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Perhaps I should explain what I want to do and see if there is a different
solution.
For fun, I'm trying to model a theatre lighting rig.
In this model I position spot lights and point them at particular points
All this is fine, but I thought it would be interesting to show the centre
and edges of the beam by using thin rays (cylinders) as an alternative.
So to simulate
#macro FrontLight(Position,AtX,AtY,AtZ,Colour, BeamSize) //Front Lighting
Bar
light_source
{
<Position,1.2,-0.6> color Colour * FrontLevel
spotlight
radius BeamSize falloff (BeamSize*2)-2
point_at <AtX,AtY+0.3,AtZ> //stage is 3ft off the ground (.1= 1ft)
fade_power 2 fade_distance LanteenFadeDistance
photons { reflection on refraction on }
projected_through{box{<-0.844,0,-0.43>,< 0.844,1.3,2>}} // only point
forwards
looks_like{Lanteen}
}
#end
I need to construct something like the following
union{
cylinder{ <0,0,0>,<0,2,0>,0.001 pigment {color Yellow} //centre of beam
}
cylinder{ <0,0,0>,<0,2,0>,0.001 pigment {color Red}
rotate< -BeamSize,0,0> //to define top edge of beam in Y
}
cylinder{ <0,0,0>,<0,2,0>,0.001 pigment {color Green}
rotate< BeamSize,0,0> //to define bottom edge of beam in Y
}
rotate<Xangle,Yangle,Zangle> //using AtX,AtY,AtZ & Position,1.2,-0.6
translate<Position,1.2,-0.6>
}
Is this any help?
Zog
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