POV-Ray : Documentation : 2.8.8.2 Finite Patch Objects
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2.8.8.1 Finite Solid Objects   2.8.8.3 Infinite Solid Objects

2.8.8.2 Finite Patch Objects

Describe a totally thin, finite shape:
FINITE_PATCH_OBJECT:
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BICUBIC_PATCH | DISC | MESH | MESH2 | POLYGON | TRIANGLE | SMOOTH_TRIANGLE
The bicubic patch object:
BICUBIC_PATCH:
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bicubic_patch { PATCH_ITEMS [PATCH_UV_VECTORS] CONTROL_POINTS [BICUBIC_PATCH_MODIFIERS] }
PATCH_ITEMS:
type PATCH_TYPE & [u_steps INT] & [v_steps INT] & [flatness FLOAT]
PATCH_TYPE:
0 | 1
PATCH_UV_VECTORS:
uv_vectors V2_CORNER1, V2_CORNER2, V2_CORNER3, V2_CORNER4
CONTROL_POINTS:
16 VECTORs, optionally separated by commas.
BICUBIC_PATCH_MODIFIERS:
[UV_MAPPING] & [OBJECT_MODIFIERS]
The disc object:
DISC:
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disc { V_CENTER, V_NORMAL, F_RADIUS [, F_HOLE_RADIUS] [OBJECT_MODIFIERS] }
The mesh object:
MESH:
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mesh { MESH_TRIANGLE... [MESH_MODIFIERS] }
MESH_TRIANGLE:
triangle { V_CORNER1, V_CORNER2, V_CORNER3 [MESH_UV_VECTORS] [MESH_TEXTURE] } |
smooth_triangle { V_CORNER1, V_NORMAL1, V_CORNER2, V_NORMAL2, V_CORNER3, V_NORMAL3 [MESH_UV_VECTORS] [MESH_TEXTURE] }
MESH_UV_VECTORS:
uv_vectors V2_CORNER1, V2_CORNER2, V2_CORNER3
MESH_TEXTURE:
texture { TEXTURE_IDENTIFIER } |
texture_list { TEXTURE_IDENTIFIER TEXTURE_IDENTIFIER TEXTURE_IDENTIFIER }
MESH_MODIFIERS:
[inside_vector V_DIRECTION] & [hierarchy [BOOL]] & [UV_MAPPING] & [OBJECT_MODIFIERS]
The mesh2 object:
MESH2:
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mesh2 { MESH2_VECTORS [TEXTURE_LIST] MESH2_INDICES [MESH2_MODIFIERS] }
MESH2_VECTORS:
VERTEX_VECTORS [NORMAL_VECTORS] [UV_VECTORS]
VERTEX_VECTORS:
vertex_vectors { I_NUM_VERTICES, VECTOR [, VECTOR]... }
NORMAL_VECTORS:
normal_vectors { I_NUM_NORMALS, VECTOR [, VECTOR]... }
UV_VECTORS:
uv_vectors { I_NUM_UV_VECTORS, 2D_VECTOR [, 2D_VECTOR]... }
TEXTURE_LIST:
texture_list { I_NUM_TEXTURES, TEXTURE [, TEXTURE]... }
MESH2_INDICES:
FACE_INDICES [NORMAL_INDICES] [UV_INDICES]
FACE_INDICES:
face_indices { I_NUM_FACES, FACE_INDICES_ITEM [, FACE_INDICES_ITEM]... }
FACE_INDICES_ITEM:
VECTOR [, I_TEXTURE_INDEX [, I_TEXTURE_INDEX, I_TEXTURE_INDEX ]]
NORMAL_INDICES:
normal_indices { I_NUM_FACES, VECTOR [, VECTOR]... }
UV_INDICES:
uv_indices { I_NUM_FACES, VECTOR [, VECTOR]... }
MESH2_MODIFIERS:
[inside_vector V_DIRECTION] & [UV_MAPPING] & [OBJECT_MODIFIERS]
The polygon object:
POLYGON:
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polygon { I_NUM_POINTS, V_POINT [, V_POINT]... [OBJECT_MODIFIERS] }
The quantity of V_POINTs is specified by the I_NUM_POINTS value.
The triangle object:
TRIANGLE:
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triangle { V_CORNER1, V_CORNER2, V_CORNER3 [OBJECT_MODIFIERS] }
The smooth triangle object:
SMOOTH_TRIANGLE:
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smooth_triangle { V_CORNER1, V_NORMAL1, V_CORNER2, V_NORMAL2, V_CORNER3, V_NORMAL3 [OBJECT_MODIFIERS] }

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2.8.8.1 Finite Solid Objects   2.8.8.3 Infinite Solid Objects


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