CSG objects can be extremely complex. They can be deeply nested. In other words there can be unions of differences or intersections of merges or differences of intersections or even unions of intersections of differences of merges... ad infinitum. CSG objects are (almost always) finite objects and thus respond to auto-bounding and can be transformed like any other POV primitive shape.
Let's add two spheres each translated 0.5 units along the x-axis in each direction. We color one blue and the other red.
We trace this file at 200x150 -A. Now we place a union block around the two spheres. This will create a single CSG union out of the two objects.
We trace the file again. The union will appear no different from what each sphere looked like on its own, but now we can give the entire union a single texture and transform it as a whole. Let's do that now.
We trace the file again. As we can see, the object has changed dramatically. We experiment with different values of scale and rotate and try some different textures.
There are many advantages of assigning only one texture to a CSG object instead of assigning the texture to each individual component. First, it is much easier to use one texture if our CSG object has a lot of components because changing the objects appearance involves changing only one single texture. Second, the file parses faster because the texture has to be parsed only once. This may be a great factor when doing large scenes or animations. Third, using only one texture saves memory because the texture is only stored once and referenced by all components of the CSG object. Assigning the texture to all n components means that it is stored n times.
We trace the file and will see a lens-shaped object instead of the two spheres. This is because an intersection consists of the area shared by both shapes, in this case the lens-shaped area where the two spheres overlap. We like this lens-shaped object so we will use it to demonstrate differences.
Let's create a cylinder and stick it right in the middle of the lens.
We render the scene to see the position of the cylinder. We will place a difference block around both the lens-shaped intersection and the cylinder like this:
We render the file again and see the lens-shaped intersection with a neat hole in the middle of it where the cylinder was. The cylinder has been subtracted from the intersection. Note that the pigment of the cylinder causes the surface of the hole to be colored blue. If we eliminate this pigment the surface of the hole will be red.
OK, let's get a little wilder now. Let's declare our perforated lens object to give it a name. Let's also eliminate all textures in the declared object because we will want them to be in the final union instead.
Let's use a union to build a complex shape composed of copies of this object.
We render the scene. An interesting object to be sure. But let's try something more. Let's make it a partially-transparent object by adding some filter to the pigment block.
We render the file again. This looks pretty good... only... we can see parts of each of the lens objects inside the union! This is not good.
Sure enough, it does!
Look at the following example where a cylinder is used to cut a hole in a larger box.
If we trace this object we see red speckles where the hole is supposed to be. This is caused by the coincident surfaces of the cylinder and the box. One time the cylinder's surface is hit first by a viewing ray, resulting in the correct rendering of the hole, and another time the box is hit first, leading to a wrong result where the hole vanishes and red speckles appear.
This problem can be avoided by increasing the size of the cylinder to get rid of the coincidence surfaces. This is done by:
In general we have to make the subtracted object a little bit larger in a CSG difference. We just have to look for coincident surfaces and increase the subtracted object appropriately to get rid of those surfaces.
The same problem occurs in CSG intersections and is also avoided by scaling some of the involved objects.
By default the ambient light source, which emits its light everywhere and in all directions, is pure white (rgb <1,1,1>). Changing its color can be used to create interesting effects. First of all the overall light level of the scene can be adjusted easily. Instead of changing all ambient values in every finish only the ambient light source is modified. By assigning different colors we can create nice effects like a moody reddish ambient lighting. For more details about the ambient light source see "Ambient Light".
Below is an example of a red ambient light source.
We create a new file and name it litedemo.pov. We edit it as follows:
We add the following simple objects:
Now we add a pointlight:
We render this at 200x150 -A and see that the objects are clearly visible with sharp shadows. The sides of curved objects nearest the light source are brightest in color with the areas that are facing away from the light source being darkest. We also note that the checkered plane is illuminated evenly all the way to the horizon. This allows us to see the plane, but it is not very realistic.
We render this at 200x150 -A and see that only the objects are illuminated. The rest of the plane and the outer portions of the objects are now unlit. There is a broad falloff area but the shadows are still razor sharp. Let's try fiddling with some of these parameters to see what they do. We change the falloff value to 16 (it must always be larger than the radius value) and render again. Now the falloff is very narrow and the objects are either brightly lit or in total darkness. Now we change falloff back to 20 and change the tightness value to 100 (higher is tighter) and render again. The spotlight appears to have gotten much smaller but what has really happened is that the falloff has become so steep that the radius actually appears smaller.
Rendering this we see that the scene now has a wonderfully mysterious air to it. The three spotlights all converge on the objects making them blue on one side and red on the other with enough white in the middle to provide a balance.