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From: LanuHum
Subject: Constructive Solid Geometry: problem!
Date: 8 Aug 2015 14:25:01
Message: <web.55c64901a06367f07a3e03fe0@news.povray.org>
Hi!
Problem with matrixes. :(

#version 3.7;

#include "shapes.inc"
#include "functions.inc"
global_settings {
    assumed_gamma 1.000000
}
sky_sphere {
    pigment {rgb<0.050, 0.050, 0.050>}
}

#declare Default_texture = texture{pigment {rgb 0.8}}

#declare Material = texture{
    pigment{color rgbft <0.8000,0.0388,0.1277,0.0000,0.0000>}
    finish{
        diffuse 0.8000
        brilliance 1.8000
        crand 0.0000
        emission 0.0000
        ambient <0.0000,0.0000,0.0000>
          }
}
#declare data_Box_shape_003_ob = box { -1,1
    texture {Material}
}
#declare data_Cone_shape_001_ob = cone {
<0,0,-1.0000>,1.0000,<0,0,1.0000>,0.3000
    texture {Default_texture}
}
#declare data_Box_shape_ob = box { -1,1
    texture {Default_texture}
}
#declare data_Box_shape_001_ob = box { -1,1
    texture {Material}
}
#declare data_Box_shape_002_ob = box { -1,1
    texture {Material}
}
#declare data_Boolean_000_ob =
difference {
    union {
        object {data_Box_shape_ob
            texture {Default_texture}
    matrix <1.000000, 0.000000, 0.000000,  0.000000, -0.000000, -1.000000,
0.000000, 1.609000, -0.000000,  3.005314, 0.000000, 0.000000>
        }
    }
    object {data_Cone_shape_001_ob
        texture {Default_texture}
    matrix <1.000000, 0.000000, 0.000000,  0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 2.432501,  2.941242, 0.000000, 0.000000>
    }
}
#declare data_Boolean_001_ob =
difference {
    union {
        object {data_Box_shape_ob
            texture {Default_texture}
    matrix <1.000000, 0.000000, 0.000000,  0.000000, -0.000000, -1.000000,
0.000000, 1.609000, -0.000000,  3.005314, 0.000000, 0.000000>
        }
    }
    object {data_Cone_shape_001_ob
        texture {Default_texture}
    matrix <1.000000, 0.000000, 0.000000,  0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 2.432501,  2.941242, 0.000000, 0.000000>
    }
}
object {data_Boolean_000_ob
    rotate x*90
    matrix <1.000000, 0.000000, 0.000000,  0.000000, -0.000000, -1.000000,
0.000000, 1.609000, -0.000000,  -0.840426, 0.000000, 0.000000>
}

object {data_Box_shape_003_ob
    matrix <0.166166, 0.000000, 0.000000,  0.000000, -0.000000, -0.166166,
0.000000, 0.166166, -0.000000,  0.000000, 1.426066, 1.168468>
}

object {data_Boolean_001_ob
    rotate x*90
    matrix <1.000000, 0.000000, 0.000000,  0.000000, -0.000000, -1.000000,
0.000000, 1.609000, -0.000000,  1.365901, 0.000000, 0.000000>
}

object {data_Box_shape_001_ob
    matrix <0.166166, 0.000000, 0.000000,  0.000000, -0.000000, -0.166166,
0.000000, 0.166166, -0.000000,  0.000000, -1.779218, 1.168468>
}

object {data_Box_shape_002_ob
    matrix <0.166166, 0.000000, 0.000000,  0.000000, -0.000000, -0.166166,
0.000000, 1.297221, -0.000000,  2.212118, 1.555311, 0.825095>
}

light_source {
    <5.07,5.58,4.28>
    color rgb<1, 1, 1>
    fade_distance 25.0000000000
    fade_power 1
}
camera {
    perspective
    location  <0,0,0>
    look_at  <0,0,-1>
    right <-1.7777777777777777, 0, 0>
    up <0, 1, 0>
    angle  49.134343
    rotate  <-27.098163, 46.688390, -0.903519>
    translate <7.481132, 5.343666, 6.507640>
}


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Attachments:
Download 'csg-problem.jpg' (90 KB)

Preview of image 'csg-problem.jpg'
csg-problem.jpg


 

From: Anthony D  Baye
Subject: Re: Constructive Solid Geometry: problem!
Date: 8 Aug 2015 19:35:00
Message: <web.55c691044327e3232aaea5cb0@news.povray.org>
"LanuHum" <Lan### [at] yandexru> wrote:
> Hi!
> Problem with matrixes. :(
>
> #version 3.7;
>
> #include "shapes.inc"
> #include "functions.inc"
> global_settings {
>     assumed_gamma 1.000000
> }
> sky_sphere {
>     pigment {rgb<0.050, 0.050, 0.050>}
> }
>
> #declare Default_texture = texture{pigment {rgb 0.8}}
>
> #declare Material = texture{
>     pigment{color rgbft <0.8000,0.0388,0.1277,0.0000,0.0000>}
>     finish{
>         diffuse 0.8000
>         brilliance 1.8000
>         crand 0.0000
>         emission 0.0000
>         ambient <0.0000,0.0000,0.0000>
>           }
> }
> #declare data_Box_shape_003_ob = box { -1,1
>     texture {Material}
> }
> #declare data_Cone_shape_001_ob = cone {
> <0,0,-1.0000>,1.0000,<0,0,1.0000>,0.3000
>     texture {Default_texture}
> }
> #declare data_Box_shape_ob = box { -1,1
>     texture {Default_texture}
> }
> #declare data_Box_shape_001_ob = box { -1,1
>     texture {Material}
> }
> #declare data_Box_shape_002_ob = box { -1,1
>     texture {Material}
> }
> #declare data_Boolean_000_ob =
> difference {
>     union {
>         object {data_Box_shape_ob
>             texture {Default_texture}
>     matrix <1.000000, 0.000000, 0.000000,  0.000000, -0.000000, -1.000000,
> 0.000000, 1.609000, -0.000000,  3.005314, 0.000000, 0.000000>
>         }
>     }
>     object {data_Cone_shape_001_ob
>         texture {Default_texture}
>     matrix <1.000000, 0.000000, 0.000000,  0.000000, 1.000000, 0.000000,
> 0.000000, 0.000000, 2.432501,  2.941242, 0.000000, 0.000000>
>     }
> }
> #declare data_Boolean_001_ob =
> difference {
>     union {
>         object {data_Box_shape_ob
>             texture {Default_texture}
>     matrix <1.000000, 0.000000, 0.000000,  0.000000, -0.000000, -1.000000,
> 0.000000, 1.609000, -0.000000,  3.005314, 0.000000, 0.000000>
>         }
>     }
>     object {data_Cone_shape_001_ob
>         texture {Default_texture}
>     matrix <1.000000, 0.000000, 0.000000,  0.000000, 1.000000, 0.000000,
> 0.000000, 0.000000, 2.432501,  2.941242, 0.000000, 0.000000>
>     }
> }
> object {data_Boolean_000_ob
>     rotate x*90
>     matrix <1.000000, 0.000000, 0.000000,  0.000000, -0.000000, -1.000000,
> 0.000000, 1.609000, -0.000000,  -0.840426, 0.000000, 0.000000>
> }
>
> object {data_Box_shape_003_ob
>     matrix <0.166166, 0.000000, 0.000000,  0.000000, -0.000000, -0.166166,
> 0.000000, 0.166166, -0.000000,  0.000000, 1.426066, 1.168468>
> }
>
> object {data_Boolean_001_ob
>     rotate x*90
>     matrix <1.000000, 0.000000, 0.000000,  0.000000, -0.000000, -1.000000,
> 0.000000, 1.609000, -0.000000,  1.365901, 0.000000, 0.000000>
> }
>
> object {data_Box_shape_001_ob
>     matrix <0.166166, 0.000000, 0.000000,  0.000000, -0.000000, -0.166166,
> 0.000000, 0.166166, -0.000000,  0.000000, -1.779218, 1.168468>
> }
>
> object {data_Box_shape_002_ob
>     matrix <0.166166, 0.000000, 0.000000,  0.000000, -0.000000, -0.166166,
> 0.000000, 1.297221, -0.000000,  2.212118, 1.555311, 0.825095>
> }
>
> light_source {
>     <5.07,5.58,4.28>
>     color rgb<1, 1, 1>
>     fade_distance 25.0000000000
>     fade_power 1
> }
> camera {
>     perspective
>     location  <0,0,0>
>     look_at  <0,0,-1>
>     right <-1.7777777777777777, 0, 0>
>     up <0, 1, 0>
>     angle  49.134343
>     rotate  <-27.098163, 46.688390, -0.903519>
>     translate <7.481132, 5.343666, 6.507640>
> }

without further explanation of what you're trying to accomplish, the only thing
I can see is that your z axis appears to be flipped between the wireframe on the
right and the render on the left.

Your camera is a lot more complex than I would normally use, but I assume this
is a result of export from blender.

Normally, I would simply have

up y
right x*(image_width/image_height)

and adjust my height and width on the command line, or via an ini file.

I assume specifying the angle compensates for distortion in the foreground from
having a wide format aspect ratio with a perspective camera...

I also notice that you've converted your camera for a right-handed coordinate
system by negating the aspect ratio and looking toward the negative z... This
might explain the flipped axis.  Is blender right-handed or left?

Regards,
A.D.B.


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From: LanuHum
Subject: Re: Constructive Solid Geometry: problem!
Date: 8 Aug 2015 20:15:00
Message: <web.55c69ae94327e3237a3e03fe0@news.povray.org>
"Anthony D. Baye" <Sha### [at] spamnomorehotmailcom> wrote:
>
> without further explanation of what you're trying to accomplish, the only thing
> I can see is that your z axis appears to be flipped between the wireframe on the
> right and the render on the left.
>
> Your camera is a lot more complex than I would normally use, but I assume this
> is a result of export from blender.
>
> Normally, I would simply have
>
> up y
> right x*(image_width/image_height)
>
> and adjust my height and width on the command line, or via an ini file.
>
> I assume specifying the angle compensates for distortion in the foreground from
> having a wide format aspect ratio with a perspective camera...
>
> I also notice that you've converted your camera for a right-handed coordinate
> system by negating the aspect ratio and looking toward the negative z... This
> might explain the flipped axis.  Is blender right-handed or left?
>
> Regards,
> A.D.B.

There are objects which are correctly displayed. Color - red. Look in the
3D-viewport.
Only csg are incorrectly displayed. What does it have to do with camera?
I create box:
#declare obBox = box{}
I create cone:
#declare obCone = cone{}
I create csg:
#declare obBox_Minus_obCone = difference{
object {obBox matrixBox}
object {obCone matrixCone}
}
I make transformation and I declare:
object{obBox_Minus_obCone matrixObBox_Minus_obCone}

Result wrong


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From: Anthony D  Baye
Subject: Re: Constructive Solid Geometry: problem!
Date: 9 Aug 2015 01:35:00
Message: <web.55c6e45d4327e3232aaea5cb0@news.povray.org>
"LanuHum" <Lan### [at] yandexru> wrote:
> "Anthony D. Baye" <Sha### [at] spamnomorehotmailcom> wrote:
> >
> > without further explanation of what you're trying to accomplish, the only thing
> > I can see is that your z axis appears to be flipped between the wireframe on the
> > right and the render on the left.
> >
> > Your camera is a lot more complex than I would normally use, but I assume this
> > is a result of export from blender.
> >
> > Normally, I would simply have
> >
> > up y
> > right x*(image_width/image_height)
> >
> > and adjust my height and width on the command line, or via an ini file.
> >
> > I assume specifying the angle compensates for distortion in the foreground from
> > having a wide format aspect ratio with a perspective camera...
> >
> > I also notice that you've converted your camera for a right-handed coordinate
> > system by negating the aspect ratio and looking toward the negative z... This
> > might explain the flipped axis.  Is blender right-handed or left?
> >
> > Regards,
> > A.D.B.
>
> There are objects which are correctly displayed. Color - red. Look in the
> 3D-viewport.
> Only csg are incorrectly displayed. What does it have to do with camera?
> I create box:
> #declare obBox = box{}
> I create cone:
> #declare obCone = cone{}
> I create csg:
> #declare obBox_Minus_obCone = difference{
> object {obBox matrixBox}
> object {obCone matrixCone}
> }
> I make transformation and I declare:
> object{obBox_Minus_obCone matrixObBox_Minus_obCone}
>
> Result wrong

As near as I can tell, your objects are exactly where your matrix
transformations say they should be, though that's a really ambiguous way of
performing a scale and translate.

the offending translations appear to be happening in your difference objects.

matrix <
1.000000, 0.000000, 0.000000,
0.000000, -0.000000, -1.000000,
0.000000, 1.609000, -0.000000,
3.005314, 0.000000, 0.000000>

and

matrix <
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 2.432501,
2.941242, 0.000000, 0.000000>

Respectively, seem to have the objects shifted in the positive x axis.

I inserted axes using:

union {
    cylinder { -1e5*x, 1e5*x 1/128 pigment { rgb <1,0,0> } }
    cylinder { -1e5*y, 1e5*y 1/128 pigment { rgb <0,1,0> } }
    cylinder { -1e5*z, 1e5*z 1/128 pigment { rgb <0,0,1> } }
    }

x: red
y: green
z: blue

Regards,
A.D.B.


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Attachments:
Download 'lanu01.png' (111 KB)

Preview of image 'lanu01.png'
lanu01.png


 

From: Anthony D  Baye
Subject: Re: Constructive Solid Geometry: problem!
Date: 9 Aug 2015 02:10:00
Message: <web.55c6edc04327e3232aaea5cb0@news.povray.org>
I edited your description for legibility, and added a camera above, looking
down:

#version 3.7;

#include "shapes.inc"
#include "functions.inc"
global_settings {
    assumed_gamma 1.000000
}
sky_sphere {
    pigment {rgb<0.050, 0.050, 0.050>}
}

#declare Default_texture = texture{pigment {rgb 0.8}}

#declare Material = texture{
    pigment{color rgbft <0.8000,0.0388,0.1277,0.0000,0.0000>}
    finish{
        diffuse 0.8000
        brilliance 1.8000
        crand 0.0000
        emission 0.0000
        ambient <0.0000,0.0000,0.0000>
          }
}
#declare data_Box_shape_003_ob = box { -1,1
    texture {Material}
}
#declare data_Cone_shape_001_ob = cone {
<0,0,-1.0000>,1.0000,<0,0,1.0000>,0.3000
    texture {Default_texture}
}
#declare data_Box_shape_ob = box { -1,1
    texture {Default_texture}
}
#declare data_Box_shape_001_ob = box { -1,1
    texture {Material}
}
#declare data_Box_shape_002_ob = box { -1,1
    texture {Material}
}
#declare data_Boolean_000_ob =
difference {
    union {
        object {data_Box_shape_ob
            texture {Default_texture}
            matrix <1.000000, 0.000000, 0.000000,
                    0.000000, -0.000000, -1.000000,
                    0.000000, 1.609000, -0.000000,
                    3.005314, 0.000000, 0.000000>
        }
    }
    object {data_Cone_shape_001_ob
        texture {Default_texture}
        matrix <1.000000, 0.000000, 0.000000,
                0.000000, 1.000000, 0.000000,
                0.000000, 0.000000, 2.432501,
                2.941242, 0.000000, 0.000000>
    }
}
#declare data_Boolean_001_ob =
difference {
    union {
        object {data_Box_shape_ob
            texture {Default_texture}
            matrix <1.000000, 0.000000, 0.000000,
                    0.000000, -0.000000, -1.000000,
                    0.000000, 1.609000, -0.000000,
                    3.005314, 0.000000, 0.000000>
        }
    }
    object {data_Cone_shape_001_ob
        texture {Default_texture}
        matrix <1.000000, 0.000000, 0.000000,
                0.000000, 1.000000, 0.000000,
                0.000000, 0.000000, 2.432501,
                2.941242, 0.000000, 0.000000>
    }
}
object {data_Boolean_000_ob
    rotate x*90
    matrix <1.000000, 0.000000, 0.000000,
            0.000000, -0.000000, -1.000000,
            0.000000, 1.609000, -0.000000,
            -0.840426, 0.000000, 0.000000>
}

object {data_Box_shape_003_ob
    matrix <0.166166, 0.000000, 0.000000,
            0.000000, -0.000000, -0.166166,
            0.000000, 0.166166, -0.000000,
            0.000000, 1.426066, 1.168468>
}

object {data_Boolean_001_ob
    rotate x*90
    matrix <1.000000, 0.000000, 0.000000,
            0.000000, -0.000000, -1.000000,
            0.000000, 1.609000, -0.000000,
            1.365901, 0.000000, 0.000000>
}

object {data_Box_shape_001_ob
    matrix <0.166166, 0.000000, 0.000000,
            0.000000, -0.000000, -0.166166,
            0.000000, 0.166166, -0.000000,
            0.000000, -1.779218, 1.168468>
}

object {data_Box_shape_002_ob
    matrix <0.166166, 0.000000, 0.000000,
            0.000000, -0.000000, -0.166166,
            0.000000, 1.297221, -0.000000,
            2.212118, 1.555311, 0.825095>
}

light_source {
    <5.07,5.58,4.28>
    color rgb<1, 1, 1>
    fade_distance 25.0000000000
    fade_power 1
}
/*
camera {
    perspective
    location  <0,0,0>
    look_at  <0,0,-1>
    right <-1.7777777777777777, 0, 0>
    up <0, 1, 0>
    angle  49.134343
    rotate  <-27.098163, 46.688390, -0.903519>
    translate <7.481132, 5.343666, 6.507640>
}
*/


// Camera above, looking down
camera {
    perspective
    location <0.0, 10, 0.06>
    up z
    right x*(image_width/image_height)
    look_at 0
    }

union {
    cylinder { -1e5*x, 1e5*x 1/128 pigment { rgb <1,0,0> } }
    cylinder { -1e5*y, 1e5*y 1/128 pigment { rgb <0,1,0> } }
    cylinder { -1e5*z, 1e5*z 1/128 pigment { rgb <0,0,1> } }
    }

You'll notice that things weren't exactly as they seemed in the isometric view
that blender provides.

This is one of the things I dislike about the controls in blender. They don't
provide you per-axis translation, so you can't be certain that things are where
you think they are.

Unless blender has an orthographic three-panel view that I haven't found...

Regards,
A.D.B.


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Attachments:
Download 'lanu02_topdown.png' (42 KB)

Preview of image 'lanu02_topdown.png'
lanu02_topdown.png


 

From: Mike Horvath
Subject: Re: Constructive Solid Geometry: problem!
Date: 9 Aug 2015 02:59:56
Message: <55c6fa6c$1@news.povray.org>
It's hard to tell in the image on the right what is solid and what isn't 
due to the transparency.


Mike


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From: LanuHum
Subject: Re: Constructive Solid Geometry: problem!
Date: 9 Aug 2015 04:35:01
Message: <web.55c70fd34327e3237a3e03fe0@news.povray.org>
"Anthony D. Baye" <Sha### [at] spamnomorehotmailcom> wrote:

>
> Unless blender has an orthographic three-panel view that I haven't found...
>
> Regards,
> A.D.B.

In 3D-window: Menu => View => Toggle Quad View


#version 3.7;

global_settings {
    assumed_gamma 1.000000
}
sky_sphere {
    pigment {rgb<0.050, 0.050, 0.050>}
}

#declare Default_texture = texture{pigment {rgb 0.8}}

#declare Material = texture{
    pigment{color rgbft <0.8000,0.0300,0.0546,0.0000,0.0000>}
}
#declare Material_001 = texture{
    pigment{color rgbft <0.8000,0.0510,0.0190,0.0000,0.0000>}

}
#declare Material_002 = texture{
    pigment{color rgbft <0.7838,0.8000,0.0830,0.0000,0.0000>}

}
#declare data_Box_shape_006_ob = box { -1,1
    texture {Material_001}
}
#declare data_Box_shape_005_ob = box { -1,1
    texture {Material_001}
}
#declare data_Box_shape_004_ob = box { -1,1
    texture {Material_001}
}
#declare data_Box_shape_003_ob = box { -1,1
    texture {Material_001}
}
#declare data_Box_shape_002_ob = box { -1,1
    texture {Material_001}
}
#declare data_Box_shape_ob = box { -1,1
    texture {Material_001}
}
#declare data_Cone_shape_ob = cone { <0,0,-1.0000>,1.0000,<0,0,1.0000>,0.3000
    texture {Material}
}
#declare data_Box_shape_001_ob = box { -1,1
    texture {Material_002}
}
#declare data_Boolean_002_ob =
difference {
    union {
        object {data_Box_shape_001_ob
            texture {Material_002}
    matrix <1.000000, 0.000000, 0.000000,  0.000000, -0.000000, -1.000000,
0.000000, 2.166961, -0.000000,  0.000000, 0.000000, 0.000000>
        }
    }
    object {data_Cone_shape_ob
        texture {Material}
    matrix <1.073773, 0.000000, 0.000000,  0.000000, -1.038544, -0.272790,
0.000000, 0.272790, -1.038544,  0.000000, 0.000000, 0.598508>
    }
}
#declare data_Boolean_001_ob =
difference {
    union {
        object {data_Box_shape_001_ob
            texture {Material_002}
    matrix <1.000000, 0.000000, 0.000000,  0.000000, -0.000000, -1.000000,
0.000000, 2.166961, -0.000000,  0.000000, 0.000000, 0.000000>
        }
    }
    object {data_Cone_shape_ob
        texture {Material}
    matrix <1.073773, 0.000000, 0.000000,  0.000000, -1.038544, -0.272790,
0.000000, 0.272790, -1.038544,  0.000000, 0.000000, 0.598508>
    }
}
#declare data_Boolean_ob =
difference {
    union {
        object {data_Box_shape_001_ob
            texture {Material_002}
    matrix <1.000000, 0.000000, 0.000000,  0.000000, -0.000000, -1.000000,
0.000000, 2.166961, -0.000000,  0.000000, 0.000000, 0.000000>
        }
    }
    object {data_Cone_shape_ob
        texture {Material}
    matrix <1.073773, 0.000000, 0.000000,  0.000000, -1.038544, -0.272790,
0.000000, 0.272790, -1.038544,  0.000000, 0.000000, 0.598508>
    }
}
object {data_Boolean_002_ob
    rotate x*90
    matrix <0.702762, 0.000000, 0.000000,  0.000000, -0.000000, -0.702762,
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object {data_Boolean_001_ob
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object {data_Box_shape_006_ob
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object {data_Box_shape_005_ob
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object {data_Box_shape_004_ob
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0.118176, 0.000000, 0.000000,  0.855792, -0.098659, 0.000000>
}

object {data_Box_shape_003_ob
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object {data_Box_shape_002_ob
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object {data_Box_shape_ob
    matrix <2.966263, 0.000000, 0.000000,  0.000000, -0.000000, -0.118176,
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object {data_Boolean_ob
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light_source {
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    color rgb<1, 1, 1>
    fade_distance 25.0000000000
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camera {
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From: clipka
Subject: Re: Constructive Solid Geometry: problem!
Date: 9 Aug 2015 13:37:53
Message: <55c78ff1$1@news.povray.org>
Am 08.08.2015 um 20:22 schrieb LanuHum:
> Hi!
> Problem with matrixes. :(

It's difficult for me to tell from the images what's happening; however, 
in general I would check...:

- whether the matrix export /per se/ works properly, and puts the 
coefficients in the right order; and

- whether in this case the actual matrix should be exported, or its 
inverse instead.

Also, if in Blender the transformation is stored in a different format 
(like a set of rotation and a scaling operations), then I would suggest 
exporting those, instead of trying to "bake" them into a matrix.


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From: LanuHum
Subject: Re: Constructive Solid Geometry: problem!
Date: 9 Aug 2015 14:35:00
Message: <web.55c79c164327e3237a3e03fe0@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:

> Also, if in Blender the transformation is stored in a different format
> (like a set of rotation and a scaling operations), then I would suggest
> exporting those, instead of trying to "bake" them into a matrix.

If the object is transformed by modifiers, I can't receive its arrangement
without matrix:
translate = matrix.translation[:]
rotate = tuple([degrees(e) for e in matrix.to_3x3().to_euler()])
scale = matrix.to_scale()[:]

But, without modifiers - seldom it is ( little) used.
Orientation of the exporter - animation.
The user will use armature (bones), array, array with curve, dupliverts,
dupliface, dupliframe, dupligroup, particles.
All coordinates are calculated from object.matrix_world


> - whether in this case the actual matrix should be exported, or its
> inverse instead.

matrix.inverse csg or components?
I in matrixes understand nothing!!! :(


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From: clipka
Subject: Re: Constructive Solid Geometry: problem!
Date: 9 Aug 2015 14:58:31
Message: <55c7a2d7$1@news.povray.org>
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".


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