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> > Thanks for the reply, but you lost me. I searched the POV help file but
> > I couldn't find a good description or implementation of an
> > orthographic camera.
>
> Section 4.4.2 "Types of Projection", in the manual. Not a real great
> explanation, though. Also look at section 2.4.4.1 "Understanding The
> Concept of Splines". That part of the tutorial has a short "spline
> workshop" scene that includes an example of the orthographic camera.
> And check out this demo scene:
> POV-Ray:Scenes:camera:camera1b.pov
>
>
> > How would this help placing an image map?
>
> It doesn't really help in placing one, just in designing one and placing
> the details. Well, it might help get the alignment right...
> The idea is you render an image with the orthographic camera, and then
> use that image to place the details on the image map. The image map is
> projected like the orthographic camera by default, so you just have to
> scale/translate it to the same position and size as the camera was.
>
> To make a decal, take a view along one axis with the orthographic
> camera, "paint" on the rendered image, making the overlay, and then
> apply that image as the decal using an image_map.
Ok, I understand everything up until the the part when I have to
scale/translate the image to the position corresponding to the ortho
camera's position. Thanks for the help with the camera.
Here's my code, the maped texture is labeled ImagemapTex:
#include "colors.inc"
background { color <1.000,1.000,1.000> }
// lights
light_source { // Light1
<200.000, 200.000, 200.000>
color rgb <1.000, 1.000, 1.000>
}
light_source { // Light2
<-10.000, 8.000, 100.000>
color rgb <1.000, 1.000, 1.000>
}
// camera, side view
#declare Angle = 30;
camera { // Camera SpotCam001
// orthographic
location < 0, 50, 0>
sky < 0, 0, 1> // Use right handed-system
up < 0, 0, 1> //< 0, 0, 1*25> // For orthographic camera
right <4/3, 0.0, 0.0> //<4/3*25, 0.0, 0.0> // For orthographic
camera
angle Angle
look_at < 0, 0, 0>
}
// textures
#declare ImagemapTex =
texture{
pigment {
color Blue
}
finish{
ambient 0
}
}
texture{
pigment{
image_map{
png "decal_rombot_nametag01.png" // the file to read
(iff/gif/tga/png/sys)
map_type 0 // 0=planar, 1=spherical, 2=cylindrical, 5=torus
interpolate 0 // 0=none, 1=linear, 2=bilinear, 4=normalized distance
// [filter N V] // N=all or color index # (0...N), V= value
(0.0...1.0)
// [transmit N V] // N=all or color index # (0...N), V= value
(0.0...1.0)
// [use_color | use_index]
once
// image_map
}
// rotate <0,50,0> translate <0,50,0> ??? <--- I think this is where
I need help.
}
}
// objects
plane
{
z, // <X Y Z> unit surface normal, vector points "away from surface"
-10.0 // distance from the origin in the direction of the surface normal
texture { pigment { checker color rgb <1.0, 1.0, 1.0> color rgb <0.0, 0.0,
0.0> } }
}
sphere
{
<0, 0, 0> // center of sphere <X Y Z>
10 // radius of sphere
scale <1, 1, .75>
texture {ImagemapTex}
}
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