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"Chris B" <nom### [at] nomail com> wrote:
> It's you. You do it! Honest :-)
Chris, I always use the box_POV_geom.inc, it's a primitive box shape sized
100X100X100 cm in 3d max and exported to PoseRay for use in POV.
it has following headers, which lines below I need to pay attention to rotate
correctly.
I know Tim Attwood explained the math necessary, but I guess I need my nose
rubbed in it. Thank you.
-----------------------------------
//Materials
#include "box_POV_mat.inc"
//Geometry
#declare box_unnamed_material_=mesh2{
vertex_vectors{
26,
<-49.999,-49.999,0.001>,
<-49.999,50.001,0.001>,
<50.001,50.001,0.001>,
<50.001,-49.999,0.001>,
<-49.999,-49.999,100.001>,
<50.001,-49.999,100.001>,
<50.001,50.001,100.001>,
<-49.999,50.001,100.001>,
<-49.999,-49.999,0.001>,
<50.001,-49.999,0.001>,
<50.001,-49.999,100.001>,
<50.001,-49.999,100.001>,
<-49.999,-49.999,100.001>,
<-49.999,-49.999,0.001>,
<50.001,50.001,0.001>,
<50.001,-49.999,100.001>,
<50.001,50.001,0.001>,
<-49.999,50.001,0.001>,
<-49.999,50.001,100.001>,
<-49.999,50.001,100.001>,
<50.001,50.001,100.001>,
<50.001,50.001,0.001>,
<-49.999,50.001,0.001>,
<-49.999,-49.999,100.001>,
<-49.999,-49.999,100.001>,
<-49.999,50.001,0.001>
}
normal_vectors{
30,
<0,0,-1>,
<0,0,-1>,
<0,0,-1>,
<0,0,-1>,
<0,0,1>,
<0,0,1>,
<0,0,1>,
<0,0,1>,
<0,-1,0>,
<0,-1,0>,
<0,-1,0>,
<0,-1,0>,
<0,-1,0>,
<0,-1,0>,
<1,0,0>,
<1,0,0>,
<1,0,0>,
<1,0,0>,
<0,1,0>,
<0,1,0>,
<0,1,0>,
<0,1,0>,
<0,1,0>,
<0,1,0>,
<-1,0,0>,
<-1,0,0>,
<-1,0,0>,
<-1,0,0>,
<-1,0,0>,
<-1,0,0>
}
uv_vectors{
26,
<1,0>,
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