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Warp wrote:
>
> So you need to make a scale <-1,1,1> and a proper rotation in order to
> get the same object in POV-Ray.
Never occurred to me that you could do a negative scale -- does that
help make a mirror image of a non-symmetrical obj. in a way that merely
> (Of course the other solution is to use a right-handed camera in POV-Ray
> so that its universe is identical to Moray's.)
That sounds really interesting -- I'll have to check it out. Is the
syntax for doing a RH camera addressed in the POVray manual?
Thanks for your input, and like Daniel said, any clue how to pronounce
Bezier, or is it one of those words you've never had occasion to say
outloud, so you're no more certain than me? ;-)
--Mark
> --
> #macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
> rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
> ],13),8)-3,10>#end blob{N(array[6]{11117333955,
> 7382340,3358,3900569407,970,4254934330},0)}// - Warp -
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"Mark M. Wilson" wrote:
> Thanks for your input, and like Daniel said, any clue how to pronounce
> Bezier, or is it one of those words you've never had occasion to say
> outloud, so you're no more certain than me? ;-)
Bez-ee-ur - like busier with an e. Works for me and I'm sticking with it.
--
Ken Tyler
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Hmph, I was sure it sounded French. ;-)
-Mark
Ken wrote:
>
> "Mark M. Wilson" wrote:
>
> > Thanks for your input, and like Daniel said, any clue how to pronounce
> > Bezier, or is it one of those words you've never had occasion to say
> > outloud, so you're no more certain than me? ;-)
>
> Bez-ee-ur - like busier with an e. Works for me and I'm sticking with it.
>
> --
> Ken Tyler
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Mark M. Wilson <mmw### [at] ncsldcrstatencus> wrote:
: Never occurred to me that you could do a negative scale -- does that
: help make a mirror image of a non-symmetrical obj. in a way that merely
Again, think about your hands: No matter how you ROTATE your right hand,
it will never be identical to your left hand. So rotating doesn't help.
A negative scaling just mirrors the object in the direction of the axis
(internally it doesn't differ at all from a regular positive scale).
: That sounds really interesting -- I'll have to check it out. Is the
: syntax for doing a RH camera addressed in the POVray manual?
What you have to do to make a right-handed camera is to, surprise surprise,
mirror the camera about an axis.
For more details, see
http://www.students.tut.fi/~warp/povVFAQ/morayVFAQ.html#handedness
--
#macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
],13),8)-3,10>#end blob{N(array[6]{11117333955,
7382340,3358,3900569407,970,4254934330},0)}// - Warp -
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"Mark M. Wilson" wrote:
>
> Hmph, I was sure it sounded French. ;-)
When in Rome...
--
Ken Tyler
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"Mark M. Wilson" wrote:
>
> ...
>
> And BTW, how do you pronounce Bezier? Is it "Beh-zee-ay,"
> "Bay-zee-ay," or something else altogether?
Beh-zee-ay.
French engineer, worked for Renault, credited with revolutionizing use
of CAD techniques for automobile design.
Xander
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In article <3b8cd481@news.povray.org>, war### [at] tagpovrayorg says...
> Sander <san### [at] stolscom> wrote:
> : How does one mirror about an axis? Shouldn't that be a plane? ;)
>
> It depends on how you think about it. You can mirror an object in the
> direction of an axis, ie. one axis of the object gets inverted.
> This is what scale <-1,1,1> does basicly...
>
>
I have a feeling that this is the same as mirroring about a plane ?? If
I look in a mirror (X Y plane) all Z-values are inverted, is it not ??
--
--
Regards,
Sander
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Alexander Enzmann <xan### [at] mitreorg> wrote in
news:3B961A9B.EC1CE10D@mitre.org:
>
>
> "Mark M. Wilson" wrote:
>>
>> ...
>>
>> And BTW, how do you pronounce Bezier? Is it "Beh-zee-ay,"
>> "Bay-zee-ay," or something else altogether?
>
> Beh-zee-ay.
Ahem:
"Bee-Zee-Er"
-- Simon
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Sander <san### [at] stolscom> wrote:
: I have a feeling that this is the same as mirroring about a plane ?? If
: I look in a mirror (X Y plane) all Z-values are inverted, is it not ??
Of course. Mirroring "in the direction of the x-axis" is the same thing
as "mirroring about the yz-plane". I just personally prefer to think about
it in the former way.
--
#macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
],13),8)-3,10>#end blob{N(array[6]{11117333955,
7382340,3358,3900569407,970,4254934330},0)}// - Warp -
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Interesting - does this mean French speaking Canadians and French speaking
.. French pronounce it differently?
While we're at it, how about Ballet and Fillet? Most American's don't
pronounce that right at all, at least according to my French speaking Dutch
friends. Never mind we American's probably learned to pronounce it from the
French that immigrated ...
== John ==
"Simon de Vet" <sde### [at] istarca> wrote in message
news:Xns### [at] 204213191226...
> Alexander Enzmann <xan### [at] mitreorg> wrote in
> news:3B961A9B.EC1CE10D@mitre.org:
>
> >
> >
> > "Mark M. Wilson" wrote:
> >>
> >> ...
> >>
> >> And BTW, how do you pronounce Bezier? Is it "Beh-zee-ay,"
> >> "Bay-zee-ay," or something else altogether?
> >
> > Beh-zee-ay.
>
> Ahem:
>
> "Bee-Zee-Er"
>
>
> -- Simon
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