POV-Ray : Newsgroups : povray.newusers : out of date tutorials : Re: out of date tutorials Server Time
28 Jul 2024 14:30:37 EDT (-0400)
  Re: out of date tutorials  
From: Reactor
Date: 12 Dec 2008 03:45:00
Message: <web.4942246fb7ea4f86e4e89b010@news.povray.org>
"Lace" <lab### [at] hotmailcom> wrote:
> Thank you very much for the responses; first of all the POV-RAY FAQ's are last
> dated 2004 and even though the version hasn't changed much, I'm sure that new
> users who wish to learn would find this challenging.
>
> In the 1996 tutorial that I am learning from (above link of course) there are a
> few minor problems that don't go with the version 3.6 I'm only on the first
> page of the tutorial due to the busy schedule at home :) But I will include
> them:
>
> ***A rotation is a transformation that changes the orientation of an object (the
> way that it's facing). Rotations are the most complex of the transformations.
> They are specified to POV-Ray by the string rotation <x,y,z>, where x, y, and z
> are the number of degrees (not radians) around the respective axis. Consider the
> original cube up above. A rotation of <0,0,45> rotates the cube 45 degrees
> around the z axis***
>
> (me here, I couldn't get my square to turn on it's axis, I got it to move but
> not spin like the picture)
>
> ***torus {
>   3, 11
>   pigment { color Yellow }
>   scale <1.5,1,1>
>   rotate <-45,0,0>
>   translate <0,2,0>
> }
>
> This code makes a yellow torus, slightly widened around the x axis, rotated -45
> degrees around the x axis and with its center at <0,2,0>***
>
> (me here, my torus wasn't lopsided it was more of a fat perfect doughnut shape
> and I couldn't get it to do anything but sit in the middle ~sigh~)
> ______________________________________________________________________________
>
> With the rest of it on that page of the tutorial I have completely mastered with
> a bit of help from a good POV friend and insomnia. I really want to learn, I'm
> not one to give up so easily :)


Was your code completely identical to the doc's code?  I ask because the order
of transformations is significant - applying the same transformations in a
different order *will not* yield the same result.  Rotations occur around the
'universe' axes, not ones local to the shape.  For this reason, I find it
helpful to create an object around the origin, rotate it appropriately, then
translate it into place.

Also, could you post the relevant code (particularly your camera setup if your
code was identical to the above).

-Reactor


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.