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> Alain <kua### [at] videotronca> wrote:
>
>>
>> Use #declare to define your object.
>> #declare Object_name= ...
>> Replace "..." by the definition of your object.
>>
>> Now, you can use
>> #declare Center=(min_extent(Object_name)+max_extent(Object_name))/2;
>> to get the center point of it's bounding box.
>> Use that value as your point_at location: point_at Center
>>
>> Alternatively, if you create your object around the origin and translate
>> it into location, use the same coordinates for the translate and
>> point_at location.
>>
>>
>>
>> Alain
>
> object {
> Sphere_001
> matrix <1.000000, 0.000000, 0.000000, 0.000000, -0.000000, -1.000000,
> 0.000000, 1.000000, -0.000000, 3.060443, 0.988657, -0.000000>
>
> }
> #declare Center=(min_extent(Sphere_001)+max_extent(Sphere_001))/2;
> //--Lamps--
>
> light_source {
> < 0,0,0 >
> color rgb<0.6, 0.6, 0.6>
> spotlight
> falloff 37.50
> radius 31.874999
> tightness 0
> point_at Center
> fade_distance 14.999991
> fade_power 2
> matrix <-0.942444, 0.000000, 0.334364, 0.268584, 0.595619, 0.757034,
> -0.199154, 0.803267, -0.561337, 3.196899, 5.407235, -3.778671>
> }
>
> Doesn't work. All black. Light doesn't fall on the Sphere_001
>
>
>
>
>
Your matrix transform is applied to both the origin of your light and to
the point_at coordinate.
You need to transform the location of your light BEFORE you set the
point_at location.
Alain
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