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Decrease the camera angle, and then maybe move it back.
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Am 11.10.2017 um 21:21 schrieb Sven Littkowski:
> On 11.10.2017 15:07, Bald Eagle wrote:
>> only ever
>
>
> Bald Eagle: FULL HIT!
>
> You managed to open my eyes. Yes, it was "MyNumber", and when i placed
> it inside the macro, it worked! I think, that is what Clipka had in
> mind, too, but I did not understand him (my fault again)
My eye and programming kung-fu may be sharp, but apparently my tutoring
kung-fu didn't quite cut it this time ;)
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Le 17-10-11 à 15:41, Sven Littkowski a écrit :
> Okay, I am getting there. Almost where I want to reach. Now another
> problem where I need the advise of you experienced users: perspective!
>
> Currently, the lower ends of the oars spread more towards the left and
> right side (because they are closer to the camera). I don't want to
> switch of that entirely, but i want to reduce the perspective drag
> towards the sides a bit. I know, this must be accomplished inside the
> CAMERA settings. but how exactly?
>
> I started to experiment already, but have not yet found the path to
> paradise.
>
>
> ---
> Diese E-Mail wurde von AVG auf Viren geprüft.
> http://www.avg.com
>
Double the distance between the camera and the oars, and reduce the
angle by half OR double the direction vector length.
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On 11.10.2017 18:19, clipka wrote:
> My eye and programming kung-fu may be sharp, but apparently my tutoring
> kung-fu didn't quite cut it this time ;)
>
Maybe it were my eyes or my mind that were not in best condition. :-)
---
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http://www.avg.com
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Everything is perfect now ... just one more question. :-D
Is there any trick in POV-Ray, that allows me to make an item invisible
but still to get its shadow onto a wall behind it?
---
Diese E-Mail wurde von AVG auf Viren geprüft.
http://www.avg.com
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Sven Littkowski <I### [at] SvenLittkowski name> wrote:
> Everything is perfect now ... just one more question. :-D
>
> Is there any trick in POV-Ray, that allows me to make an item invisible
> but still to get its shadow onto a wall behind it?
no_image in the primitive, CSG or object statement, will do that and texture not
needed.
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On 11.10.2017 23:17, omniverse wrote:
> no_image in the primitive, CSG or object statement, will do that and texture not
> needed.
BIG THANKS!
"That's one small step for a POVian, one giant leap for reconstructors."
Everything is working 100% now.
---SCENE--------------------------------------------------------------------------
#local Temp_version = version;
#version 3.7;
#declare MyRadiosity = off; // on
global_settings
{
#if(MyRadiosity)
radiosity
{
media on
pretrace_start 0.08
pretrace_end 0.001
count 400
error_bound 0.75
recursion_limit 1
normal on
}
#end
subsurface {}
adc_bailout 0.0039
ambient_light rgb < 0.000, 0.000, 0.000 >
assumed_gamma 1.000
irid_wavelength rgb < 0.250, 0.180, 0.140 >
max_trace_level 5
number_of_waves 10
noise_generator 3
charset ascii
}
#declare TotalLength = 10.0; // length of oars of the lowest
line
#declare AmountOarsInLine = 25;
#declare AmountLines = 1;
#declare MyBladeWidth = 0.150; // the width of the oar's blade
#declare LineLeftShift = 0.25; // shift towards the left side
for additional lines
#declare LineHeightShift = 0.25; // distance to line below
#declare MyVariance = 1.5; // human irregularity
#declare MyHeightMore = 0.50; // upper lines need longer oars
#declare MyAngleMore = 01.5; // upper lines go a bit steeper
into water
#declare GeneralAngle = 82.5; // the angle of each oar from
hull towards water - lower angles = more vertical / higher angles = more
horizontal
#declare BladeAngle = -65.0; // the angle of the blade when
touching water
#declare ForwardAngle = 7.3; // to equalize the ends of each
line to the eye - lower angle = more backwards / higher angle = more
forwards / 7.5 = balanced
#declare MySceneTransitionLeft = -1.0; // moves the entire object into
view center
#declare MyCameraAngle = 17.0;
#declare MyShadows = yes; // render of "OARS ONLY" (no)
or of "SHADOWS ONLY" (yes)
#declare R1 = seed(1);
#declare R2 = seed(2);
#declare R3 = seed(3);
#if(MyShadows=no)
camera
{
location < 7.0, 0.0, -200.0 >
look_at < 7.0, 0.0, 0.0 >
angle MyCameraAngle
right x*image_width/image_height
}
#elseif(MyShadows=yes)
camera
{
location < 7.0, -65.0, -200.0 >
look_at < 7.0, -15.0, 0.0 >
angle MyCameraAngle
right x*image_width/image_height
}
#end
light_source
{
< -50000.0, 25000.0, -100000.0 >
rgb < 1.0, 1.0, 1.0 > *1.5
area_light x*2500,z*2500,5,5 circular orient
area_illumination
}
#if(MyShadows=no)
light_source
{
< 50000.0, 25000.0, -100000.0 > //light position
color rgb < 1.0, 1.0, 1.0 > * 0.5
parallel
point_at < 0.0, 0.0, 0.0 >
}
#end
//
--------------------------------------------------------------------------------------------------
#include "textures.inc"
#declare UpperOar = texture
{
DMFDarkOak
pigment { color rgb < 0.3686275, 0.4509804, 0.2509804 > }
normal { wood 0.5 scale 0.3 turbulence 0.1 }
finish { phong 1 }
rotate< 90.0, 0.0, 0.0 >
scale 0.25
}
#declare LowerOar = texture
{
DMFDarkOak
pigment { color rgb < 0.1372549, 0.1372549, 0.1372549 > }
normal { wood 0.5 scale 0.3 turbulence 0.1 }
finish { phong 1 }
rotate< 90.0, 0.0, 0.0 >
scale 0.25
}
//
--------------------------------------------------------------------------------------------------
#macro MyOar(MyHeightMoreThis)
union
{
union
{
cone
{
< 0.0, -10.0, 0.0 > 0.025 < 0.0, -9.75, 0.0 > MyBladeWidth //
Bottom Blade
scale < 1.0, 1.0, 0.1 >
}
cone
{
< 0.0, -9.75, 0.0 > MyBladeWidth < 0.0, -6.5, 0.0 > 0.075 // Top
Blade
scale < 1.0, 1.0, 0.1 >
}
cone
{
< 0.0, -9.5, 0.0 > 0.020 < 0.0, -6.5, 0.0 > 0.075 //
Shaft Blending into Blade
}
cylinder
{
< 0.0, -6.5, 0.0 > < 0.0, -6.0, 0.0 > 0.075 //
Lower Shaft
}
texture { LowerOar }
}
union
{
cylinder
{
< 0.0, -6.0, 0.0 > < 0.0, 0.0, 0.0 > 0.075 //
Upper Shaft
}
#if(MyHeightMoreThis>0)
cylinder
{
< 0.0, MyHeightMoreThis, 0.0 > < 0.0, 0.0, 0.0 > 0.075 //
Longer Shaft for Upper Oar Lines
}
translate < 0.0, -MyHeightMoreThis, 0.0 >
#end
texture { UpperOar }
}
#if(MyShadows=no)
no_shadow
#end
}
#end
#macro MyOarLine(AmountOarsInLine,MyHeightMoreThis,MyAngleMore)
union
{
#declare MyNumber = 0;
#while(MyNumber<AmountOarsInLine)
#declare MyAngleWater = (rand(R1)*MyVariance)+GeneralAngle;
#declare MyAngleHands = (rand(R2)*MyVariance)+BladeAngle;
#declare MyAngleDirection = (rand(R3)*MyVariance)+ForwardAngle;
object
{
MyOar(MyHeightMoreThis)
rotate < 0.0, MyAngleHands, 0.0 >
rotate < MyAngleWater-MyAngleMore, 0.0, 0.0 >
rotate < 0.0, 0.0, MyAngleDirection >
translate < (MyNumber*0.925), 0.0, 0.0 >
}
#declare MyNumber = MyNumber+1;
#end
}
#end
union
{
#declare ThisLine = 0;
#while(ThisLine<AmountLines)
object
{
MyOarLine(AmountOarsInLine,MyHeightMore*ThisLine,MyAngleMore*ThisLine)
translate <
-((AmountOarsInLine*0.925)/2)+0.925+(LineLeftShift*ThisLine),
LineHeightShift*ThisLine, 0.0 >
#if(MyShadows=yes)
no_image
#end
}
#declare ThisLine=ThisLine+1;
#end
#if(MyShadows=yes)
box
{
< -30.0, -15.0, 0.0 > < 30.0, 15.0, 0.1 >
pigment { color rgb < 1.0, 1.0, 1.0 > }
}
#end
translate < MySceneTransitionLeft, 0.0, 0.0 >
}
---
Diese E-Mail wurde von AVG auf Viren geprüft.
http://www.avg.com
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Le 17-10-11 à 22:47, Sven Littkowski a écrit :
> Everything is perfect now ... just one more question. :-D
>
> Is there any trick in POV-Ray, that allows me to make an item invisible
> but still to get its shadow onto a wall behind it?
>
> ---
> Diese E-Mail wurde von AVG auf Viren geprüft.
> http://www.avg.com
>
Yes. Add the no_image attribute to your object.
There is also no_reflection (won't be seen in reflections), no_shadow
(won't cast any shadow) and no_radiosity (ignore this object when
computing radiosity).
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On 12.10.2017 12:28, Alain wrote:
> Yes. Add the no_image attribute to your object.
>
> There is also no_reflection (won't be seen in reflections), no_shadow
> (won't cast any shadow) and no_radiosity (ignore this object when
> computing radiosity).
Thanks again. The code is perfect now, it dos exactly what I need it to
do. :-)
---
Diese E-Mail wurde von AVG auf Viren geprüft.
http://www.avg.com
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Sven Littkowski <I### [at] SvenLittkowski name> wrote:
> Everything is working 100% now.
>
>
> > ---SCENE-------------------------------------------------------
snip]
> #include "textures.inc"
>
> #declare UpperOar = texture
> {
> DMFDarkOak
> pigment { color rgb < 0.3686275, 0.4509804, 0.2509804 > }
> normal { wood 0.5 scale 0.3 turbulence 0.1 }
> finish { phong 1 }
> rotate< 90.0, 0.0, 0.0 >
> scale 0.25
> }
It looks like you are substituting your own pigment for the pigment 'DMFDarkOak'
(which is actually just a pigment, not a complete texture.) In other words, your
own pigment is 'over-riding' DMFDarkOak; your scene isn't using it at all. The
same is happening in your 'LowerOar' texture.
When using multiple pigments in a texture, the 'final' pigment is the one that's
used; any previous ones are NOT used, or are ignored. So a texture should have
only ONE pigment-- unless you want to use a pigment_map and maybe the 'average'
keyword, to actually blend several pigments togather. Like this, for example...
#declare UpperOar =
texture{
pigment{
average
pigment_map{
[1 DMFDarkOak]
[1 color rgb < 0.3686275, 0.4509804, 0.2509804 >]
}
} // end of overall pigment statement
normal { wood 0.5 scale 0.3 turbulence 0.1 }
finish { phong 1 }
rotate< 90.0, 0.0, 0.0 >
scale 0.25
}
This blends DMFDarkOak and your own color equally (because of the 1 and 1
'weights' of the two, in the pigment_map.) You could instead use 3 and 1 for the
respective weights (for example), which would blend '3 parts DMFDarkOak' to '1
part of your color'
There's also another problem in your scene, here:
#declare DMFDarkOak =
pigment {
wood
turbulence 0.04 // For best results, keep this low!
octaves 3
scale <0.2, 0.2, 1> // Scaled for a unit object
color_map {
[0.1 rgb <0.60, 0.30, 0.18>]
[0.9 rgb <0.30, 0.15, 0.09>]
}
}
Now you have re-#declared DMFDarkOak to be a different pigment entirely, for use
in your 'LowerOar' texture. But again, you are substituting your own pigment
in 'LowerOar' for this 'new' DMFDarkOak.
My suggestion would be to re-write 'UpperOar' and 'LowerOar, to use *either*
DMFDarkOak *or* your own pigment/color, but not both of those. Or use the
pigment_map trick, for a blend.
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