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I'd follow Alan's advice to stick to simple normal orientations,
for the least, but I find it even easier to use only normal = y and
then transform by rotating, translating, etc. This way I can link the
object (any object, not just a plane) to its texture in a declaration
and do without fussing with the normal (just try to find the right
rotation to align the pigment on, let's say, normal <.4, .55, 22.2> ;}
I don't want to spend my brain muscle on that kind of exercice).
Check this exemple :
global_settings {
assumed_gamma 1.0}
#include "colors.inc"
#declare Orientation = <0, 1, 0>;
#declare Kodak = camera {
location <0,1,-4>
look_at <0,0,0>
}
#declare Point1 = light_source { <2, 20, -30> White }
#declare Plancher = plane {Orientation, 0
pigment {checker Red, White}
}
camera {Kodak}
object {Point1}
object {Plancher
// rotate x*-45
// rotate y*-45
rotate z*-45}
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