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On 7-10-2011 8:19, Arun Kumar wrote:
> Thanks for the clarification...
>
> I have some more doubts. I created a checker board with stick and a lens. I need
> to view the stick through the lens. But the lens which i created is in
> horizontal position. I need to rotate it vertically so that the stick can be
> viewed through the lens. I tried changing the attributes of ROTATE and TRANSLATE
> but i couldn't get the exact image which am looking for. Please help me with
> this issue.
>
> Here is my code..
>
>
> #include "colors.inc"
> #include "glass.inc"
> #declare Photons=on;
>
> global_settings {
> assumed_gamma 1.0
>
> max_trace_level 5
> #if (Photons)
> photons {
> spacing 0.02
> }
>
> #end
> }
>
> camera {
> //perspective
> location<1, 2, -10>
> look_at<0, 2, 0>
> right x*1.33
> }
>
> light_source
> {<0,15,0>
> color rgb<1,1,1>
> }
>
> #declare Glass_material = // Glass material
> material {
> texture {
> pigment {rgbt 1}
> finish {
> ambient 0.0
> diffuse 0.05
> specular 0.6
> roughness 0.005
> }
> }
> interior {
> ior 1.5
> fade_power 1001
> fade_distance 0.9
> fade_color<0.5,0.8,0.6>
> }
> }
>
>
>
> // CSG union, add all of shapes 1...N
>
> union
> {
> box {<-4,0,-4>,<4,0,4> pigment { checker color Black, color White}
> rotate -y*35}
> cylinder {<0,0,0>,<0,3.5,0>, 0.1 pigment { color MediumSpringGreen } }
>
> intersection
> {
> sphere {
> <0, 5.5, 0>, 6
> scale 1
> rotate<0, 0, 0>
> translate<0, 0, 0>
>
> }
>
> sphere {
> <0, -5.5, 0>, 6
> scale 1
> rotate<0, 0, 0>
> translate<0, 0, 0>
> }
> translate y*3
>
> pigment {
> color rgbt<0.2, 0.41176, 0.43922, 0.8>
> }
>
> interior {
> ior 1.5
> }
> material { Glass_material }
>
> photons {
> target
> collect off
> }
> }
>
> }
>
>
> Thanks,
> Arun
>
>
>
Change your code for the intersection like this:
intersection {
sphere {
<0, 0, 5.5>, 6
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
}
sphere {
<0, 0, -5.5>, 6
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
}
translate <0, 2, -5>
pigment {
color rgbt <0.2, 0.41176, 0.43922, 0.8>
}
interior {
ior 1.5
}
material { Glass_material }
photons {
target
collect off
}
}
Explanation: The intersection (the lens) is now defined in a vertical
manner by using the z-axis instead of the y-axis. Then, the lens is
translated 2 units along the y-axis and -5 units along the z-axis, in
order to see your cylinder at the origin.
NB It does not matter here, but your checkered box has no thickness. Use
a plane instead or give the box a little thickness like:
<-4, -0.1, -4>,<4, 0, 4>
in order to avoid coincident surfaces.
Thomas
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