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> Hello i am a high school student and i am fairly new to pov-ray. I was given an
> assignment to create an office and i would like to get your opnion on it and
> what improvements can be made. the following code is the code for my work in
> progress.
>
Your tables and chairs are floating around, and the table's legs are not
all of the same length.
It's usualy best, and much simpler, to place your base floor at an
elevation of zero, and have the bottommost point of your objects also
defined at zero.
Create all your objects around the origin. That way, they only rotate
when you rotate them. Also, the won't move if you scale them.
After they are created, rotate them as needed, THEN translate them to
the desired location.
Sometimes, it also help to model your objects using real world units.
One POV-unit been used to represent 1 foot, 1 inch, 1 meter, 1 cm, or
whatever is the more convenient in the current case.
It's often good to define all the light_source toggether. It help to
prevent duplicates. If the light is to weak, you can give it an
intencity larger than 1.
What did you expect from the merge at the end? (by the way, you place
that desk twice at the same location try adding "rotate 12*y" to your
merge and you'll see)
A merge works the same way as the union with 1 basic difference:
When you union transparent objects, the internal surfaces will remain
visible.
When you use a merge instead, those internal surfaces are removed.
Alain
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