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clipka <ano### [at] anonymousorg> wrote:
> Am 09.08.2015 um 20:29 schrieb LanuHum:
>
> >> - whether in this case the actual matrix should be exported, or its
> >> inverse instead.
> >
> > matrix.inverse csg or components?
> > I in matrixes understand nothing!!! :(
>
> I'm refering to the matrix inverse here. In a nutshell, a matrix's
> inverse is the matrix that, when applied, reverts the effect of applying
> the matrix itself: If the original matrix applies a rotation, the
> inverse applies the opposite rotation; if the original matrix applies a
> scaling by the factor N in any direction, the inverse applies a scaling
> by the factor 1/N in that same direction; if the original matrix applies
> a translation by a vector V, the inverse applies a translation by -V;
> and if a matrix applies any combination of the above in a particular
> order, the inverse applies the respective inverse of the individual
> operations in reverse order.
>
> In raytracing, a transformation matrix's inverse is needed internally
> for some computations, so maybe in some cases, what Blender considers
> "the operation" might be what POV-Ray considers "the inverse of the
> operation".
No.
Other calculations are necessary.
In my opinion, I found the solution.
So far everything is correct.
:)
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