|
|
Let's say I wanted to render several views of the same model in one image,
but didn't want the objects interfering with each other (shadows and
reflections, and such). Could I just surround each model with a box with
the no_shadow and no_reflection attributes set?
How could I accomplish this?
Post a reply to this message
|
|
|
|
"Shark" <nomail@nomail> wrote:
> Let's say I wanted to render several views of the same model in one image,
> but didn't want the objects interfering with each other (shadows and
> reflections, and such). Could I just surround each model with a box with
> the no_shadow and no_reflection attributes set?
>
> How could I accomplish this?
Render each of the views, then open the resulting images in an image editor
and move them around until you like the result.
Post a reply to this message
|
|
|
|
"nomail" <nomail@nomail> wrote in message
news:web.44cc78496c8173dd4c8475090@news.povray.org...
> "Shark" <nomail@nomail> wrote:
>> Let's say I wanted to render several views of the same model in one
>> image,
>> but didn't want the objects interfering with each other (shadows and
>> reflections, and such). Could I just surround each model with a box with
>> the no_shadow and no_reflection attributes set?
>>
>> How could I accomplish this?
You can make an animation of the different views and in the final frame
of animation use image maps of the first frames in an orthographic camera
to paste them together automatically.
#switch(clock)
#case(0)
camera{}
#break
#case(0.25)
camera{}
#break
#case(0.5)
camera{}
#break
#case(0.75)
camera{}
#break
#case(1)
camera {
orthographic
location <0,0,1>
look_at <0,0,0>
right 1*x
up 1*y
}
light_source {
<0, 0, 30>
color rgb <1, 1, 1>
parallel
}
box { // this box fits exactly in view
<-0.5, -0.5, 0>, <0.5, 0.5, 0>
texture {
pigment{ //front
image_map {
sys "file1.bmp"
once
}
scale 0.5
translate <0,-0.5,0>
}
}
texture {
pigment{ //top
image_map {
sys "file2.bmp"
once
}
scale 0.5
translate <0,0,0>
}
}
texture {
pigment{ //right
image_map {
sys "file3.bmp"
once
}
scale 0.5
translate <-0.5,-0.5,0>
}
}
texture {
pigment{ //corner
image_map {
sys "file4.bmp"
once
}
scale 0.5
translate <-0.5,0,0>
}
}
}
#break
#if (clock != 1)
scene
#end
Post a reply to this message
|
|
|
|
"Tim Attwood" <tim### [at] comcastnet> wrote:
> "nomail" <nomail@nomail> wrote in message
> news:web.44cc78496c8173dd4c8475090@news.povray.org...
> > "Shark" <nomail@nomail> wrote:
> >> Let's say I wanted to render several views of the same model in one
> >> image,
> >> but didn't want the objects interfering with each other (shadows and
> >> reflections, and such). Could I just surround each model with a box with
> >> the no_shadow and no_reflection attributes set?
> >>
> >> How could I accomplish this?
>
> You can make an animation of the different views and in the final frame
> of animation use image maps of the first frames in an orthographic camera
> to paste them together automatically.
Ack! That sounds too complicated.
Thanks anyway!
The method I've found most worthy of trying, so far, involves placing a
plane between each rotated model that is the same color as my background. I
then turn the plane so that it's parallel with the camera.
Post a reply to this message
|
|
|
|
Wasn't it Shark who wrote:
>Let's say I wanted to render several views of the same model in one image,
>but didn't want the objects interfering with each other (shadows and
>reflections, and such). Could I just surround each model with a box with
>the no_shadow and no_reflection attributes set?
>
>How could I accomplish this?
There's a facility in MegaPov that allows several views to be combined
in a single render. You can use one view of the scene as a pigment on an
object within the scene.
In your case, you want to arrange things so that the boxes on which
you're displaying the views are not visible within any of the
camera_views, like the camera_views/subviews.pov example.
--
Mike Williams
Gentleman of Leisure
Post a reply to this message
|
|