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"LanuHum" <Lan### [at] yandexru> wrote:
> Hi!
> Problem with matrixes. :(
>
> #version 3.7;
>
> #include "shapes.inc"
> #include "functions.inc"
> global_settings {
> assumed_gamma 1.000000
> }
> sky_sphere {
> pigment {rgb<0.050, 0.050, 0.050>}
> }
>
> #declare Default_texture = texture{pigment {rgb 0.8}}
>
> #declare Material = texture{
> pigment{color rgbft <0.8000,0.0388,0.1277,0.0000,0.0000>}
> finish{
> diffuse 0.8000
> brilliance 1.8000
> crand 0.0000
> emission 0.0000
> ambient <0.0000,0.0000,0.0000>
> }
> }
> #declare data_Box_shape_003_ob = box { -1,1
> texture {Material}
> }
> #declare data_Cone_shape_001_ob = cone {
> <0,0,-1.0000>,1.0000,<0,0,1.0000>,0.3000
> texture {Default_texture}
> }
> #declare data_Box_shape_ob = box { -1,1
> texture {Default_texture}
> }
> #declare data_Box_shape_001_ob = box { -1,1
> texture {Material}
> }
> #declare data_Box_shape_002_ob = box { -1,1
> texture {Material}
> }
> #declare data_Boolean_000_ob =
> difference {
> union {
> object {data_Box_shape_ob
> texture {Default_texture}
> matrix <1.000000, 0.000000, 0.000000, 0.000000, -0.000000, -1.000000,
> 0.000000, 1.609000, -0.000000, 3.005314, 0.000000, 0.000000>
> }
> }
> object {data_Cone_shape_001_ob
> texture {Default_texture}
> matrix <1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000,
> 0.000000, 0.000000, 2.432501, 2.941242, 0.000000, 0.000000>
> }
> }
> #declare data_Boolean_001_ob =
> difference {
> union {
> object {data_Box_shape_ob
> texture {Default_texture}
> matrix <1.000000, 0.000000, 0.000000, 0.000000, -0.000000, -1.000000,
> 0.000000, 1.609000, -0.000000, 3.005314, 0.000000, 0.000000>
> }
> }
> object {data_Cone_shape_001_ob
> texture {Default_texture}
> matrix <1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000,
> 0.000000, 0.000000, 2.432501, 2.941242, 0.000000, 0.000000>
> }
> }
> object {data_Boolean_000_ob
> rotate x*90
> matrix <1.000000, 0.000000, 0.000000, 0.000000, -0.000000, -1.000000,
> 0.000000, 1.609000, -0.000000, -0.840426, 0.000000, 0.000000>
> }
>
> object {data_Box_shape_003_ob
> matrix <0.166166, 0.000000, 0.000000, 0.000000, -0.000000, -0.166166,
> 0.000000, 0.166166, -0.000000, 0.000000, 1.426066, 1.168468>
> }
>
> object {data_Boolean_001_ob
> rotate x*90
> matrix <1.000000, 0.000000, 0.000000, 0.000000, -0.000000, -1.000000,
> 0.000000, 1.609000, -0.000000, 1.365901, 0.000000, 0.000000>
> }
>
> object {data_Box_shape_001_ob
> matrix <0.166166, 0.000000, 0.000000, 0.000000, -0.000000, -0.166166,
> 0.000000, 0.166166, -0.000000, 0.000000, -1.779218, 1.168468>
> }
>
> object {data_Box_shape_002_ob
> matrix <0.166166, 0.000000, 0.000000, 0.000000, -0.000000, -0.166166,
> 0.000000, 1.297221, -0.000000, 2.212118, 1.555311, 0.825095>
> }
>
> light_source {
> <5.07,5.58,4.28>
> color rgb<1, 1, 1>
> fade_distance 25.0000000000
> fade_power 1
> }
> camera {
> perspective
> location <0,0,0>
> look_at <0,0,-1>
> right <-1.7777777777777777, 0, 0>
> up <0, 1, 0>
> angle 49.134343
> rotate <-27.098163, 46.688390, -0.903519>
> translate <7.481132, 5.343666, 6.507640>
> }
without further explanation of what you're trying to accomplish, the only thing
I can see is that your z axis appears to be flipped between the wireframe on the
right and the render on the left.
Your camera is a lot more complex than I would normally use, but I assume this
is a result of export from blender.
Normally, I would simply have
up y
right x*(image_width/image_height)
and adjust my height and width on the command line, or via an ini file.
I assume specifying the angle compensates for distortion in the foreground from
having a wide format aspect ratio with a perspective camera...
I also notice that you've converted your camera for a right-handed coordinate
system by negating the aspect ratio and looking toward the negative z... This
might explain the flipped axis. Is blender right-handed or left?
Regards,
A.D.B.
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