POV-Ray : Newsgroups : povray.general : Ray intersection test: Can't get my epsilon value right. I think. : Re: Ray intersection test: Can't get my epsilon value right. I think. Server Time
30 Jul 2024 12:29:44 EDT (-0400)
  Re: Ray intersection test: Can't get my epsilon value right. I think.  
From: [GDS|Entropy]
Date: 7 Feb 2009 01:25:30
Message: <498d295a$1@news.povray.org>
Thank you!

I didn't even know where to start looking; those povdocs are an enigma 
wrapped in a puzzle buried in a labyrinth...not at all like the 3.0 docs...

And I'll still accept a pov file deluge. :-D

*downloads those websites*

ian

"triple_r" <nomail@nomail> wrote in message 
news:web.498d156d40536681ef2b9ba40@news.povray.org...
> "[GDS|Entropy]" <gds### [at] hotmailcom> wrote:
>> Hello, (and thank you for the macro! I hadn't even a clue where to start
>> before.)
>>
>> Any suggestions as to how I might more adequately simplify my example 
>> file?
>
> Start simple.  Learn the basics of vector/matrix math for 3D graphics. 
> Here's a
> good
> start:
>
> http://chortle.ccsu.edu/VectorLessons/vectorIndex.html
>
> This one is more relevant to POV-Ray:
>
> http://www.geocities.com/evilsnack/matrix.htm
>
> Then try out a couple scenes applying the basics.  Everything else is just
> details.  Don't avoid vectors or calculus either.  I started early and it 
> was
> worth every second.  Here's an example scene of how to apply the same
> transformation to a point and an object.  Then try the trace function by
> pointing a vector at a sphere and drawing something at the resulting 
> point.
> Once you have the basics down, you can do anything you want.
>
> - Ricky
>
>
> // VTRANSFORM SAMPLE
> #include "transforms.inc"
>
> camera{
>    orthographic
>    location <0,0,-2>
>    look_at <0,0,0>
> }
>
> global_settings{ ambient_light 10.0 }
>
> // Arrow going from <0,0,0> to <0,1,0>:
> #declare arrow =
>    union{
>        cylinder{0, y*0.9, 0.025}
>        cone{y*0.9, 0.05, y, 0}
>        pigment{rgb x}
>    }
>
> // Vector pointing to the tip of the arrow
> #declare tip_pt = <0,1,0>;
>
> // Make a new transformation
> #declare rotate_trans =
>    transform{
>        rotate <0,0,-35>
>    }
>
> // Apply the transformation to the OBJECT and draw the arrow
> object{
>    arrow
>    transform{ rotate_trans }
> }
>
> // Apply the transformation to the POINT and draw a sphere there
> sphere{
>    vtransform( tip_pt, rotate_trans ), 0.02
>    pigment{rgb y}
> }
>
>
>
>
>
>
>


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