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- Persistence of Vision Raytracer
- Version 1.0
- DAT2POV Intructions
- -------------------------------
-
- DAT2POV is a simple DKBTrace and POV-Ray V0.5 BETA to POV-Ray V1.0
- scene file converter. If you've never used POV-Ray or DKBTrace before
- and you don't have any old style scene files you don't need to use this
- program.
-
- -------------------------------------------------------------------------
-
- Usage is...
-
- DAT2POV < filename.dat > filename.pov
-
- For example,
-
- C:\POVRAY\SCENE>DAT2POV < panther.dat > panther.pov
-
- will read the POV-Ray V0.5 scene file panther.dat in and convert it to a
- new file, panther.pov in POV-Ray V1.0 format. Light sources have to be
- converted by hand, but the rest is done automatically. Converting light
- sources is described below.
-
- -------------------------------------------------------------------------
- Conversions made by DAT2POV
- -------------------------------------------------------------------------
-
- Comments in the form of { ... } are changed to /* ... */
-
- The resulting scene file will have the all uppercase keywords converted
- to lower case. For instance, MARBLE will be marble.
-
- Instead of
-
- KEYWORD
- ...
- END_KEYWORD
-
- the new format is
-
- keyword {
- ...
- }
- For instance,
-
- OBJECT
- ...
- END_OBJECT
-
- becomes
-
- object {
- ...
- }
-
-
- Several keywords that were one are divided by an underscore.
- BUMPSIZE = bump_size
- PHONGSIZE = phong_size
- IMAGEMAP = image_map {
- BUMPMAP = bump_map {
-
-
- These conversions are also made.
- VIEW_POINT = camera {
- CRed = Red
- CGreen = Green
- CBlue = Blue
- QSphere = Ellipsoid
- Sphere = Ellipsoid
- Cone_X = QCone_X
- Cone_Y = QCone_Y
- Cone_Z = QCone_Z
- X_Disk = Disk_X
- Y_Disk = Disk_Y
- Z_Disk = Disk_Z
-
- colors.dat = colors.inc
- shapes.dat = shapes.inc
- shapesq.dat = shapes.inc
- textures.dat = textures.inc
-
- INCLUDE = #include
- DECLARE = #declare
-
- CHECKER_TEXTURE = tiles {
-
- ---------------------------------------------------------------------------
- Light Sources
- ---------------------------------------------------------------------------
-
- NOTE: Light sources are not converted by this program and must be
- converted manually.
-
- Old light source format was:
-
- OBJECT
- SPHERE <0 0 0> 1 END_SPHERE
- TEXTURE COLOR White AMBIENT 1 DIFFUSE 0 END_TEXTURE
- TRANSLATE <1 2 3>
- LIGHT_SOURCE
- COLOR White
- END_OBJECT
-
- Here's how this translates to POV-Ray Beta and DKBTrace internally,
-
- A bright white sphere is created at 0,0,0 and translated to the point
- 1,2,3. Then the program is told to put an invisible point light source
- at the center of the white sphere and make the sphere transparent to this
- light. If the sphere were not transparent, the light from the point
- light source couldn't get out of the sphere.
- COMMON MISUNDERSTANDING:
- Many users thought that the sphere was a light source and that the
- texture and size of the sphere had some effect on the light source.
- This wasn't the case. The sphere was just a visible shell for the
- light_source. The actual light source was an invisible point.
- In most scenes, the sphere shell wasn't even visible and it just
- added an extra object to calculate.
- Also, light sources could be added to a composite object, but not
- a CSG object.
- Version 1.0 changes the format for the better.
-
- To duplicate the light source above, you would type:
-
- object {
- union {
- sphere {
- <1 2 3> 1
- texture { color White ambient 1 diffuse 0 }
- }
- light_source { <1 2 3> color White }
- }
- no_shadow
- }
-
- Light_source is now a shape type of its own and can be used anyplace
- a regular shape type can. Keep in mind that it is not visible and textures
- do not affect it. The no_shadow keyword can be used on any object and
- makes it transparent to all light so that it doesn't cast a shadow.
-
- The only color that affects the light is the one inside the braces
- after light_source. The brightness of a light is its color. White is
- the brightest light, grey would be a dim light and so on.
-
- A better way to specify most lights is:
-
- object {
- light_source { <1 2 3> color White }
- }
-
- That's no nonsense and cuts to the heart of the matter.
-
- The syntax for a light_source is:
- light_source { <location> color (color) }
-