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KalleK wrote:
> Hi!
>
> I wanted to cut a "pyramid without a top" out of a box. This is for a
> backround of a game so I used an orthographic camera.
> But the shading is all wrong. To show the problem, I squeezed the
> prism to have a really shallow angle (see the scale-statement in the
> prism), so nearly no difference in the shading of the box and the cutted
> out surface should be visible. Uncommenting the first three lines in the
> camera-statement shows the problem.
>
> On a sidenote, if you change the perspective camera to a location 37000
> y-units far away, and an angle of 1, the problem is turned around. (I
> guess, this is due to precision problems... - But there are no gigantic
> numbers in the orthographic case.)
>
> My POV-Ray Version is 3.6.1.icl8 on WinXPSP2
> Any Ideas?
> Thank you!
> Kalle
>
> //Sourcecode starts here
>
> camera {
> // orthographic
> // right <650,0,0>
> // up <0,490,0>
> location <320,500,240>
> look_at <320,000,240>
> }
>
> difference {
> box {<0,-1,0>,<1+1/3,0,1>}
> prism {
> conic_sweep
> 1.1,0.8,4
> <-0.5,0.5>,<-0.5,-0.5>,<0.5,-0.5>,<0.5,0.5>
> translate -y
> scale <1,.000005,1>
> translate y
> translate <0.5,-1,.5>
> }
> pigment { green 1 }
> scale 480
> }
>
> light_source {
> <240,500,-240>
> color rgb 1
> }
>
>
You've run into a pitfall with look_at. Pointing the
camera directly up or down that way gets it confused.
Better to *not* use look_at and do this instead:
camera {
orthographic
locatation <0, 0, 0>
direction <0, 0, 1>
right <650,0,0>
up <0,490,0>
rotate x*90 // point camera down
translate <320, 500, 240> // move camera where you want it
// location <320,500,240>
// look_at <320,000,240>
}
It might be x*-90 ... I always forget.
This way you retain a mathematically "pure"
vertical.
--
to all the companies who wait until a large user base becomes
dependant on their freeware, then shafting said happy campers with
mandatory payment for continued usage. I spit on your grave.
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