Section POV

Section POV, sous section patch


FREN
    mot-clef (seulement avec la feuille de style)
  • optionel
  • obligatoire
    keyword (with style sheet only)
  • optional
  • mandatory
Explication/ExplanationObjet seul/Direct objectDans/In mesh { ... }

bend

bend {
  • original mesh_object
  • albinos
  • amount float
  • direction vector
  • fixed vector
  • maximal float
  • minimal float
  • modulation { texture_description }
  • origin vector
[Object_Mods...]
}
bend {
  • original mesh_object
  • albinos
  • amount float
  • direction vector
  • fixed vector
  • maximal float
  • minimal float
  • modulation { texture_description }
  • origin vector
  • texture { Tid }
}

bourke

bourke {
  • original solid_finite_bounded_object
  • accuracy vector
  • offset float
  • precision float
[Object_Mods...]
}
bourke {
  • original solid_finite_bounded_object
  • accuracy vector
  • offset float
  • precision float
  • texture { Tid }
}

cristal

cristal {
  • original solid_finite_bounded_object
  • accuracy vector
[Object_Mods...]
}
cristal {
  • original solid_finite_bounded_object
  • accuracy vector
  • texture { Tid }
}

cubicle

cubicle {
  • original solid_finite_bounded_object
  • accuracy vector
[Object_Mods...]
}
cubicle {
  • original solid_finite_bounded_object
  • accuracy vector
  • texture { Tid }
}

displace

displace {
  • modulation { texture_description }
  • original mesh_object
  • albinos
  • amount float
  • offset float
[Object_Mods...]
}
displace {
  • modulation { texture_description }
  • original mesh_object
  • albinos
  • amount float
  • offset float
  • texture { Tid }
}

grid

grid { mesh_object [,float][,float] [Object_Mods...] }

gts_load

gts_load { "filename"
  • right
[Object_Mods...]
}
gts_load { "filename"
  • right
  • texture { Tid }
}

gts_save

gts_save { filename, mesh_object }

heller

heller {
  • original solid_finite_bounded_object
  • accuracy vector
  • offset float
  • precision float
[Object_Mods...]
}
heller {
  • original solid_finite_bounded_object
  • accuracy vector
  • offset float
  • precision float
  • texture { Tid }
}

move

move {
  • original mesh_object
  • albinos
  • modulation { texture_description }
  • move < coeff_of_matrix(12) >
[Object_Mods...]
}
move {
  • original mesh_object
  • albinos
  • modulation { texture_description }
  • move < coeff_of_matrix(12) >
  • texture { Tid }
}

roll

roll {
  • original mesh_object
  • albinos
  • direction vector
  • maximal float
  • minimal float
  • modulation { texture_description }
  • origin vector
[Object_Mods...]
}
roll {
  • original mesh_object
  • albinos
  • direction vector
  • maximal float
  • minimal float
  • modulation { texture_description }
  • origin vector
  • texture { Tid }
}

screw

screw {
  • original mesh_object
  • albinos
  • direction vector
  • maximal float
  • minimal float
  • modulation { texture_description }
  • origin vector
  • right
[Object_Mods...]
}
screw {
  • original mesh_object
  • albinos
  • direction vector
  • maximal float
  • minimal float
  • modulation { texture_description }
  • origin vector
  • right
  • texture { Tid }
}

select

select {
  • original mesh_object
  • with solid_object
  • albinos
  • inbound
  • inside
  • outbound
  • outside
[Object_Mods...]
}
select {
  • original mesh_object
  • with solid_object
  • albinos
  • inbound
  • inside
  • outbound
  • outside
  • texture { Tid }
}

smooth

smooth {
  • original mesh_object
  • albinos
  • amount float
  • method float
[Object_Mods...]
}
smooth {
  • original mesh_object
  • albinos
  • amount float
  • method float
  • texture { Tid }
}

tessel

tessel {
  • original solid_finite_bounded_object
  • accuracy vector
  • albinos
  • offset float
  • smooth
[Object_Mods...]
}
tessel {
  • original solid_finite_bounded_object
  • accuracy vector
  • albinos
  • offset float
  • smooth
  • texture { Tid }
}

tesselate

tesselate {
  • original solid_finite_bounded_object
  • accuracy vector
  • albinos
  • offset float
  • smooth
[Object_Mods...]
}
tesselate {
  • original solid_finite_bounded_object
  • accuracy vector
  • albinos
  • offset float
  • smooth
  • texture { Tid }
}

warp

warp {
  • original mesh_object
  • warp warp_description
  • albinos
  • modulation { texture_description }
  • move < coeff_of_matrix(12) >
[Object_Mods...]
}
warp {
  • original mesh_object
  • warp warp_description
  • albinos
  • modulation { texture_description }
  • move < coeff_of_matrix(12) >
  • texture { Tid }
}

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Section POV

Section POV, sous section patch