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> The problem with the first block is that the transformation is applied to the
> pigment, not the object. Correct indentation can help prevent these kind of
> mistakes. Your code is currently like this:
>
> torus {
> 3, 2
> pigment {
> granite
> scale <1,5,1>
> rotate <-45,0,0>
> translate <0,2,0>
> }
> }
>
> I think you meant this:
>
> torus {
> 3, 2
> pigment { granite }
> scale <1.5,1,1>
> rotate <-45,0,0>
> translate <0,2,0>
> }
>
> Note the placement of the curly braces.
>
>
> -Reactor
This helped out a lot :) Thank you for your time and patience. I didn't think of
putting braces around the pigment. My torus shape did shift, it looks great!
Thanks,
Lace
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Alain <ele### [at] netscapenet> wrote:
> Lace nous illumina en ce 2008-12-12 01:02 -->
> There is a tutorial bundeled with the installation. Did you use it?
Yes I read the tutorial several times and only use it as a reference point due
to it's complexity. The tutorial from 1996 is more easy to follow giving step
by step directions to learning POV-Ray in a more detailed manner.
The box and getting it to rotate around the axis I think may take a little more
time to play with. I am sure to get it soon with the help that I am receiving.
> torus{3,11 // create a torus with a major radius of size 3 and a minor radius of
> size 11, flat on the x-z plane around the y axis. The is no hole as the minor
> radius is larger than the major.
Wow when I did this my torus was so close to the camera view LOL I couldn't even
see a hole. Got a nice view of granite pigment though :)
> pigment{yellow}
> scale <1.5, 1, 1> //stretch it along the x axis by 50%
> rotate <-45, 0, 0>// rotate 45 degree around the x axis.
> translate <0, 2, 0> // move it up 2 unit parallel to the y axis
> }
>
> Your translation is relatively small, so, it won't show much.
> Replace it with: translate<0, 20*clock, 0> and render with +kff9
>
> You also can replace the rotation with:
> rotate<180*clock, 0, 0> and the animation will make it visibly rotate.
Sincere Thanks,
Lace
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