code should look like this so far
#include "colors.inc"
The second thing you need to do for any .pov file you will be creating is create a camera
---the camera tag tells where it is located and what is looking at and at what angle.( angle does not have to be included)
camera {
location <x, y, z>
look_at <x, y, z>
}
so the one we will use for our picture will look like this
NOTE: realize that this should go right under the #include tag
The Next essential is the lighting of our scene. it does not have to be included but it adds a nice touch
---the light_source tag says the location of the light and the color of the light
light_source {
<x, y, z>
color Colorname
}
So by now you are wondering where are my shapes and objects?
and if i have my objects what are they going to sit on?
Well if there is nothing our objects can sit on, they will just float in mid air.
so i will introduce the plane
---the plane tag deals with the axis that it will infinitely extend upon. and the axis opposite it, the plane will lay on
since this is a fairly simple tag i will show you how to use it instead of giving the base code
we will make our plane extend infinitly on the y axis and lay on the point -1 on the z axis
we will also add a pigment to the plane.
NOTE: you can use the word "color" or "colour" depending on which you are familiar with
plane {y, -1
pigment{
checker color White color Red
}
}
so if we press Alt+G we can render the image and you will see a checkered plan stretching horizontally
In this part i will teach about objects including...
box
cone
sphere
cylinder
torus
we will only be using two of these in our image but i will teach about the other 3 later on.
NOTE: there are many more but i will not cover those
--the box tag asks for one corner and another corner and it will stretch one to the other
box {
<x, y, z>
<x, y, z>
}
--the sphere tag asks for the center and then the radius of your sphere
sphere {
<x, y, z>, r
}
Now before we draw our Object i must cover the #declare tag and the difference tag
--the #declare tag tells the computer that when we add an "object" tag into our document with the name provided from
--the declare tag to put in the objects within the declare tag
#declare Nameofobject =
after the equals we put our shape tags
--the difference tag says that if one object within this tag overlaps another within this tag to take the object overlapping--
--and take it away from the overlapped object making the inside transparent
Since i use these two tags together i will show you how to use these in our tutorial saving you precious time so you can
copy and paste these in.