POV-Ray Projects

Virtual scenes, macros and animations I've created using the freeware raytracer, POV-Ray.


ImageMagick Sprite Assembly Tutorial:
A tutorial on assembling and compositing sprites into contact sheets using ImageMagick.
ImageMagick Dithering Tutorial:
A tutorial on how to dither an image/scene's transparency information using ImageMagick.
Anatomy of a Sprite:
A tutorial on how sprite graphics are structured in JA2. Includes POV-Ray examples.
LDraw to SimCity 3000 Unlimited Tutorial:
A tutorial on how to import renderings (in this case of LDraw models) into the video game SimCity 3000 Unlimited.
Polarized Glasses Tutorial:
A tutorial on how to render scenes (again of LDraw models) so that they can be viewed in 3D using polarized glasses.
High Precision Heightfields:
An (almost) working tutorial describing how to generate and then re-import high precision heightfields using POV-Ray alone.
Object Collection Migration:
An article describing efforts to migrate compatible or abandoned scenes to the POV-Ray Object Collection.
How to turn a continuous function into a stepped function:
A tutorial describing how to turn a linear function or gradient into its stepped variant.
How to configure your favorite text editor to work with POV-Ray:
A tutorial describing how to integrate POV-Ray with your favorite text editor (only SciTE at the moment).
How to fix old scenes to work with the new gamma system:
A tutorial describing how to migrate old scenes to new versions of POV-Ray that use assumed_gamma 1.0. Based on previous discussion.


Updated "screen.inc":
An updated version of "screen.inc" with better support for different camera types. Also features the capability to retrieve precise 2D screen coordinates of any three-dimensional point in space. (For instance, for overlaying 2D elements on top of the image in another application.)
(Download size: 2KB)
POV-Ray program icons:
A few program icons for POV-Ray rendered within the program.


Grid & Axes Include:
An include file that renders a grid and axes onto your scene with options to select its overall size and detail, as well as to choose to hide or show a particular plane.
Fractal Objects:
A collection of fractal objects including the Menger Sponge, the Sierpinski Pyramid and the Sierpinski Tetrahedron. All three objects can be used in CSG operations.
Cube Fonts:
A macro to create text characters that intersect to form 3D blocks, called "ambigrams", with letters on the each face.
Shape Grid Objects:
A macro that creates objects in the shape of a grid of longitudinal, latitudinal and radial lines. The objects can be used within CSG operations (e.g. intersections and differences), or as an object pattern (e.g. a pigment). An advantage over other techniques is that the thickness of the grid "lines" remains constant.
Color Space Pigments:
Pigments including the HSL (Hue, Saturation, Lightness), HSV (Hue, Saturation, Value) and RGB (Red, Green, Blue) color models.
Munsell Color Solid:
Approximated rendering of the 1943 renotated versions of colors appearing in the 1929 Munsell Book of Color.
Lego Road Macros:
A set of macros for creating Lego (or, LDraw) style roads.
Random Solar System Generator:
An include file for generating random solar systems. Uses Chris Colefax's galaxy macros for space backgrounds.
Earth-like Planet Texture:
A WIP texture for creating Earth-like planets.
Effects add-on
Game Sprites:
A collection of objects and scenes (initially created for GearHead) and intended for use in 2D, isometric video games. The special effects "add-on" is available from this page as well.

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This page © Copyright 2009 Michael Horvath. Last modified: December 17 2016 13:00:20.
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