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I've tried using math here but it still doesn't work.
I may have my math wrong
//-----------------------------------//
// begin code
#version 3.7;
global_settings{ assumed_gamma 1.0 }
#default{ finish{ ambient 0.1 diffuse 0.9 }}
//--------------------------------------------------------------------------
#include "colors.inc"
#include "textures.inc"
#include "glass.inc"
#include "metals.inc"
#include "golds.inc"
#include "stones.inc"
#include "woods.inc"
#include "shapes.inc"
#include "shapes2.inc"
#include "functions.inc"
#include "math.inc"
#include "transforms.inc"
//--------------------------------------------------------------------------
// camera
------------------------------------------------------------------
#declare Camera_0 = camera {perspective angle 75 // front
view
location <0.0 , 1.0 ,-3.0>
right x*image_width/image_height
look_at <0.0 , 1.0 , 0.0>}
#declare Camera_1 = camera {/*ultra_wide_angle*/ angle 90 // diagonal
view
location <2.0 , 2.5 ,-3.0>
right x*image_width/image_height
look_at <0.0 , 1.0 , 0.0>}
#declare Camera_2 = camera {/*ultra_wide_angle*/ angle 90 //right side
view
location <3.0 , 1.0 , 0.0>
right x*image_width/image_height
look_at <0.0 , 1.0 , 0.0>}
#declare Camera_3 = camera {/*ultra_wide_angle*/ angle 90 // top
view
location <0.0 , 3.0 ,-0.001>
right x*image_width/image_height
look_at <0.0 , 1.0 , 0.0>}
camera{Camera_0}
// sun
----------------------------------------------------------------------
light_source{< 3000,3000,-3000> color White}
// sky
----------------------------------------------------------------------
sky_sphere { pigment { gradient <0,1,0>
color_map { [0.00 rgb <0.6,0.7,1.0>]
[0.35 rgb <0.1,0.0,0.8>]
[0.65 rgb <0.1,0.0,0.8>]
[1.00 rgb <0.6,0.7,1.0>]
}
scale 2
} // end of pigment
} //end of skysphere
// ground
-------------------------------------------------------------------
plane{ <0,1,0>, 0
texture{ pigment{ checker color rgb<1,1,1>*1.2 color
rgb<0.25,0.15,0.1>*0}
//normal { bumps 0.75 scale 0.025}
finish { phong 0.1}
} // end of texture
} // end of plane
//---------------------------------------------------------------------------
//---------------------------- objects in scene
----------------------------
//---------------------------------------------------------------------------
// sample sphere
sphere { <0,0,0>, 1.00
texture { Polished_Chrome
//pigment{ color Red } // rgb< 1, 0.0, 0.0>}
//finish { phong 1 reflection {0.40 metallic 0.5}}
} // end of texture
scale<1,1,1> rotate<0,0,0> translate<0,1.35,0>
} // end of sphere -----------------------------------
global_settings { max_trace_level 5 assumed_gamma 1}
#include "Transforms.inc"
//////////////////////////////////////////////////////////////////////////////////////
#declare CamPos= <0.5, 1.5,4 >;
#declare CamLook= <1.3,1.2,0>;
//////////////////////////////////
#declare CamDirect=<0,0,1>;
#declare CamUp=<0,1,0>;
#declare CamWidth=image_width;
#declare CamHeight=image_height;
#declare CamAngle=VAngleD(CamPos, CamLook) ;
#declare CamAngleV=CamLook-CamPos;
#declare ColMapPig=pigment {image_map { png "test.png" once}
translate -0.5*(x+y)
scale <CamWidth/CamHeight,1,1> *2
//<============== *2 ******
}
//#declare PicBox=
box{<-CamWidth/CamHeight,-1,CamDirect.z>,<CamWidth/CamHeight,1,CamDirect.z+0.001>//}
texture {
pigment {ColMapPig}
finish { ambient 1 diffuse 1}
}
//}
translate CamDirect
rotate <degrees( atan2(CamAngleV.y,
CamAngleV.z)) ,degrees( atan2(CamAngleV.z, CamAngleV.x)),0 > *x*y
translate CamPos
}
///////////////////////////////////////////////////
camera {
location CamPos
direction CamDirect
right x*image_width/image_height
look_at CamLook
}
// End code
//-------------------------//
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