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This looks like a winner. I tried your code and it works as expected, so
now all I need to do is retrofit it into my scene.
Thanks for the other pointers. I think I was getting frustrated and made a
few typos in my sample that I don't normally make in my scene files, but I
will double check just in case.
Thanks again!
"Chris Huff" <chr### [at] maccom> wrote in message
news:chrishuff-F2EDCF.21173208022001@news.povray.org...
> In article <3a832b34$1@news.povray.org>, "Spock" <spo### [at] nospamcom>
> wrote:
>
> > Thank you. Unfortunately I am too dense to get vtransfrom to run... let
> > alone interpret the results.
>
> The vtransform() function just lets you apply transformations (like
> translate, rotate, scale, and matrix) to a vector. You use like this:
> #declare TransformedPt = vtransform(Pt, rotate...scale...etc);
>
> In your case, it might be easier to declare the transformation ahead of
> time:
>
> #declare MyTrans = transform {rotate x*30}
> #declare Loc = < 9, 9, 9>;
>
> union {
> sphere {< 30, 19, 12>, 2}
> sphere {Loc, 1}
>
> pigment {rgb < 1, 1, 1>}
> transform {MyTrans}
> #declare Loc = vtransform(Loc, transform {MyTrans});
> }
>
> BTW, a couple things: the "object {}" blocks in your code were not
> necessary, and your spheres were missing the comma between the position
> and the radius. The first one will work fine, it's just more typing, but
> the second one could cause trouble, and is harder to read anyway.
>
> --
> Christopher James Huff
> Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
> TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
>
> <><
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