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>
> not really needed camera rotation for that.
>
> just before rotate -x*amount
> add:
> rotate y*360*clock
I tweaked lots of settings. I think the camera position doesn't look
exactly as before, but good enough. Rotating the whole scene in the way
you say didn't look right, for some strange reason. I also had to tweak
the z position to make the 'rotation center' better.
[global settings, background, cup, and tex unmodified from original,
snipping to make post shorter]
light_source {
1.6*(4-z*8)+y*8
1.2
area_light
x,y,4,4
circular orient jitter
translate -z*0.8
}
union {
plane { y 0 pigment { rgb 1 } finish { ambient .2 diffuse .6 } }
object { cup translate 0 tex( <.7,.8,1,.8,.1> ) }
object { cup translate z*.7 tex( <.9,.86,.4,.8,.1> ) }
object { cup translate z*(.7+1.3) tex( <1,.96,.84,.8,.1> ) }
object { cup translate x*.7 tex(<1,1,1,.8,.1> ) }
object { cup translate x*.7+z*.7 tex(<.96,1,.67,.8,.1> )}
object { cup translate x*.7+z*.7*2 tex(<.7,1,.7,.8,.1> ) }
object { cup translate -x*.7 tex(<1,.6,.6,.1,.8> ) }
object { cup translate -x*.7+z*(.0+1.3) tex(<.5,.5,.8,.1,.8> ) }
object { cup translate -x*.7*2+z*(-.7+1.3) tex(<.7,1,.94,.1,.8> ) }
translate -z*0.8
}
light_source { <0,1,-8> .7 shadowless }
camera {
location <0,1.5, -3>
look_at 0
angle 55
//yes, I actually tried focal blur for the final render
aperture .04 blur_samples 60 confidence 1 focal_point y/3+z*2
rotate y*360*clock
}
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