Dan Connelly <djc### [at] yahoo com> wrote:
> SharkD wrote:
>
> > Alright! Here's a simple scene that shows everything in action.
>
> Ahh! I understand. I had thought this had something to do with the hexagon
pattern..... using image maps to fill e
ach of the three reference hexagons.
>
> This reminds me of the issue of finding orthogonal basis vectors for hexagonal
crystals. But of course it's the same
thing.
>
> Dan
I forgot to implement your tip of using the exact camer aspect ratio of
2*cos(pi/6)/1. Here's the corrected code. Thanks again for your help?
camera
{
#local CameraDistance = 10;
#local ScreenArea = sqrt(2*pow(1,2));
#local AspectRatio = 2*cos(pi/6)/1;
orthographic
location -z*CameraDistance
direction z*CameraDistance
right x*ScreenArea
up y*ScreenArea/AspectRatio
rotate x*asind(tand(30))
rotate y*45
}
plane
{
y,0
texture
{
pigment
{
checker color rgb 0, color rgb 1
}
finish
{
ambient 1
}
}
scale 1
}
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