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Mike Williams wrote:
> If you're going to be combining nearby objects (such as a spaceship) and
> astronomical objects (such as Sedna) in the same scene, you may need to
> break the scaling.
>
I wonder if it might be possible to break the scaling in such a way as
to have one's cake and eat it too...? What just occurred to me was the
sample "Desk" scene, which is rendered as a three-frame animation in
order to create a recursive image in the photo on the desk. For example:
Write the scene as a two-frame animation. When frame_number = 0, render
only the very distant objects, with one POV unit = a very big number.
When frame_number = 1, render the closer objects with one POV unit = a
smaller number; use the output from the first frame as an image_map
applied to a plane or box in the background of the second frame.
By putting actual, legitimate scaling factors into your code, you can
therefore argue that you haven't "broken" the scale at all, but merely
dragged it, kicking and screaming, into the real world.
I think this would work, but I've just barely finished my first cup of
coffee... ;)
--Sherry Shaw
--
#macro T(E,N)sphere{x,.4rotate z*E*60translate y*N pigment{wrinkles scale
.3}finish{ambient 1}}#end#local I=0;#while(I<5)T(I,1)T(1-I,-1)#local I=I+
1;#end camera{location-5*z}plane{z,37 pigment{granite color_map{[.7rgb 0]
[1rgb 1]}}finish{ambient 2}}// TenMoons
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