### 3.8.9 Object Modifiers

Manipulate the appearance of an object
OBJECT_MODIFIERS:
  `[OBJECT_PHOTONS] & [CLIPPED_BY] & [BOUNDED_BY] & [MATERIAL] & [INTERIOR] & [INTERIOR_TEXTURE] & [TEXTURE] & [PIGMENT] & [NORMAL] & [FINISH] & [TRANSFORMATION...] & [no_shadow] & [no_image[BOOL]] & [no_reflection{BOOL]] & [inverse] & [double_illuminate[BOOL]] & [hollow [BOOL]]`

Specify how an object should interact with photons:
OBJECT_PHOTONS:
  Jump to SDL
  `photons { OBJECT_PHOTON_ITEMS }`
OBJECT_PHOTON_ITEMS:
  `[target [F_SPACING_MULT]] & [refraction BOOL] & [reflection BOOL] & [collect BOOL] & [pass_through [BOOL]]`

Slice a portion of a shape:
CLIPPED_BY:
  `clipped_by { UNTEXTURED_SOLID_OBJECT... } |
  clipped_by { bounded_by }`
UNTEXTURED_SOLID_OBJECT:
  `FINITE_SOLID_OBJECT | INFINITE_SOLID_OBJECT`
  Note, neither with a texture applied.

Specify a bounding shape for an object:
BOUNDED_BY:
  `bounded_by { UNTEXTURED_SOLID_OBJECT... } |
  bounded_by { clipped_by }`

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#### 3.8.9.1 UV Mapping

Map a texture to an object using surface coordinates:
UV_MAPPING:
  Jump to SDL
  `uv_mapping PIGMENT | pigment { uv_mapping PIGMENT_BODY } |
  uv_mapping NORMAL | normal { uv_mapping NORMAL_BODY } |
  uv_mapping TEXTURE | texture { uv_mapping TEXTURE_BODY }`

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#### 3.8.9.2 Material

Group together surface textures and interior properties:
MATERIAL:
  `material { [MATERIAL_IDENTIFIER] [MATERIAL_ITEM ...] }`
MATERIAL_ITEMS:
  `TEXTURE | INTERIOR_TEXTURE | INTERIOR | TRANSFORMATION`

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#### 3.8.9.3 Interior

Describe the interior of an object:
INTERIOR:
  Jump to SDL
  `interior { [INTERIOR_IDENTIFIER] [INTERIOR_ITEMS] }`
INTERIOR_ITEMS:
  `[ior FLOAT] & [dispersion FLOAT] & [dispersion_samples INT] & [caustics FLOAT] & [fade_distance FLOAT] & [fade_power FLOAT] & [fade_color COLOR] & [MEDIA...]`

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#### 3.8.9.4 Interior Texture

Describe the interior surface of an object:
INTERIOR_TEXTURE:
  `interior_texture { TEXTURE_BODY }`

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