### 3.7.20 Other files

There are various other files in the include collection, including font files, color maps, and images for use in height fields or image_maps, and includes that are too small to have their own section.

#### 3.7.20.1 logo.inc

The official POV-Ray logo designed by Chris Colefax, in two versions

`Povray_Logo`
  The POV-Ray logo object
`Povray_Logo_Prism`
  The POV-Ray logo as a prism
`Povray_Logo_Bevel`
  The POV-Ray logo as a beveled prism

#### 3.7.20.2 rad_def.inc

This file defines a macro that sets some common radiosity settings. These settings are extremely general and are intended for ease of use, and do not necessarily give the best results.

Usage:

     #include "rad_def.inc"
     global_settings {
        ...
        radiosity {
           Rad_Settings(Setting, Normal, Media)
        }
     }

Parameters:

- Setting = Quality setting. Use one of the predefined constants:
  - Radiosity_Default
  - Radiosity_Debug
  - Radiosity_Fast
  - Radiosity_Normal
  - Radiosity_2Bounce
  - Radiosity_Final
  - Radiosity_OutdoorLQ
  - Radiosity_OutdoorHQ
  - Radiosity_OutdoorLight
  - Radiosity_IndoorLQ
  - Radiosity_IndoorHQ
- Normal = Boolean value, whether or not to use surface normal modifiers for radiosity samples.
- Media = Boolean value, whether or not to calculate media for radiosity samples.

#### 3.7.20.3 screen.inc

Screen.inc will enable you to place objects and textures right in front of the camera. When you move the camera, the objects placed with screen.inc will follow the movement and stay in the same position on the screen. One use of this is to place your signature or a logo in the corner of the image.

You can only use screen.inc with the perspective camera. Screen.inc will automatically create a default camera definition for you when it is included. All aspects of the camera can than be changed, by invoking the appropriate 'Set_Camera_...' macros in your scene. After calling these setup macros you can use the macros Screen_Object and Screen_Plane.

Note: even though objects aligned using screen.inc follow the camera, they are still part of the scene. That means that they will be affected by perspective, lighting, the surroundings etc.

For an example of use, see the screen.pov demo file.

`Set_Camera_Location(Loc)` Changes the position of the default camera to a new location as specified by the `Loc` vector.

`Set_Camera_Look_At(LookAt)` Changes the position the default camera looks at to a new location as specified by the `LookAt` vector.

`Set_Camera_Aspect_Ratio(Aspect)` Changes the default aspect ratio, `Aspect` is a float value, usually width divided by the height of the image.

`Set_Camera_Aspect(Width,Height)` Changes the default aspect ratio of the camera.

`Set_Camera_Sky(Sky)` Sets a new Sky-vector for the camera.

`Set_Camera_Zoom(Zoom)` The amount to zoom in or out, `Zoom` is a float.

`Set_Camera_Angle(Angle)` Sets a new camera angle.

`Set_Camera(Location, LookAt, Angle)` Set `location`, `look_at` and `angle` in one go.

`Reset_Camera()` Resets the camera to its default values.

`Screen_Object (Object, Position, Spacing, Confine, Scaling)` Puts an object in front of the camera.
Parameters:

- `Object` = The object to place in front of the screen.
- `Position` = UV coordinates for the object. <0,0> is lower left corner of the screen and <1,1> is upper right corner.
- `Spacing` = Float describing minimum distance from object to the borders. UV vector can be used to get different horizontal and vertical spacing.
- `Confine` = Set to true to confine objects to visible screen area. Set to false to allow objects to be outside visible screen area.
- `Scaling` = If the object intersects or interacts with the scene, try to move it closer to the camera by decreasing Scaling.

`Screen_Plane (Texture, Scaling, BLCorner, TRCorner)` Screen_Plane is a macro that will place a texture of your choice on a plane right in front of the camera.
Parameters:

- `Texture` = The texture to be displayed on the camera plane. <0,0,0> is lower left corner and <1,1,0> is upper right corner.
- `Scaling` = If the plane intersects or interacts with the scene, try to move it closer to the camera by decreasing Scaling.
- `BLCorner` = The bottom left corner of the Screen_Plane.
- `TRCorner` = The top right corner of the Screen_Plane.

#### 3.7.20.4 stdcam.inc

This file simply contains a camera, a light_source, and a ground plane.

#### 3.7.20.5 stage1.inc

This file simply contains a camera, a light_source, and a ground plane, and includes colors.inc, textures.inc, and shapes.inc.

#### 3.7.20.6 sunpos.inc

This file only contains the sunpos() macro

`sunpos(Year, Month, Day, Hour, Minute, Lstm, LAT, LONG)`. The macro returns the position of the sun, for a given date, time, and location on earth. The suns position is also globally declared as the vector `SolarPosition`. Two other declared vectors are the `Az` (Azimuth) and `Al` (Altitude), these can be useful for aligning an object (media container) with the sunlight.
Assumption: in the scene north is in the +Z direction, south is -Z.
Parameters:

- `Year`= The year in four digits.
- `Month`= The month number (1-12).
- `Day`= The day number (1-31).
- `Hour`= The hour of day in 24 hour format (0-23).
- `Minute`= The minutes (0-59).
- `Lstm`= Meridian of your local time zone in degrees (+1 hour = +15 deg, east = positive, west = negative)
- `LAT`= Lattitude in degrees.decimal, northern hemisphere = positive, southern = negative
- `LONG`= Longitude in degrees.decimal, east = positive, west is negative

Use :

       #include "sunpos.inc"

       light_source {
          //Greenwich, noon on the longest day of 2000
          SunPos(2000, 6, 21, 12, 2, 0, 51.4667, 0.00)
          rgb 1
       }

       cylinder{
          <-2,0,0>,<2,0,0>,0.1
          rotate <0, Az-90, Al>  //align cylinder with sun
          texture {...}
       }

#### 3.7.20.7 font files (*.ttf)

The fonts cyrvetic.ttf and timrom.ttf were donated to the POV-Team by their creator, Ted Harrison (CompuServe:70220,344) and were built using his FontLab for Windows by SoftUnion, Ltd. of St. Petersburg, Russia.

The font crystal.ttf was donated courtesy of Jerry Fitzpatrick, Red Mountain Corporation, redmtn [at] ix.netcom.com

The font povlogo.ttf is created by Fabien Mosen and based on the POV-Ray logo design by Chris Colefax.

`crystal.ttf`
  A fixed space programmer's font.
`cyrvetic.ttf`
  A proportional spaces sans-serif font.
`timrom.ttf`
  A proportional spaces serif font.
`povlogo.ttf`
  Only contains the POV-Ray logo.

#### 3.7.20.8 color_map files (*.map)

These are 255-color color_maps, and are in individual files because of their size.

`ash.map`
`benediti.map`
`bubinga.map`
`cedar.map`
`marbteal.map`
`orngwood.map`
`pinkmarb.map`
`rdgranit.map`
`teak.map`
`whiteash.map`

#### 3.7.20.9 image files (*.png, *.pot, *.df3)

`bumpmap_.png`
  A color mandelbrot fractal image, presumably intended for use as a bumpmap.
`fract003.png`
  Some kind of fractal landscape, with color for blue water, brown land, and white peaks.
`maze.png`
  A maze.
`mtmand.pot`
  A grayscale mandelbrot fractal.
`mtmandj.png`
  A 2D color julia fractal.
`plasma2.png, plasma3.png`
  "Plasma fractal" images, mainly useful for landscape height fields. The file plasma3.png is a smoother version of plasma2.png, plasma1.png does not exist.
`povmap.png`
  The text "Persistance of Vision" in green on a blue background, framed in black and red.
`test.png`
  A "test image", the image is divided into 4 areas of different colors (magenta, yellow, cyan, red) with black text on them, and the text "POV-Ray" is centered on the image in white.
`spiral.df3`
  A 3D bitmap density file. A spiral, "galaxy" shape.