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Hello.
Create smoke or flamme is not easy and to much hard for
a thing so simple. But it's easy to create a disc with
a texture like smoke or flamme
The trouble is: the disc must be in front of the camera.
How can i do that?
A macros ? A .inc ? A code who do that.
Who say to the disc. Hello disc, you must rotate! The
camera translating.
Friendly.
Sylvain.
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SYLVAIN LESEUR wrote:
> Hello.
> Create smoke or flamme is not easy and to much hard for
> a thing so simple. But it's easy to create a disc with
> a texture like smoke or flamme
> The trouble is: the disc must be in front of the camera.
> How can i do that?
> A macros ? A .inc ? A code who do that.
> Who say to the disc. Hello disc, you must rotate! The
> camera translating.
> Friendly.
> Sylvain.
>
>
Use the camera position as the disc normal.
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Make that disc-position - camera-position, then you
get the normal pointing from the disc-position towards
the camera.
Additionally, put a "hollow" in the disc, in order not
to screw up medias you might have placed.
Use either the spherical pattern for your disc, and
place the texture at the position of the disc, like:
disc{Some_Position,y,1 pigment{spherical translate Some_Position}}
or texture the disc and translate it all to the desired
location:
disc{0,y,1 pigment{Any_Pigment} translate Some_Position}
Remember that y is in this case just a placeholder for
the above mentioned formula.
--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: Tim### [at] gmxde
> SYLVAIN LESEUR wrote:
> > Hello.
> > Create smoke or flamme is not easy and to much hard for
> > a thing so simple. But it's easy to create a disc with
> > a texture like smoke or flamme
> > The trouble is: the disc must be in front of the camera.
> > How can i do that?
> > A macros ? A .inc ? A code who do that.
> > Who say to the disc. Hello disc, you must rotate! The
> > camera translating.
> > Friendly.
> > Sylvain.
> >
> >
>
> Use the camera position as the disc normal.
>
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3e985196@news.povray.org...
> The trouble is: the disc must be in front of the camera.
> How can i do that?
> A macros ? A .inc ? A code who do that.
#include "transforms.inc"
and use one of the reorient macros (Reorient_Trans or Point_At_Trans) to
orient the disc according to the position-to-camera vector.
G.
--
**********************
http://www.oyonale.com
**********************
- Graphic experiments
- POV-Ray and Poser computer images
- Posters
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In article <3e986b8b@news.povray.org>,
"Tim Nikias v2.0" <tim### [at] gmxde> wrote:
> Make that disc-position - camera-position, then you
> get the normal pointing from the disc-position towards
> the camera.
Camera position - disc position, actually. Though the only situation I
can think of where this makes a difference is when you give the disc
media, which is pretty useless, or if you specify inside_texture for
some reason.
> Additionally, put a "hollow" in the disc, in order not
> to screw up medias you might have placed.
Yes, I forgot to mention this in my message.
--
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/
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In article <3e9888ca@news.povray.org>,
"Gilles Tran" <git### [at] wanadoofr> wrote:
> #include "transforms.inc"
> and use one of the reorient macros (Reorient_Trans or Point_At_Trans) to
> orient the disc according to the position-to-camera vector.
Since you can specify the orientation of the disc by its normal vector,
this is rarely needed.
--
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/
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Christopher James Huff wrote:
> "Gilles Tran" wrote:
>> #include "transforms.inc"
>> and use one of the reorient macros (Reorient_Trans
>> or Point_At_Trans) to orient the disc according to
>> the position-to-camera vector.
>
> Since you can specify the orientation of the disc
> by its normal vector, this is rarely needed.
We are talking about a disc with a specific texture. If this texture is
for example optimized to look good at the x-y plane, then the reorient
macros are needed.
Rune
--
3D images and anims, include files, tutorials and more:
rune|vision: http://runevision.com (updated Oct 19)
POV-Ray Ring: http://webring.povray.co.uk
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Thanks a lot .
To create several easy things like forest, smoke, bush, glow etc
It' a long long long and difficult way.
I think it's a pity. Is there convenient way to simulate that ?
Again thanks a lot
Friendly
Sylvain
Ps Attn Gilles TRAN
J'ai vu votre site .. C'est impressionnant. Il y a beaucoup de choses
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