|
|
I'm in the proces of building my very first scene
The scene will be build on the skeleton below
Im not happy with the way the two flanking cylinders is posistioned on the
surface.
They seems to 'slant' or tilt outwards (left obj. tilts left and vis a vi)
The cylinder in the midle stands correct but why the distorsions in the
'margin'?
I'm afraid that the comments in the below code is in danish but they are
only reminders to my self
I would apreciate any help on why the cylinders are tilted and what i could
do to avoid that problem
regards krus
//code
Nu tages der hensyn til origin-hovedreglen
aug 02*/
#include "metals.inc"
//#include "stones.inc"
camera {
location <-1,6,-5>
//right x*image_width/image_height
right 4/3*x
up y
//angle 50
look_at <0,2,0>
}
light_source {
<-6, 0, -10>,
color rgb <1,1,1>
}
// An area light (creates soft shadows)
// WARNING: This special light can significantly slow down rendering times!
light_source {
0*x // light's position (translated below)
color rgb 1.0 // light's color
area_light
<8, 0, 0> <0, 0, 8> // lights spread out across this distance (x * z)
4, 4 // total number of lights in grid (4x*4z = 16 lights)
adaptive 0 // 0,1,2,3...
jitter // adds random softening of light
circular // make the shape of the light circular
orient // orient light
translate <40, 80, -40> // <x y z> position of light
}
plane {
y, 0
texture {
pigment {
checker
color rgb<1, 1, 1>
color rgb<0, 0, 0>
}
}
}
//marker origin
cone { <0, 1, 0>, 0.0, <0, -1, 0>, 1.0
texture {
T_Silver_3B
}
translate<0,0,0>
}
//-----------------------------------------------------------
#declare myCan=
union{
#declare canHeight=2.8;
cylinder {
texture {
T_Brass_3A
}
finish {ambient 0.2 diffuse 0.5
specular .5
roughness 1.05 // typical plastic appearance
phong .6
}
object {myCan
//alt er defineret [flader scaleringer rotationer]
//nu bliver det vist OG kan flyttes frit!
translate<-2.9,0,1.5>
}
object {myCan
//translate<0,1.8,0>
translate<0,0,3>
}
object {myCan
translate<3.1,0,0>
}
//code-end
Post a reply to this message
|
|
|
|
Marc-Hendrik Bremer wrote:
>"krus" <nomail[at]nomail> schrieb im Newsbeitrag
>news:web.3d62c85190bd25b72f4bd1e30[at]news.povray.org...
>> They seems to 'slant' or tilt outwards (left obj. tilts left and vis a vi)
>> The cylinder in the midle stands correct but why the distorsions in the
>> 'margin'?
>
>Your cylinders don't tilt, it's just a perspective distortion. Try narrowing
>the 'angle' in your camera-settings and move the camera further away. Should
>at least reduce your problem.
>
>Regards,
>
>Marc-Hendrik
>
I was 'afraid' that it was something with the perspective. Did not know
about the camera trick though. That was a great help. Thank You!
(if others have interest)
I ended up with these settings :
camera {
location <-1,18,-50>
//right x*image_width/image_height
right 4/3*x
up y
angle 10 //
look_at <0,2,0>
}
regard krus
Post a reply to this message
|
|
|
|
Brendan Ryan wrote:
> The reason why we notice the strange slant in pictures
> is that we can look at all parts of the picture, but
> don't notice anything with what we see with our eyes
> because the distortion is assumed to be there and it
> seems natural because we can't examine the sides of
> our vision field very easily unless we turn then it
> would not be distorted anymore there.
Nah. Our eyes don't use perspective projection. The back "walls" of our
eye balls are curved, not plain and flat. But even if they did use
perspective projection, our brain would surely account for it and
correct it, so that we didn't percieve things as distorted, even if we
could examine the edge our our field of vision.
Followup-to povray.off-topic...
Rune
--
3D images and anims, include files, tutorials and more:
rune|vision: http://runevision.com (updated July 12)
POV-Ray Ring: http://webring.povray.co.uk
Post a reply to this message
|
|