Section 3.9.9.2.4
error_bound

This is one of the two main speed/quality tuning values (the other is of course the number of rays shot). In an ideal world, this would be the only {END/} value needed. It is intended to mean the fraction of error tolerated. For example, if it were set to 1, then the algorithm would not calculate a new value until the error on the last one was estimated at as high as 100%. Ignoring the error introduced by rotation for the moment, on flat surfaces this is equal to the fraction of the reuse distance, which in turn is the distance to the closest item hit. So, if you have an old sample on the floor 10 inches from a wall, an error bound of .5 will get you a new sample at a distance of about 5 inches from the wall. .5 is a little rough and ready, .33 is good for final renderings. Values much lower than .3 take forever.

The default value is 0.4.


Section 3.9.9.2.5
gray_threshold

Diffusely interreflected light is a function of the objects around the point in question. Since this is recursively defined to millions of levels of recursion, in any real life scene, every point is illuminated at least in part by every other part of the scene. Since we can't afford to compute this, we only do one bounce, and so the calculated ambient light is very strongly affected by the colors of the objects near it. This is known as color bleed, and it really happens, but not as much as this calculation method would have you believe. So, this variable grays it down a little, to make your scene more believable. A value of .6 means to calculate the ambient value as 60% of the equivalent grey value calculated, plus 40% of the actual value calculated. At 0%, this feature does nothing. At 100%, you always get white/grey ambient light, with no hue. Note that this does not change the lightness/darkness, only the strength of hue/grayness. (In HLS terms, it changes H only).

The default value is 0.5


Section 3.9.9.2.6
low_error_factor

If you calculate just enough samples, but no more, you will get an image which has slightly blotchy lighting. What you want is just a few extra interspersed, so that the blending will be nice and smooth. The solution to this is the mosaic preview: it goes over the image one or more times beforehand, calculating radiosity values. To ensure that you get a few extra, the radiosity algorithm lowers the error bound during the pre-final passes, the sets it back just before the final pass. This tuning value sets the amount that the error bound is dropped during the preliminary image passes. So, if your low error factor is .8, and your error bound is set to .4, then it will really use an error bound of .32 during the first passes and .4 on the final pass.

The default value is 0.8.


Section 3.9.9.2.7
minimum_reuse

The minimum effective radius ratio. This is the fraction of the screen width which sets the minimum radius of reuse for each sample point. (Actually, it is the fraction of the distance from the eye, but the two are roughly equal). For example, if the value is .02, then the radius of maximum reuse for every sample is set to whatever ground distance corresponds to 2% of the width of the screen. Imagine you sent a ray off to the horizon, and it hit the ground at a distance of 100 miles from your eyepoint. The reuse distance for that sample will be set to 2 miles. At a resolution of 300 x 400, this will correspond to (very roughly) 8 pixels. The theory is that you don't want to calculate values for every pixel into every crevice everywhere in the scene, it will take too long. This sets a minimum bound for the reuse. If this value is too low, (which is should be in theory) rendering gets slow, and inside corners can get a little grainy. If it is set too high, you don't get the natural darkening of illumination near inside edges, since it reuses. At values higher than 2% you start getting more just plain errors, like reusing the illumination of the open table underneath the apple.

Remember! This is a unitless ratio.

The default value is 0.015.


Section 3.9.9.2.8
nearest_count

This is the maximum number of old ambient values blended together to create a new interpolated value. It will always be the N geometrically closest reusable points that get used. If you go lower than 4, things can get pretty patchy. This can be good for debugging, though. Must be no more than 10, since that is the size of the array allocated.

The default value is 6.


Section 3.9.9.2.9
radiosity_quality

This feature is not yet implemented.

Section 3.9.9.2.10
recursion_limit

This value determines how many recursion levels are used to calculate the diffuse inter-reflection. Valid values are one and two.

The default value is 1.


Section 3.9.9.3
Tips on Radiosity

If you want to see where your values are being calculated, set the Radiosity_Count down to about 20, set the Radiosity_Nearest_Count to 1, and set the Radiosity_Grey to 0. This will make everything maximally patchy, so you'll be able to see the borders between patches. There will have been a radiosity calculation at the center of most patches. As a bonus, this is quick to run. You can then change the Radiosity_Error_Bound up and down, and see how it changes things. Likewise the Radiosity_Reuse_Dist_Min and Max.

One way to get extra smooth results: crank up the sample count (I've done as high as 1300) , and drop the low_error_factor to something small like .6. Bump up the reuse_count to 7 or 8. This will get better values, and more of them, then interpolate among more of them on the last pass. This is not for people with a lack of patience, since it is like a squared function. If your blotchiness is only in certain corners or near certain objects, try tuning the error bound instead. Never drop it by more than a little at a time, since the run time will get very long.

If your scene looks good, but right near some objects you get spots of the right (usually darker) color showing on a flat surface of the wrong color (same as far away from the object), then try dropping the reuse_dist_max. If that still doesn't work well, then increase your ray count by 100 and drop the error bound just a bit. If you still have problems, drop the reuse_nearest_count to about 4.


Appendix A
POV-Ray Output Messages

***FIX ME***

Appendix A.1
Options in Use

***FIX ME***

Appendix A.2
Warning Messages

***FIX ME***

Appendix A.2.1
Warnings during the Parsing Stage

***FIX ME***

Appendix A.2.2
Other Warnings

***FIX ME***

Appendix A.3
Error Messages

***FIX ME***

Appendix A.3.1
Scene File Errors

***FIX ME***

Appendix A.3.2
Other Errors

***FIX ME***

Appendix A.4
Statistics

***FIX ME*** [DB]

Appendix B
Help on Help

Using the Help Reader (POVHELP.EXE)

KNOWN INCOMPATIBILITIES

See after the Quick Intro.

Quick Intro

Use the +E option to make the help reader a pop-up program. Use Space to go to the next section. Use Ctrl-PgUp and Ctrl-PgDn to move between sections also. Use Tab to highlight hypertext links. Use Alt-Tab to highlight code fragments. Use Enter to jump to a highlighted hypertext link. Use +/- to jump to relevant sections once link jumping has started. Use BACKSPACE to return to the last place you were before a search/jump. Use 'S' to search on a keyword. Use 'J' to toggle text justification when reading a section. Use 'P' to paste code into your application via the keyboard buffer.

POV-Help will handle non-standard page widths provided the BIOS column count is correctly updated by whatever program is being used to alter it from 80 columns.

If you use POV-Help as a pop-up program, it will attempt to search on the word under your cursor when you pop it up. Note that if you exit pop-up mode by using the hot-key, POV-Help takes this to mean that you want to return to the same place next time and will not perform a search. A search is only performed if you exited using ESCAPE (meaning you have finished with the current subject.)

The history stack activated by using Backspace holds 32 entries.

KNOWN INCOMPATIBILITIES

POV-Help does not work with MS-DOS's EDIT program. [In fact, EDIT.COM is really QBASIC.EXE with a few add ons ; EDIT needs QBASIC to run.]

If it won't work with your editor, try this (assuming you have macro facilities) -

owrite a macro to get the word under the cursor
ohave it call POVHELP.EXE with the word as a parameter
obind the macro to your key-sequence of choice.

Command Line (case insensitive)

+Iname use alternate file name (default HELP.PHE)
+N123 go to the 123rd section (NOT section 123!)
+S4.5.6 go to section '4.5.6'
+Tsphere or "+Tsphere" go straight to the first section found with 'sphere' in its title.
+W50 window width 40 characters (max 127)
+H15 window height 15 lines (max 21)
+J[-] justify ON (default), -J- to turn off
+PH[n] send 'n' HOME keys after each CR when pasting. default is -ph1.
+KALT-ESC hot key sequence. can be CTRL|ALT|CTRL-ALT+[Any character]|[ESC]. e.g. +KCTRL-ALT-P, +KCTRL-1, +KALT-CTL-'. CTL is also acceptable.
+Eabc d e run program 'abc' with parameters 'd' and 'e'. all parameters after the '+e' are passed to the program.
text same as +T unless collecting +E parameters, where it is a parameter

Viewer Commands Top Menu

Up, Down move highlight bar
Enter view selected item
Escape exit help viewer

Authors, Copyright

Up, Down scroll screen
PgUp, PgDn scroll screen
Left, Right scroll screen
Escape return to top menu

Section

Up, Down scroll screen
PgUp, PgDn scroll screen
Left, Right scroll screen
Escape return to top menu
Space or CtrlPgDn view next section
CtrlPgUp view previous section
"+", Enter jump to first/next hypertext link
"-" jump to previous link/original section
"B" jump back to original section (from before link jumping)
Tab select next visible link, wraps from last to first
ShiftTab select previous visible hypertext link
AltTab select code fragment for pasting.
"P" paste highlighted code fragment via keyboard buffer.

General

The help reader wraps most text. Excluded are specified portions, lists, and a few others. Use the left and right arrow keys to scroll these if need be.

The help reader is intended to be a 'shell' around an editor program. Some people may prefer the term 'shim'.

Using EMS for most memory requirements, it loads itself and then runs your editor for you, providing pop-up help facilities. It will also be able to paste code fragments into your source. If your editor was, for example, 'ME', you would place a batch file called 'ME.BAT' in your scene development directory. If you use 'VI', you'd create 'VI.BAT', and so on.

(YOUR-EDITOR-NAME.BAT) desired key sequence ───┐ │ ┌─────────┐ ┌───┴────────┐ ┌──────────────┐ povhelp │+W50 +H15│ │+KCTRL-ALT-H│ │+Ed:\me\me.exe│ %1 %2 %3 %4 %5 └───────┬─┘ └────────────┘ └───┬──────────┘ │ │ size of window ─┘ │ │ place path to your editor here ────────┘

For example -

povhelp +W50 +H15 +KALT-H +Ed:\me\me.exe %1 %2 %3 %4 %5

This command line will yield a version of POV-Help with a 50x15 window, popped-up with the ALT-H key sequence, over the editor 'd:\me\me.exe'. If you don't specify a key sequence, POV-Help defaults to using ALT-ESC.

This would load the help reader. which would then load ME.EXE, and things would proceed as normal. When you exit your editor, the help reader automatically unloads. You can use the ALT-ESC key sequence to pop up POVHELP. This is the default ; there is a way to set it. Note that no other parameters may appear after the +E parameter as they will just be passed to the program being run.

If you use the hotkey to pop-up, POVHELP performs a simplistic search of sections and titles based on the word under the cursor. If found, you are taken to that. Otherwise, you are taken to the main menu, unless you hot-keyed out.

You can hot-key out of the actual section text, by using the same hot key that got you in. If you press escape, you are taken back up to the top menu. But if you hotkey out, you go back to your program. Next time you press the hot key, you will be taken back to the same place. No search is performed in this case.

POVHELP needs EMS if it is running as a shell program.

If you don't specify the +E parameter, POVHELP will come up as a stand-alone program, in which case it does not use EMS.

If you highlight a section of code using Alt-Tab, and you are using POV-Help in pop-up mode, then you may paste the code via the keyboard buffer using 'P'.

As many editors today use auto-indentation, this may cause some problems with column alignment. For that reason, POV-Help by default inserts a HOME key code into the keyboard buffer after each CR. Some editors require more than one HOME key operation to get to the left column. For this reason, the number of HOME's sent may be adjusted from 0 (none) to 9 using the +PH[n] command-line parameter. 'n' is any value from 0 to 9 and defaults to 1.

POV-Help was written by  Christopher J. Cason. 
CIS      : 100032,1644.
Internet : cjcason@yarrow.wt.uwa.edu.au. 

Converters will be available which translate POV-Help databases to other formats such as Postscript, LaTeX, RTF, Windows Help, HTML, etc.

The format of the POV-Help database is documented and freely available.

POV-Help is free. It may not be sold. See POVLEGAL.DOC for details. The POV-Help suite of programs is copyright (c) 1994 C.J. Cason and the POV-Team.


Appendix C
Frequently Asked Questions

Q. When will POV-Ray 3.0 be released?

A. In beta form... Now!

Q. When will the source code be released?

A. When all platforms finish beta testing.

Q. When will other platforms go beta?

A. When they are ready.


Appendix D
Where to Get More POV-Ray Stuff

                   Persistence of Vision(tm) Ray Tracer

                          POV-Ray(tm) Version 3.0

                      Where to Get It and Other Info

                          Draft: February 8, 1996

      The Persistence of Vision(tm) Ray Tracer creates three-dimensional, 
photo-realistic images using a rendering technique called ray tracing. It 
reads in a text file containing information describing the objects and 
lighting in a scene and generates an image of that scene from the view 
point of a camera also described in the text file. Ray tracing is not a 
fast process by any means, but it produces very high quality images with 
realistic reflections, shading, perspective, and other effects.

      The POV-Ray(tm) package includes detailed instructions on using the 
ray tracer and creating scenes. Many stunning scenes are included with POV-
Ray so you can start creating images immediately when you get the package. 
These scenes can be modified by the user also so they don't have to start 
from scratch.

      In addition to the pre-defined scenes are a large library of 
predefined shapes and materials that can be used in your own scenes by just 
typing the name of the shape or material.

      POV-Ray is easy to use, and also includes many advanced features like 
bezier patches, blobs, height-fields, bump mapping, and material mapping.

      POV-Ray can be used under MS-Dos, Windows 3,x, NT & '95; Apple 
Macintosh 68k and Power PC; Commodore Amiga; Linux, UNIX, and other 
computers.

      Here is a list the files that you need to use POV-Ray on your
computer.

      The latest versions of these files are available over CompuServe, 
Internet, America Online, and several BBS's. See 'Where to find POV-Ray 
files' section below for more info.

----------------------------------------------------------------------------

   For MS-Dos systems:
   -------------------
   The MS-Dos version runs under Ms-Dos, or as a dos application under
   Windows'95, Windows NT, Windows 3.1 or 3.11.  It also runs
   under OS/2 and Warp.

   Required hardware & software:
      - A 386 or better CPU and at least 4 meg of RAM.
      - About 6 meg disk space to install and 2-10 meg or more beyond
        that for working space.
      - A text editor capable of editing plain ASCII text files.
        The EDIT program that comes with MS-Dos will work for moderate
        size files.
      - Graphic file viewer capable of viewing GIF and perhaps TGA
        and PNG formats.

   Required POV-Ray files:
      - POVMSDOS.EXE -- a self-extracting archive containing 
        the program, sample scenes, standard include files, and 
        documentation in a hypertext help format with help viewer.

   Recommended: 
      - Pentium or 486dx or math co-processor for 386 or 486sx
      - 8 meg or more RAM.
      - SVGA display preferably with VESA interface and high color
        or true color ability.

   Optional:
      The source code is not needed to use POV-Ray. It is provided 
      for the curious and adventurous.  
      - POVMSD_S.ZIP - The C source code for POV-Ray for MS-Dos.  
        Contains generic parts and MS-Dos specific parts.  Includes 
        sample scenes, standard include files, and documentation in 
        a hypertext help format with help viewer.
      - A C compiler that can create 32-bit protected mode applications.
        We support Watcom 10.5a, Borland 4.52 with Dos Power Pack and
        limited graphics under DJGPP 1.12maint4. DJGPP 2.0 not supported.


   For Windows systems:
   --------------------
   The Windows version runs under Windows'95, Windows NT, and under
   Windows 3.1 or 3.11 if Win32s extensions are added.

   Required hardware & software:
      - A 386 or better CPU and at least 8 meg of RAM. 
      - About 6 meg disk space to install and 2-10 meg or more beyond
        that for working space.
      - A text editor capable of editing plain ASCII text files.
        The Windows notepad program that comes with Windows will work 
        for moderate size files.     

   Required POV-Ray files:
      - User archive POVWIN32.EXE -- a self-extracting archive containing
          the program, sample scenes, standard include file, and
          documentation.

   Recommended: 
      - Pentium or 486dx or math co-processor for 386 or 486sx
      - 16 meg or more RAM.  
      - SVGA display preferably with high color or true color ability
        and drivers installed.

   Optional:
      The source code is not needed to use POV-Ray. It is provided 
      for the curious and adventurous.  
      - POVWIN_S.ZIP - The C source code for POV-Ray for Windows.  
        Contains generic parts and Windows specific parts,
        includes sample scenes, standard include files, and 
        documentation.
      - POV-Ray can only be compiled using C compilers that create 
        32-bit Windows applications. We support Watcom 10.5a, 
        Borland 4.52 compilers.


   For Macintosh systems:
   ----------------------
   The Macintosh versions run under Apple's MacOS operating system
   version 7.0 or better, on 68K-based Macintosh or Power Macintosh
   computers.

   Required hardware & software:
      - A 68020 (Mac II) or better CPU with floating point unit or
        software fpu emulator (e.g. SoftwareFPU) and at least
        8 MB RAM
    *or*
      - Any Power Macintosh computer and at least 8 MB RAM
      - System 7 or newer and color QuickDraw, System 6 is no longer 
        supported.
      - About 6 MB free disk space to install and an additional
        2-10 MB free space for working space.
      - Graphic file viewer capable of viewing Mac PICT, GIF,
        and perhaps TGA and PNG formats (shareware GIFConverter
        or GraphicConverter are good.)

   Required POV-Ray files:
      - POVMAC68.SIT -- a Stuffit archive containing the 68K Macintosh 
        program, sample scenes, standard include files, and documentation.
     *or*
      - POVPMAC.SIT -- a Stuffit archive containing the native Power 
        Macintosh program, sample scenes, standard include files, and 
        documentation.

   Recommended:
      - 68030/33 or faster, or any Power Macintosh
      - 68K Macintosh: 8 MB or more RAM;
        Power Macintosh systems: 16 MB or more.
      - Color monitor preferred, 256 colors OK, but thousands
        or millions of colors even better.

   Optional:
      The source code is not needed to use POV-Ray. It is provided
      for the curious and adventurous.  POV-Ray can be compiled
      using Apple's MPW 3.3, Metrowerks CodeWarrior 8, or Symantec 8.

      POVMACS.ZIP - The C source code for POV-Ray for Macintosh.
      Contains generic parts and Macintosh specific parts.  Includes 
      sample scenes, standard include files, and documentation.


   For Amiga systems: 
   ------------------ 
      The Amiga version comes in several flavors, 68000/68020 without 
      FPU, (not recommended, very slow) 68020/68881(68882), 68030/68882 
      and 68040. There are also two sub-versions, one with a CLI-only 
      interface, and one with a GUI (requires MUI 3.1).  All versions
      run under OS2.1 and up. Support exists for pensharing and window 
      display under OS3.x with 256 color palettes, and CybeGFX display 
      library support.

      Required:
      - at least 4 meg of RAM.
      - at least 2 meg of hard disk space for the necessities, 5-20 more
        recommended for workspace.
      - an ASCII text editor, GUI configurable to launch the editor of
        your choice.
      - Graphic file viewer - POV-Ray outputs to PNG, Targa (TGA), and 
        PPM formats, converters from the PPMBIN distribution are 
        included to convert these to IFF ILBM files.

      Recommended:
       - 8 meg or more of RAM.
       - 68030 & 68882 or higher processor.
       - 24bit display card (CyberGFX library supported)

      As soon as a stable compiler is released for Amiga PowerPC 
      systems, plans are to add this to the flavor list.


   For Linux on Intel 80x86 CPU:
   -----------------------------
   Required hardware & software:
      - A 386 or better CPU and at least 4 meg of RAM.
      - About 6 meg disk space to install and 2-10 meg or more beyond
        that for working space.
      - A text editor capable of editing plain ASCII text files.
      - Any recent (1994 onwards) Linux kernel and support for the 
        lib.so-style loading. POV-Ray for Linux is not in ELF-format. 

   Required POV-Ray files:
      - POVLINUX.ZIP or POVLINUX.TAR.GZ -- archive containing 
        an official binary for each of tty-only, SVGALib, and X-Windows 
        modes.  Also contains sample scenes, standard include files, and 
        documentation.

   Recommended: 
      - Pentium or 486dx or math co-processor for 386 or 486sx
      - 8 meg or more RAM.
      - SVGA display preferably high color or true color ability.
      - If you want display, you'll need either SVGALib or X-Windows. 
      - Graphic file viewer capable of viewing PPM, GIF, TGA or 
        PNG formats.

   Optional:
      The source code is not needed to use POV-Ray. It is provided 
      for the curious and adventurous.  
      - POVLIN_S.ZIP - The C source code for POV-Ray for Linux.  
        Contains generic parts and Linux specific parts.  Includes sample 
        scenes, standard include files, and documentation.
      - The GNU C compiler and (optionally) the X include files and 
        libraries and KNOWLEDGE OF HOW TO USE IT.  Although we provide 
        source code for generic Unix systems, we do not provide technical 
        support on how to compile the program.


   For generic UNIX:
   -----------------
   Required: 
      - POVUNIX.ZIP or POVUNIX.TAR.GZ either one alone is sufficient.
        These archives contain full generic source, Unix and X-Windows
        specific source, sample scenes, standard include files, and 
        documentation.
      - A C compiler for your computer and KNOWLEDGE OF HOW TO USE IT.
        Although we provide source code for generic Unix systems, we
        do not provide technical support on how to compile the program.
      - A text editor capable of editing plain ASCII text files.

   Recommended: 
      - Pentium or 486dx or math co-processor for 386 or 486sx
      - 8 meg or more RAM.
      - SVGA display preferably high color or true color ability.
      - Graphic file viewer capable of viewing PPM, GIF, TGA or 
        PNG formats.

   Optional: 
      - X Windows if you want to be able to display as you render.
      - You will need the X-Windows include files as well. If you're not 
        familiar with compiling programs for X-Windows you may need some 
        help from someone who is knowledgeable at your installation because 
        the X include files and libraries are not always in a standard 
        place.


----------------------------------------------------------------------------

      Each archive includes full documentation for POV-Ray itself as well as 
specific instructions for using POV-Ray with your type of computer.

 ** POV-Ray(tm) is copyrighted freeware written by the POV-Team(tm).
 ** It may be freely distributed subject to the restrictions
 ** defined in POVLEGAL.DOC found all of our archives.
 ** POV-Ray is NOT public domain software.

 POV-Ray is based on DKBTrace 2.12 by David K. Buck and Aaron A. Collins.

      The POV-Team is a collection of volunteer programmers, designers, 
animators and artists meeting via electronic mail on Compuserve's GRAPHDEV 
forum.  GO GRAPHDEV.

      The POV-Team's goal is to create freely distributable, high 
quality rendering and animation software written in C that can be easily 
ported to many different computers.

      If you have any questions about POV-Ray, please contact

      Chris Young
      [POV-Team Coordinator]

      CIS: 76702,1655
      Internet: 76702.1655@compuserve.com


---------------------------------------------------------------------------
Where to find the POV-Ray files
---------------------------------------------------------------------------

Graphics Developer Forum on CompuServe
--------------------------------------
POV-Ray headquarters are on CompuServe GRAPHDEV forum ray tracing sections. 
We meet there to share info and graphics and discuss ray tracing, fractals 
and other kinds of computer art.  Everyone is welcome to join in on the 
action on CIS GRAPHDEV. Hope to see you there! You can get information 
on joining CompuServe by calling (800)848-8990 or visit the CompuServe home 
page http://www.compuserve.com. Direct CompuServe access is also available 
in Japan, Europe and many other countries.


Internet
--------
The internet home of POV-Ray is http://www.povray.org and ftp.povray.org.
Please stop by often for the latest files, utilities, news and images from 
the official POV-Ray internet site.

The comp.graphics.rendering.raytracing newsgroup has many competent POV-Ray
users that are very willing to share their knowledge.  They generally ask 
that you first browse a few files to see if someone has already answered the 
same question, and of course, that you follow proper "netiquette".  If you 
have any doubts about the qualifications of the folks that frequent the 
group, a few minutes spend at the Ray Tracing Competition pages at 
www.povray.org will quickly convince you!


PC Graphics area on America On-Line  
-----------------------------------
There's an area now on America On-Line dedicated to POV-Ray support and 
information. You can find it in the PC Graphics section of AOL. Jump 
keyword "PCGRAPHICS". This area includes the Apple Macintosh executables 
also.  It is best if messages are left in the "Company Support" section.  
Currently, Bill Pulver (BPulver) is our representative there.


The Graphics Alternative (TGA) BBS in El Cerrito, CA.
-----------------------------------------------------
For those on the West coast, you may want to find the POV-Ray files on The 
Graphics Alternative BBS. It's a great graphics BBS run by Adam Shiffman.  
TGA is high quality, active and progressive BBS system which offers both 
quality messaging and files to its 1300+ users.

    510-524-2780 (PM14400FXSA v.32bis 14.4k, Public)
    510-524-2165 (USR DS v.32bis/HST 14.4k, Subscribers)


PCGNet
------
TGA BBS serves as the central hub for a large network of graphics-oriented 
BBS systems around the world.  Following is a concise listing of active 
PCGNet nodes at the time of this writing.  The POV-Team can not vouch for 
the currency of this information, nor verify that any of these boards may 
carry POV-Ray.

  USA and Canada
    SAUG BBS                     Bellevue          WA      206-644-7115
    The Happy Canyon             Denver            CO      303-759-3598
    CHAOS BBS                    Columbia          MO      314-874-2930
    411-Exchange                 Alpharetta        GA      404-345-0008
    Autodesk Global Village      San Rafael        CA      415-507-5921
    Space Command BBS            Kennewick         WA      509-735-4894
    The Graphics Alternative     El Cerrito        CA      510-524-2780
    The CAD/fx BBS               Mesa              AZ      602-835-0274
    PC-AUG                       Phoenix           AZ      602-952-0638
    Time-Out BBS                 Sadsburyville     PA      610-857-2648
    John's Graphics              Brooklyn Park     MN      612-425-4436
    CEAO BBS                     Columbus          OH      614-481-3194
    Canis Major                  Nashville         TN      615-385-4268
    CAD/Engineering Services     Hendersonville    TN      615-822-2539
    The Virtual Dimension        Oceanside         CA      619-722-0746
    Joes CODE BBS                West Bloomfield   MI      810-855-0894
    The Drawing Board BBS        Anchorage         AK      907-349-5412
    The New Graphics BBS         Piscataway        NJ      908-271-8878
    The University               Shrewsbury Twp    NJ      908-544-8193
    
  Australia 
    The Baud Room                Melbourne VIC            61-3-481-8720
    Sydney PCUG Compaq BBS       Caringbah NSW            61-2-540-1842
    My Computer Company          Erskineville NSW         61-2-557-1489
    MULTI-CAD Magazine BBS       Toowong QLD              61-7-878-2940
   
  Austria
    Austrian AutoCAD User Group  Graz                    43-316-574-426
   
  Belgium
    Lucas Visions BBS            Boom                     32-3-8447-229
   
  Denmark
    Horreby SuperBBS             Nykoebing Falster        45-53-84-7074
   
  Finland
    DH-Online                    Jari Hiltunen           358-0-40562248
    Triplex BBS                  Helsinki                358-0-5062277
   
  France
    CAD Connection               Montesson                33-1-39529854
    Zyllius BBS!                 Saint Paul                 33-93320505
   
  Germany
    Tower of Magic               Gelsenkirchen            49-209-780670
    Ray BBS Munich               Munich                    49-89-984723
   
  Netherlands
    BBS Bennekom: Fractal Board  Bennekom                 31-8389-15331
    CAD-BBS                      Nieuwegein               31-3402-90287
    Foundation One               Baarn                    31-2154-22143
   
  New Zealand
    The Graphics Connection      Wellington               64-4-566-8450
    The Graphics Connection II   New Plymouth             64-6-757-8092
    The Graphics Connection III  Auckland                 64-9-309-2237
   
  Slovenia
    MicroArt                     Koper                     386-66-34986
   
  Sweden
    Autodesk On-line             Gothenburg                46-31-401718
   
  United Kingdom
    Raytech BBS                  Tain, Scotland         44-1862-83-2020
    The Missing Link             Surrey, England        44-181-641-8593
    CADenza BBS                  Leicester, UK          44-116-259-6725
 
  Country or long distance dial numbers may require additional numbers
  to be used. Consult your local phone company.


POV-Ray Related Books & CD-ROMs
-------------------------------
These items were produced by POV-Team members.  Although they are only 
current to POV-Ray 2.2 they will still be helpful.

 Ray Tracing Creations, 2d Ed.   
 Chris Young and Drew Wells
 ISBN 1-878739-69-7
 Waite Group Press 1994
   700 pages with color insert and POV-Ray 2.2 on 3.5" MS-Dos disk.

 Ray Tracing Worlds with POV-Ray
 Alexander Enzmann, Lutz Kretzschmar, Chris Young,
 ISBN 1-878739-64-6
 Waite Group Press 1994
   Includes Moray 1.5x modeler and POV-Ray 2.2 on 3.5" MS-Dos disks.

 Ray Tracing for the Macintosh CD
 Eduard Schwan 
 ISBN 1-878739-72-7
 Waite Group Press, 1994 
   Comes with a CD-ROM full of scenes, images, and QuickTime movies, 
   and an interactive keyword reference. Also a floppy with POV-Ray for
   those who don't have a CD ROM drive.

 Visit http://www.dnai.com:80/waite/ for more details.


 'The Official POV-Ray CDROM'

 The Official POV-Ray CDROM is a compilation of images, scene source, 
 program source, utilities and tips on POV-Ray and 3D graphics from the 
 Internet and Compuserve. This CD is aimed fairly and squarely at those 
 who want to create their own images or do general 3D programming work. 
 It's a good resource for those learning POV-Ray as well as those who are 
 already proficient, and contains a Microsoft Windows-based interactive 
 tutorial. The disk is compatible with ISO-9660 and Macintosh formats.

 For more details, if you have world wide web access you may visit -
   http://www.povray.org/povcd

 The CDROM is available for free retrieval and browsing on the World 
 Wide Web -
   http://www.povray.org/pov-cdrom

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