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"Trevor G Quayle" <Tin### [at] hotmail com> wrote:
> Hmm, I can't see either of these. Maybe repost your scene and macro. Perhaps
> something is different (My changes or yours). Is it still there after you fix
> the negative cone issue above?
Here's the current scene:
// BEGIN
#include "SphereGrid_macro.inc"
#include "Axes_macro.inc"
#include "functions.inc"
#include "math.inc"
global_settings
{
assumed_gamma 1.0
ambient_light 0.3
}
light_source
{
<0, 0, 0> // light's position (translated below)
color rgb <1, 1, 1> // light's color
translate <-30, 30, -30>
shadowless
}
light_source
{
<0, 0, 0> // light's position (translated below)
color rgb <1, 1, 1> // light's color
translate <-30, 30, -30>
rotate y * 90
shadowless
}
camera
{
#local CameraDistance = 10;
#local ScreenArea = 2;
#local AspectRatio = image_width/image_height;
// orthographic
location -z*CameraDistance
direction z*CameraDistance
right x*ScreenArea*AspectRatio
up y*ScreenArea
rotate x*asind(tand(30))
rotate y*45
}
// the coordinate grid and axes
Axes_Macro
(
10, // Axes_axesSize, The distance from the origin to one of the grid's edges.
(float)
1, // Axes_majUnit, The size of each large-unit square. (float)
10, // Axes_minUnit, The number of small-unit squares that make up a large-unit
square. (integer)
0.0005, // Axes_thickRatio, The thickness of the grid lines (as a factor of
axesSize). (float)
off, // Axes_aBool, Turns the axes on/off. (boolian)
on, // Axes_mBool, Turns the minor units on/off. (boolian)
off, // Axes_xBool, Turns the plane perpendicular to the x-axis on/off.
(boolian)
on, // Axes_yBool, Turns the plane perpendicular to the y-axis on/off.
(boolian)
off // Axes_zBool, Turns the plane perpendicular to the z-axis on/off.
(boolian)
)
object
{
Axes_Object
translate -0.000001
finish
{
ambient 0
}
}
//------------------------------------------------------------------------------CSG
objects
SphereGrid_Macro
(
6, // SphereGrid_radii, The number of radial divisions. (integer)
12, // SphereGrid_longt, The number of longitudinal divisions. (integer)
6, // SphereGrid_lattt, The number of lattitudinal divisions. (integer)
1, // SphereGrid_radius, The radius of the sphere. (float)
0, // SphereGrid_center, The center coordinates of the sphere. (vector)
0.01, // SphereGrid_thickness, The thickness of the grid lines. (float)
0, // SphereGrid_offset, Determines whether the divisions are offset by half
the amount (sometimes necessary when doing cut-aways at intervals matching the
grid's divisions). (boolian)
)
#declare sRadius = 1 ;
#declare sCenter = 0 ;
difference
{
sphere
{
sCenter, sRadius
}
object
{
SphereGrid_Object
}
box
{
sCenter, <-sRadius,sRadius,-sRadius,>
}
pigment
{
color rgb 1
}
finish
{
ambient 1
}
}
//END
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