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In article <3edb5968$1@news.povray.org>, ant### [at] spamcop net says...
> I'd like to add I'm using povray 3.5 on a Win2000 machine.
>
>
> "Mario" <ant### [at] spamcop net> wrote in message
> news:3edb5796$1@news.povray.org...
> >
> > I am doing the difference of two cubes. I expect the first cube to have a
> > hole where the second cube is. When I render the scene, the second cube is
> > visible. From what I have seen with differences, this seems like a bug.
> >
> > //scene used to create this bug:
> >
> > #include "textures.inc"
> > #include "colors.inc"
> >
> > // ----------------------------------------
> > // ############ BEGIN #####################
> > // ----------------------------------------
> >
> > camera {
> > // location <-6, 12, -50.05>
> > // look_at <-6, 12, -25.05>
> >
> > //location <5,3,-11.05>
> > //look_at <5,3,-8.05>
> > location <5,3,-0.05>
> > look_at <5,3,-11.05>
> >
> > light_source {
> > <-6, 30, -60.05>
> > color rgb <1, 1, 1> // light's color
> > }
> >
> >
> > // house cube
> > difference {
> > box {
> > <-10, -1, -10>, // Near lower left corner
> > <10,15,10> // Far upper right corner
> >
> > texture {
> > //MJHouse
> > Red_Marble
> > scale .25
> > rotate y*90
> > }
> >
> > }
> >
> > box { <4,-1,-9.875>, <7, 4, -10.125> texture { White_Marble } }
> >
> >
> > } //end of difference
> >
> >
> >
>
>
>
Umm.. It is working.. Try:
#include "textures.inc"
#include "colors.inc"
// ----------------------------------------
// ############ BEGIN #####################
// ----------------------------------------
camera {
location <5,3,-16.05> // **Moved camera out a little for better view.
look_at <5,3,-8.05>
}
light_source {
<8, 3, -20.05> // **Moved closer to get more light and place it where
// **it will illuminates the inside edge.
color rgb <1, 1, 1> // light's color
}
// house cube
difference {
box {
<-10, -1, -10>, // Near lower left corner
<10,15,10> // Far upper right corner
texture {
//MJHouse
Red_Marble
scale .25
rotate y*90
}
}
box { <4,-1,-9.875>, <7, 4, -10.125> texture { White_Marble } }
rotate <0,10,0> // **Rotated the whole thing slightly to let you see
// **the actual interior edge.
} //end of difference
The lines with ** I changed. The problem you are having is two fold.
First off, you where zoomed in so close that all you could see that the
middle of the part you cut out. Obviously this makes seeing the edges a
bit hard. Second, the depth of the cut you are making is very shallow, so
since you where looking straight at it, then even moving the camera
farther back didn't show you the indention, it looked like it stuck out
instead. And third, since you are cutting it out of a solid box, where a
normal house would be hollow in the inside, and it was hard to see if the
result was cut from the inside or sticking out of the cube.
Sometimes it helps a lot to change your perspective. ;) Though why ABX
and Manual both missed this obvious way to check what it was actually
doing.... ;) lol
--
void main () {
call functional_code()
else
call crash_windows();
}
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