Primitives in POV-Ray

Introduction

In the last section, you saw a simple sphere. This was pretty cool, but in order to generate more interesting images, you'd probably like to see some other primitive objects as well. POV-Ray defines a number of primitive objects. They are all pretty powerful, and not terribly difficult to learn.

The sphere

parameter type description
Center vector Where the center of the sphere is located
Radius float The radius of the sphere
//sphere.pov
//Andy Harris

#include "colors.inc"

light_source { 
  <0, 3, -15>
  color White
} // end light source

camera {
  location <0, 1, -3>
  look_at <0, 0, 0>
} // end camera

sphere {
  <0, 0, 0>, 1
  pigment { color White }
} // end sphere

The cylinder

parameter type description
cap_point vector center of one end of cylinder
base_point vector center of other end of cylinder
radius float radius of cylinder
//cylinder.pov
//Andy Harris

#include "colors.inc"

light_source { 
  <0, 3, -15>
  color White
} // end light source

camera {
  location <0, 1, -3>
  look_at <0, 0, 0>
} // end camera

cylinder {
  <0, 0, 0>
  <0, 1, 0>, .5  pigment { color White }
} // end sphere

The Cone

parameter type description
base_point vector center of base
base_radius float radius of base
cap_point vector center of point
cap_radius float radius of point (usually zero)
//cone.pov
//Andy Harris

#include "colors.inc"

light_source { 
  <0, 3, -15>
  color White
} // end light source

camera {
  location <0, 1, -3>
  look_at <0, 0, 0>
} // end camera

cone {
  <0, 0, 0>, 0.5
  <0, 1, 0>, 0
  pigment { color White }
} // end sphere

The Box

parameter type description
corner_1 vector one corner of the box
corner_2 vector diagonally opposite corner of the box
//box.pov
//Andy Harris

#include "colors.inc"

light_source { 
  <0, 3, -15>
  color White
} // end light source

camera {
  location <0, 1, -3>
  look_at <0, 0, 0>
} // end camera

box {
  <-.5 0 -.5>
  <.5, .5, .5>
  pigment { color White }
} // end sphere

The Plane

parameter type description
normal vector a line from the origin to this point will be perpendicular to the plane
distance float distance along the vector from the origin to the plane
//plane.pov
//Andy Harris

#include "colors.inc"

light_source { 
  <0, 3, -15>
  color White
} // end light source

camera {
  location <0, 1, -3>
  look_at <0, 0, 0>
} // end camera

plane {
  <0 1 0>,
  -1
  pigment { color White }
} // end sphere