# add the computer graphics directory to your path
set path = ($path /usr/local/units/cgha215/labs/bin/)
setenv POVINI /usr/local/units/cgha215/labs/povray/povray.ini
You'll then have to type source ~/.cshrc to make those changes
effective in the current shell.
Unlike OpenGL POV-Ray implements the physical modelling of light rays interacting with objects in the scene. This means you can do proper shadows, reflectivity and translucency, which you can't do with OpenGL. POV-Ray also allow you to add texture mapping, halos, surface finishes and bumps, complex objects generated from splines, and to use a whole heap of other rendering techniques.
You can run it using povray or x-povray. The difference is that x-povray can be made to generate an image in a window as it renders the scene. It will take a .pov scene file, render it and produce a .tga file. Some of the important flags are: +I The .pov input filename (.pov is optional) +D0 +D1 Draw the image as the scene is being rendered +w640 +h480 Create an image which is 640x480 +p Pause after rendering and wait for user input. The .ini file is a configuration file which can be used set the command line options so we don't have to type them in each time. Currently POV-Ray is set to use the ~cgha215/labs/povray/povray.ini file. You can however use your own. If you do you'll have to remember to copy the Library_Path= lines from the povray.ini file to your own. An example invocation would be: x-povray +Ishapes +d1 This would render shapes.pov with povray.ini and create the file shapes.tga. It would also draw the image to the screen as it is rendered. If you wanted to use your own .ini file instead of povray.ini you would use: x-povray my_own.ini +Ishapes +d1
In a left handed co-ordinate system the positive x and y directions are right and up respectively. The positive z direction is away from the viewer. OpenGL uses a right handed co-ordinate system. In OpenGL the positive direction is towards the viewer. With a left handed co-ordinate system a positive rotation would be clockwise around the axis. This is the opposite of OpenGL.
The rest of the documentation examples can be done at your leisure. They include more advanced objects, atmospheric effects, more textures, simple animation and other advanced rendering techniques.
There are also more example scenes in the povray directory (/usr/local/units/cgha215/labs/povray).
If there are any problems please email Philip Dunstan.