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s1631001 wrote:
>
> POV-City II will require your structures as an #include file (which can
> have sub-includes if you wish) whose final output is
> #declare STRUCT_XLEN = [float]
> #declare STRUCT_ZLEN = [float]
> #declare STRUCT_ELEV = [float]
> #declare STRUCT_OBJ = [object]
> This should be an object filling the box{ <-1,-.5,-1>, < 1, 1, 1> }.
> Note that ground level is y=0, so you should insert a ForestGreen box to
> fill in your basement space if you're not using it. You can of course
> build your structure at whatever scale/orientation/handedness you like,
> then normalize it to this box. The main POV-City II engine will scale
> this box using
> object{
> STRUCT_OBJ
> scale < STRUCT_XLEN, STRUCT_ELEV, STRUCT_ZLEN>
> translate ... file://# defined by engine, so don't worry about this.
> }
> to bring it back up to size; you should use (1 POV= 1 metre) when
> specifying your scale values.
Each box{ <-1,-.5,-1>, < 1, 1, 1> } volume takes up how much "physical"
space?
2x2x6 metres? (I think not)
or 200x200x600 metres (approximately a city block)?
or 2x2x6 km? (a whole lotta space)?
(btw, I'm interested. count me in).
>
> --
> signature{
> "Grey Knight"
> contact{ email "gre### [at] yahoocom" }
> site_of_week{ url "http://www.esite-host.com/~rocketmg/" }
> }
Tom Bates.
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