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It is probably a ridiculous question, but imagine we have created a union as
#declare obj_u1 =
union {
obj1
obj2
}
how can we create clones of obj_u1 and apply different transformations?
For example, how can we transform three independent copies of obj_u1 as
translate obj_u1
scale obj_u1
rotate obj_u1
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On 25/05/2018 13:16, Kima wrote:
> It is probably a ridiculous question, but imagine we have created a union as
>
> #declare obj_u1 =
> union {
> obj1
> obj2
> }
>
> how can we create clones of obj_u1 and apply different transformations?
>
> For example, how can we transform three independent copies of obj_u1 as
>
> translate obj_u1
> scale obj_u1
> rotate obj_u1
>
>
Once you have declared it. Call it by using:
object{ obj_u1
rotate <a,b,c>
scale <l,m,n>
translate <x,y,z>
}
Repeat as many times as you want with different transformations and
textures.
--
Regards
Stephen
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"Kima" <nomail@nomail> wrote:
> It is probably a ridiculous question, but imagine we have created a union as
POV-Ray has a somewhat steep learning curve, so these things aren't really
ridiculous.
> #declare obj_u1 =
> union {
> obj1
> obj2
> }
>
> how can we create clones of obj_u1 and apply different transformations?
> For example, how can we transform three independent copies of obj_u1 as
>
> translate obj_u1
> scale obj_u1
> rotate obj_u1
What you want to do is use the
object {} "directive" or whatever this type of SDL command is properly called.
So, assuming you've declared values for x1, y1, and z1, you could use the
following structures:
object {obj_u1 translate <x1, y1, z1>}
object {obj_u1 translate x*10}
object {obj_u1 scale <x1, y1, z1>}
object {obj_u1 scale 3}
object {obj_u1 rotate <x1, y1, z1>}
object {obj_u1 rotate y*degrees}
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On 25/05/2018 17:49, Bald Eagle wrote:
> POV-Ray has a somewhat steep learning curve, so these things aren't really
> ridiculous.
And there are no stupid questions only stupid answers.
--
Regards
Stephen
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On 05/25/2018 03:30 PM, Stephen wrote:
> On 25/05/2018 17:49, Bald Eagle wrote:
>> POV-Ray has a somewhat steep learning curve, so these things aren't
>> really
>> ridiculous.
>
> And there are no stupid questions only stupid answers.
>
well i'm glad to see that i'm not the only cranky old man here...sounds
like something i might have said
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Le 18-05-25 à 08:16, Kima a écrit :
> It is probably a ridiculous question, but imagine we have created a union as
>
> #declare obj_u1 =
> union {
> obj1
> obj2
> }
>
> how can we create clones of obj_u1 and apply different transformations?
>
> For example, how can we transform three independent copies of obj_u1 as
>
> translate obj_u1
> scale obj_u1
> rotate obj_u1
>
>
Very simple.
You can simply place the object multiple times into your scene :
object{obj_u1 translate SomeTranslation}
object{obj_u1 scale SomeScalling}
object{obj_u1 rotate SomeRotation}
Or, you can make transformed copies :
#declare obj_t1 = object{obj_u1 translate SomeTranslation}
#declare obj_t2 = object{obj_u1 scale SomeScalling}
#declare obj_t3 = object{obj_u1 rotate SomeRotation}
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On 25/05/2018 21:12, Jim Holsenback wrote:
> On 05/25/2018 03:30 PM, Stephen wrote:
>> On 25/05/2018 17:49, Bald Eagle wrote:
>>> POV-Ray has a somewhat steep learning curve, so these things aren't
>>> really
>>> ridiculous.
>>
>> And there are no stupid questions only stupid answers.
>>
> well i'm glad to see that i'm not the only cranky old man here...sounds
> like something i might have said
:-)
And where is Shelly when you need her. ;-)
--
Regards
Stephen
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