Tutorial FreeCAD POV ray

Introduction
This tutorial shows how to produce a rendered image in FreeCAD, using the POV-ray renderer. It assumes that the user already created a part or assembly in FreeCAD, or has imported one into it. It uses the Raytracing Workbench to produce the file for rendering.

This tutorial is based on the forum post by schupin FreeCAD / pov ray tutorial, which also includes the files required to produce the model and the rendering.

Setup
Follow the basic workflow outlined in the Raytracing Workbench documentation.

For direct rendering to work, the executable must be set in ; set it to its location in your system, for example,. Other options used by the renderer can be defined here as well, including the width +W and height +H of the image.

Setup the .pov file
1. Create an assembly using bodies from the Part or PartDesign Workbenches, or any other workbench that produces solid objects, for example, the Arch Workbench. Assign colors or materials to the individual bodies that make the assembly, approximately matching the color that you want in your render.



2. If your model is very detailed, make sure the of the body is set to a low value, between  and, or even smaller. The lower this value is, the more detailed the exported mesh will be, and thus the better the quality of the render will be.



3. Create a POV-ray project by clicking. If the viewport is set as orthographic, change it to perspective, as the renderer will work with a camera with perspective view. Using perspective view will allow you to see better what type of image will be actually rendered.

4. Select all the objects that you want to add to your scene, then select the created object, and click on.

beware of those objects that are not currently visible in the 3D viewport. If they are invisible but are included in the scene, they will still have an effect on light bounces, reflections, and shadows. On the other hand, if you really want to omit a body from being rendered, don't select it for inclusion into the POV-ray project.

all objects in the POV-ray project will have a name based on their internal FreeCAD name. It's important to note which is the POV-ray name, as further options, for example, the material properties, will be assigned to these POV-ray names.

5. In the 3D viewport, zoom, pan and rotate the view to setup the scene that you want to render, that is, make sure the objects are centered in the viewport as much as possible; then select the created object, and press.

6. The POV-ray file is now ready; it contains all the selected objects and the camera information. Select the created object, and then press  to save the  file.

7. The created file can now be rendered directly from FreeCAD. Select the created object, then press, and give the file a name. When the popup image appears on screen, click on it so that it is sent to FreeCAD in its own window tab.



8.1. With the file already created, it is possible to run the the  executable from the command line.

The command line options set the horizontal and vertical sizes of the final image.

The command line options and  are useful to trigger antialiasing to produce a smoother image.

8.2. By double clicking the object it's possible to see that it is using the  template; this template creates a basic  file which will produce a simple and dark image.

To improve the appearance of the image, use a better template. Double click the object and choose the  template. Then export a new file, and run again the renderer. The image should look brighter and generally better.



Once again double click the object and now choose the  template. Then export a new file, and run again the renderer. The image should take a bit longer to produce, but the resulting image should have better quality.

If the rendered images are good enough, then there is nothing more to do. However, in order to control precisely the materials and produce even better results, the file needs to be edited manually.

Editing the .pov file
6. The file generated by FreeCAD may look complicated at first but 90% of its content is just mesh information that usually doesn't need to be modified as these meshes define the fixed bodies that we want to render.

The file is structured as follows:
 * Global settings
 * Sky sphere
 * Plane
 * Finishes and textures
 * Camera
 * Mesh and body information
 * Light source

Each section encloses its content inside curly braces. The camera will not be touched, neither the meshes. The main modifications will be made on the other sections.

As the meshes won't be heavily modified, the file can be re-organized so this information is at the end of the file.

Basic re-organization
7. Open the file with a text editor, go to the end of the file, select and cut the  section, and paste it before the first  line or similar.

The resulting file should have the and  sections next to each other, for example

Prepare the body textures
8. The textures of each body need to be adjusted. This is the most time-consuming job of this process.

A body mesh is defined by faces, and each face is defined by a series of triangular elements that themselves are defined by vertex vectors, normal vectors, and face indices. This information doesn't need to be modified at all. Then, each body is defined as the union of the specified faces. Again, this information doesn't need modification.

Finally, each to be rendered is defined as one of the specified bodies, with a particular, which itself can have some default properties like  and.

By searching for the keyword, it's possible to go directly to the desired part in the file, and change its appropriately.

As indicated in the comment, the definition of a is usually at the top of the file, before the camera information. This information is comprised of declarations that assign different properties.

A is a general container that describes a material; it includes information like the pigment (color), normal (how the color changes with the curvature of the surface), finish (interaction of the surface with the light), patterns (checker, agate, spiral, radial, wood, etc.), and other properties. There are many options that can be combined together to produce a working texture. This mixing is not trivial, but there are many examples online to obtain the desired appearance of a material.

POV-ray comes with an extensive library of materials that can be readily used by name. By default, the project file makes available some materials by using statements at the beginning of the file. These materials can be included by name and further modified as desired.

For example, a silver texture is already defined in the library, and can be readily used in a defined  texture.

In the following example, the library is imported; this defines a  texture that is then modified with scale, translation, and.

Prepare planes
9. Planes are useful to serve as a floor or table top on which the model is standing. More planes can be added to serve as walls or other shapes, in order to obtain the right conditions of rendering.

By default, the project file defines a single plane, 1 millimeter below the model, that is slightly reflective.

Beware that when adding planes, in POV-ray the X axis is defined as horizontal (left-right), the Y axis is defined as vertical (up-down), and the Z axis is defined as depth (front-rear).

Prepare lights
10. By default, the project file defines one light with a position and color.

Like other objects, it can be modified with many options, including things like, , and.

Prepare the global settings, radiosity
11. The global settings define ambient light.

The property inside the  controls the way POV-ray computes the light interactions with the objects. It's essential to thinker this property to obtain good results.

Because it can be time consuming to test different settings you can use a variable and a statement to quickly use low, medium or high quality render settings.

Final structure
12. The edited .pov file can be saved when all adjustments have been done.

The final structure is as follows:
 * Global settings, with radiosity parameters
 * Sky sphere
 * Planes, positioned as desired
 * Finishes and textures, with custom texture definitions
 * Camera
 * Light source, with some additional properties
 * Mesh and body information, using the textures defined previously

the sections of the .pov file can be in any order, although it is probably easier to work with it if the mesh information is left to the end.

Final render
13. The final rendering can be done by clicking.



Final notes
POV-ray is a relatively old piece of software; its main advantage is that it is a tested solution whose properties are set only by a text file. Also, the renderer is available from the command line in many operating systems, and it runs in old hardware.

The user is advised to read more documentation and tutorials on POV-ray in order to set up the right settings for his or her needs.