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<H1><A ID="SECTION00440000000000000000"> Named Objects</A> </H1>

<P> ! A name may be associated with any primitive, aggregate, or CSG object through the use of the <TT>name</TT> keyword:

<P> Index: Doc/Guide/surfaces.tex *** old/Doc/Guide/surfaces.tex Mon Feb 3 12:50:02 1992 &mdash; new/Doc/Guide/surfaces.tex Fri Jan 17 10:29:14 1992 *************** *** 8,17 **** the ``interior'' of an object is the ``other side'' of the object's surface relative to the origin of a ray.

<P> ! Rayshade usually ensures that a primitive's surface normal is pointing towards the origin of the incident ray when performing shading calculations. Exceptions to this rule are transparent primitives, for ! which rayshade uses the direction of the surface normal to determine if the incident ray is entering or exiting the object. All non-transparent primitives will, in effect, be double-sided.

<P> &mdash; 8,17 &mdash;- the ``interior'' of an object is the ``other side'' of the object's surface relative to the origin of a ray.

<P> ! usually ensures that a primitive's surface normal is pointing towards the origin of the incident ray when performing shading calculations. Exceptions to this rule are transparent primitives, for ! which uses the direction of the surface normal to determine if the incident ray is entering or exiting the object. All non-transparent primitives will, in effect, be double-sided.

<P> *************** *** 26,32 **** with the exception of the index of refraction, which is assigned the default index of refraction (normally 1.0).

<P> ! Surface descriptions are used in rayshade to compute the color of a ray that strikes the surface at a point P. The normal to the surface at P, N, is also computed.

<P> &mdash; 26,32 &mdash;- with the exception of the index of refraction, which is assigned the default index of refraction (normally 1.0).

<P> ! Surface descriptions are used in to compute the color of a ray that strikes the surface at a point P. The normal to the surface at P, N, is also computed.

<P> *************** *** 55,61 ****

<P> <BR> <IMG STYLE="height: 2.38ex; vertical-align: 176.27ex; " SRC="img7.png" ALT="
\begin{defkey}{specpow}{{\em exponent}}
! Specifies the specular highlight) exponent.
\end{defkey}
"> <BR> The intensity of specular highlights from light sources are scaled by the specular color of the surface. &mdash; 55,62 &mdash;-

<P> <BR> <IMG STYLE="height: 2.38ex; vertical-align: 176.40ex; " SRC="img8.png" ALT="
\begin{defkey}{specpow}{{\em exponent}}
! Controls the size of the specular high...
....The larger
! the {\em exponent}, the smoother the apparent finish.
\end{defkey}
"> <BR> The intensity of specular highlights from light sources are scaled by the specular color of the surface. *************** *** 106,115 ****

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