;************************************************************************ ; ; PERSISTENCE OF VISION RAY TRACER ; ; POV-Ray VERSION 3.6 ; ; ; ; One option per line is allowed: Not case-sensitive. ; ; Traditional POV-Ray switches beginning with + or - are also allowed ; ; and they may be given with more than one switch per line. ; ; *********************************************************************** ; ; IMAGE FILE TYPE: ; ; c = compressed Targa ; ; t = uncompressed Targa ; ; n = PNG ; ; s = system default, my Win = BMP ; ; p = Unix PPM ; ; ; *********************************************************************** ; ;Output_to_File=On ;Output_File_Type=n ; ; ; ;Bits_Per_Color Only PNG, PPM 5-16 ; ;Bits_Per_Color = ; ;Output_Alpha = true ; ; Output_File_Name = "F:\002_POV_3-6\RAB_POV03\test.png" ; ; ; ; *********************************************************************** ; ; IMAGE SIZE: PIXELS (last one uncommented is it). ; ; *********************************************************************** ; ; *********************************************************************** ; ; *** High Resolution *** ; ; *********************************************************************** ; ; ; ; - square: for 11x15 at 180 pixels/inch. ; ;Width = 2800 ; ;Height = 2800 ; ; ; ; ; ; - 12x18 (2x3) ; ;Width = 2700 ; ;Height = 1800 ; ; ; ;------------- ; ; - square ; ;Width = 2500 ; ;Height = 2500 ; ; ; ;------------- ; ; - 8x10 (4/5) ; ;Width = 2500 ; ;Height = 2000 ; ; ; ; - 8x10 V(5/4) ; ;Width = 2000 ; ;Height = 2500 ; ; ; ;------------- ; ; - 11x14 ; ;Width = 1400 ; ;Height = 1100 ; ; - 11x14 V ; ;Width = 1100 ; ;Height = 1400 ; ; ; ; - 11x14 V ; ;Width = 2200 ; ;Height = 2800 ; ;------------ ; ; - 4x6 (2x3) ; ;Width = 1500 ; ;Height = 1000 ; ; ; ; *********************************************************************** ; ; *** Test Resolutions *** ; ; *********************************************************************** ; ; ; ; - 1024x128 ; ;Width = 1024 ; ;Height = 128 ; ; ; ; 4x3 ; ;Width = 1024 ; ;Height = 786 ; ; ; ; 3x2 ; ;Width = 600 ; ;Height = 600 ; ; ; ; ; 4x3 Width = 800 Height = 600 ; ; ; ; 3x4V ; ;Width = 600 ; ;Height = 800 ; ; ; ; 5x4 ; ;Width = 720 ; ;Height = 576 ; ; ; ; 3x2 ; ;Width = 600 ; ;Height = 400 ; ; ; ; Square ; ;Width = 600 ; ;Height = 600 ; ; ; ; 2x3 ; ;Width = 400 ; ;Height = 600 ; ; ; ; 1x1 ; ;Width = 256 ; ;Height = 256 ; ; ; ; 4x3 ; ;Width = 320 ; ;Height = 240 ; ; ; ; 4x3 ; ;Width = 320 ; ;Height = 240 ; ; ; ; 4x3 ; ;Width = 160 ; ;Height = 120 ; ; ; ; banner ; ;Width = 700 ; ;Height = 150 ; ; ; ; ; ; Sprite 01 ; ;Width = 64 ; ;Height = 64 ; ; ; ; ; ; ************************************************************************ ; ; VIEW BOX : ; ; Either as percentage 0 to 1.0, or as pixels 0 to width/height. ; ; ************************************************************************ ; ; ; ;Start_Row = 100 ; ;End_Row = 800 ; ;Start_Column = 175 ; ;End_Column = 275 ; ; ; ; ************************************************************************ ; ; QUALITY : *** 9 is best *** ; ; 0,1 colors ; 2,3 Ambient, Diffuse ; 4 Shadows 5 extended lights ; ; 6, 7 texture patterns, compute photons ; ; ; 8 reflect, refract, transmit ; ; 9 Default Halos 9, 10, 11 media radiosity ; ; *********************************************************************** ;Quality = 11 ;Quality = 9 ;Quality = 8 ; ; *********************************************************************** ; ; ANTIALIASING: 1.boolian, on/off 2.Method = 1 or 2, 2=squared slower ; ; 3. Depth = #Rays per pixel legal vals = 1 to 16, 8 = great, 11 max! ; ; 4. Treshold, 3.0 = off, lower #'s = more antialiasing & slower ; ; Note: Do not jitter with animation... ; ; *********************************************************************** ;Antialias=Off ; Antialias=On ; ;Sampling_Method=1 Sampling_Method=2 ; ;Antialias_Depth=1 ;Antialias_Depth=2 Antialias_Depth=4 ; ;Antialias_Threshold=0.4 ;Antialias_Threshold=0.3 ;Antialias_Threshold=0.2 ;Antialias_Threshold=0.1 ;Antialias_Threshold=0.05 ;Antialias_Threshold=0.03 ;Antialias_Threshold=0.01 ;Antialias_Threshold=0.005 ; ; *********************************************************************** ; ; JITTER: smooth out with random effect. ; ; Note: Do not jitter with animation... ; ; *********************************************************************** ; ;Jitter=Off ; ;Jitter=On ; ;Jitter_Amount=0.05 ; ;Jitter_Amount=0.5 ; ; ************************************************************************ ; ; ANIMATION: use clock in file - Multiple frames! ; ; --- TURN OFF `Pause_when_Done' below to run multiple frames!!! ; ; Always leave clock at 0 to 1... ; ; cyclic animation for looping files, adjusts for last = first error. ; ; subset to rerun just a few frames. ; ; ************************************************************************ ; ; uncomment these next four lines to create animation. ; ;Initial_Frame = 0 ; ;Final_Frame = 44 ; ;Initial_Clock = 0 ; ;Final_Clock = 1 ; ; ; ;Final_Frame = 360 ; ;Subset_Start_Frame = 30 ; ;Subset_End_Frame =30 ; ; ; ;Cyclic_Animation = on ; ; ; ; *********************************************************************** ; ; PAUSE...... Accepts boolean values. ; ; ... If you pause when done, you only get one animation frame & stats. ;Pause_when_Done = on ; ; Turn on to view log stats and warnings. ; ;Pause_when_Done = off ; ; Turn off to run multiple frames. ;Continue_Trace = on ; ; Let's you resume ; ; ; ; *********************************************************************** ; ; BOUNDING: Sets minimum number of objects before auto bounding kicks in. ;Bounding_Threshold = 3 ; ; ; ; *********************************************************************** ; ; ABORT: User abort by hitting any key(boolean), ; ; tested for every n pixels, allow resume. ;Test_Abort=On ;Test_Abort_Count=100 ;Continue_Trace=On ; ; ; ; ; *********************************************************************** ; ; ************************************************************************ ; ; Path : Up to 10 such paths may be specified. ; ; ************************************************************************ ;Library_Path=D:\002_POV_3-6\0_povimg ;Library_Path=D:\002_POV_3-6\INI ;Library_Path=C:\002_POV_3-6\INCLUDE_02 ; ; ;Library_Path=D:\002_POV_3-6\RAB_POV01 ;Library_Path=D:\002_POV_3-6\RAB_POV02 ;Library_Path=D:\002_POV_3-6\RAB_POV03 ;Library_Path=D:\002_POV_3-6\RAB_POV04 ;Library_Path=D:\002_POV_3-6\RAB_POV05 ; ; ; ;Library_Path=C:\002_GRAPH\Z_POV_3-5 ; ;Library_Path=C:\002_GRAPH\Z_POV_3-5\INCLUDE_02 ; ;Library_Path=C:\002_GRAPH\Z_POV_3-5\INCLUDE_ing ; ; ; ; ************************************************************************ ;