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My trimmed down _real quick_ stab at it.
Looks a little off in the way that I expected.
Have to try an atan2 in there to see what happens.
.... and I'm off to work.
#version 3.7;
#include "math.inc"
#include "functions.inc"
#include "rad_def.inc"
#include "colors.inc"
#include "rand.inc"
#default {
pigment { rgb <0.07,0.37,0.75> }
finish { ambient 0 }
}
global_settings {
assumed_gamma 1.0
// max_trace_level 10
}
light_source { <60.0, 120.0, -50.0> rgb 1 }
camera {
ultra_wide_angle
location <0, 75, 0>/10
// location <0.0, 15.0, -25.0>
up y
right x*(image_width/image_height)
look_at <0.0, 6.0, 25.0>*0
}
#declare Line = 0.1;
#declare START = <0, 0, 0>;
#for (T, 0, tau)
#declare END = <cos(T), 0, sin(T)>;
#local wall_vec = vnormalize (END - START);
#local wall_vec = <wall_vec.u, 0, wall_vec.v>;
#local wall_th = degrees (acos (vdot (wall_vec, x)));
cylinder {<0,0,0>, x, Line rotate -wall_th*y translate x*3 translate END pigment
{Red}}
#end
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