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![](/i/fill.gif) |
OK, I think I accomplished what I set out to do.
Compare the isometric image of a cube:
http://img134.imageshack.us/img134/6726/cubeisometricot0.png
with the oblique image of the same cube:
http://img141.imageshack.us/img141/639/cubeobliquedl4.png
Here is the scene for the isometric image:
camera
{
orthographic
location -z*(CameraDistance)
direction z*(CameraDistance)
up y*5/2
right x*5/2
rotate <asind(tand(30)),45,0>
}
light_source
{
<0, 0, -100> // light's position (translated below)
color rgb <1, 1, 1> // light's color
rotate <60,30,0>
parallel
shadowless
}
box
{
-0.5,0.5
texture
{
pigment {rgb 1}
finish {Phong_Glossy}
}
}
Here is the scene for the oblique image:
camera
{
orthographic
location -z*(CameraDistance)
direction z*(CameraDistance)
up y*tand(30)*5/2 * (tand(45)/sind(45))/(tand(30)/sind(30))
right x*5/2 * (tand(45)/sind(45))/(tand(30)/sind(30))
rotate <asind(tand(30)),45,0>
}
light_source
{
<0, 0, -100> // light's position (translated below)
color rgb <1, 1, 1> // light's color
rotate <60,30,0>
parallel
shadowless
}
box
{
-0.5,0.5
texture
{
pigment {rgb 1}
finish {Phong_Glossy}
}
scale y * tand(30) * (tand(45)/sind(45))/(tand(30)/sind(30))
}
The oblique image is scaled so that that the length of the axes is the same in
both images. Note that I had to also scale the height of the object in order to
achieve this. The projection used for the oblique image is called cavalier
perspective, I believe.
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