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"PreScript":The whole .pov-file is Included below!!
(Attention:this is rather a long text!!excuse my horrible english please)
Here is my Problem:
I want to have an object that is in the middle of a Room or something,
rendered so that after rendering it would seem as if the camera would
I tried to solve it "trigonometricaly" that means I translated the value
for the X-axis with cos(a)*r .(the "(a)" for alpha and "r" for the radiant.
Normaly , as expecting the camera should move counterclockwise in the
trail of the circle described through cos(a) and sin(a).
But astonishingly the camera (and also the viewpoint) jumped in
zigzag across the Image.
I wanted to proof if I done well with my mathematics and wrote a little
programm in "C" and don't wonder it didn't work either.
from 0-100 frames) 2.sin(a) 3.cos(a) 4.sin(a)*r 5.cos(a)*r.
The problem revealed just in the second row where the "prog" calculated
the value for sin(a) {I used sin(360*clock).Instead of receiving a value
near to zero (~0.008) I got -0.44. Now I do not know if it was my fault
or if there is technical problem.
Anybody a hint or solution?
#version 3.0
global_settings { assumed_gamma 2.2 }
#include "colors.inc"
#include "textures.inc"
#declare r=70; file://this is the radiant off the circle
#declare a=360*clock; // clock statement for circular movement
// #declare si=sin(a) // achieved trough sin(a)*r for the "Y-axis"
// #declare co=cos(a) // and "cos(a)*r for the "X-axis"
// #declare x_=co*r this seemed to be one possibility
// #declare y_=si*r the other one is directly "built-in"
camera {
location <0, 40, -70>
translate<cos(a)*r, 0, sin(a)*r>
look_at <0, 18, 0>
}
light_source { <-40, 100, -100> color rgb 1}
light_source { <40, 100, -100> color rgb 1 }
plane { y,0 pigment { Plum }}
box {
<-10, 0, 10>
<10, 30, -10>
pigment { checker color White color Black }
}
sphere {
<0, 30, 0>,5
pigment { color Yellow }
}
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