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"[GDS|Entropy]" <gds### [at] hotmailcom> wrote:
> Hello, (and thank you for the macro! I hadn't even a clue where to start
> before.)
>
> Any suggestions as to how I might more adequately simplify my example file?
Start simple. Learn the basics of vector/matrix math for 3D graphics. Here's a
good
start:
http://chortle.ccsu.edu/VectorLessons/vectorIndex.html
This one is more relevant to POV-Ray:
http://www.geocities.com/evilsnack/matrix.htm
Then try out a couple scenes applying the basics. Everything else is just
details. Don't avoid vectors or calculus either. I started early and it was
worth every second. Here's an example scene of how to apply the same
transformation to a point and an object. Then try the trace function by
pointing a vector at a sphere and drawing something at the resulting point.
Once you have the basics down, you can do anything you want.
- Ricky
// VTRANSFORM SAMPLE
#include "transforms.inc"
camera{
orthographic
location <0,0,-2>
look_at <0,0,0>
}
global_settings{ ambient_light 10.0 }
// Arrow going from <0,0,0> to <0,1,0>:
#declare arrow =
union{
cylinder{0, y*0.9, 0.025}
cone{y*0.9, 0.05, y, 0}
pigment{rgb x}
}
// Vector pointing to the tip of the arrow
#declare tip_pt = <0,1,0>;
// Make a new transformation
#declare rotate_trans =
transform{
rotate <0,0,-35>
}
// Apply the transformation to the OBJECT and draw the arrow
object{
arrow
transform{ rotate_trans }
}
// Apply the transformation to the POINT and draw a sphere there
sphere{
vtransform( tip_pt, rotate_trans ), 0.02
pigment{rgb y}
}
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