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Hi all,
First of all my code:
======================================
//---------------------------Camera--------------------
camera {
location <7, 25, -10>
look_at <5, 3.0, 0.0> }
light_source { <-100, 200, -100> colour rgb 1 }
background { White }
//-------------------------------------------------------
//---------------------Object---------------------------
#declare Wsc4 = function { f_rounded_box(x, y, z, .1, 10, .2, .3) }
isosurface {
function { Wsc4(x, y, z) }
max_gradient 2
contained_by { sphere { 0, 4 } }
pigment { gradient x
pigment_map { [.15 rgb <0, 1, 0>]
[.15 rgb <1, 0, 0>]
[.85 rgb <1, 0, 0>]
[.85 rgb <0, 0, 1>]
}
translate <-0.5, 0, 0>
scale 3*3
//translate <2, 0, 0>
}
scale 2
rotate z*(-40)
rotate y*80
translate <5, 0, 0>
}
//--------------------------------------------------------
I'm trying to move this object along the z axis, but when I write "translate
<5, 0, 9>", it also moves along the y axis.
I've rotated on the z and y axis. Could be there the problem?
One thing I could do is if I translate it along the z axis 9 units, move it
in the same time -9 units along the y axis.
Thanks in advance,
Oleguer
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Wasn't it Oleguer Vilella who wrote:
>I'm trying to move this object along the z axis, but when I write "translate
><5, 0, 9>", it also moves along the y axis.
>I've rotated on the z and y axis. Could be there the problem?
>
>One thing I could do is if I translate it along the z axis 9 units, move it
>in the same time -9 units along the y axis.
The object is moving along the actual z axis. The only odd thing is that
you've placed the camera high overhead, so you're getting an overhead
view, and the z axis is up the screen.
If that's not clear to you, try temporarily adding a visual
representation of the three axes to the scene
cylinder {-x*15,x*15 0.3 pigment {rgb <1,0,0>}}
cone {x*15,0.6, x*18,0 pigment {rgb <1,0,0>}}
cylinder {-y*15,y*15 0.3 pigment {rgb <0,1,0>}}
cone {y*15,0.6, y*18,0 pigment {rgb <0,1,0>}}
cylinder {-z*15,z*15 0.3 pigment {rgb <0,0,1>}}
cone {z*15,0.6, z*18,0 pigment {rgb <0,0,1>}}
and you'll see that a motion along the z axis is in the direction of the
z-axis arrow (blue) which is in a sort of nort-north-west direction on
the screen.
If you change your camera position to something more usual, like
camera { location <7, 3, -10> look_at <5, 3, 0> }
then motion in the z direction moves away from the camera.
If you want to retain your current camera position and move the object
away from the camera then you can calculate the camera view direction
like this
#declare Direction = vnormalize(<5, 3.0, 0.0> - <7, 25, -10>);
And then add a movement in that direction to the translate.
translate <5, 0, 0> + Direction*9
--
Mike Williams
Gentleman of Leisure
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Hi Mike,
Yeah, I understand it.
The directive that you've used is to find to director vector between two
points (A and B).
On the documentation they say that:
"Returns a unit length vector that is the same direction as A."
Thank you very much for the answer.
Regards,
Oleguer
news:jEOr+CA5iTvCFw+h### [at] econymdemoncouk...
> Wasn't it Oleguer Vilella who wrote:
>>I'm trying to move this object along the z axis, but when I write
>>"translate
>><5, 0, 9>", it also moves along the y axis.
>>I've rotated on the z and y axis. Could be there the problem?
>>
>>One thing I could do is if I translate it along the z axis 9 units, move
>>it
>>in the same time -9 units along the y axis.
>
> The object is moving along the actual z axis. The only odd thing is that
> you've placed the camera high overhead, so you're getting an overhead
> view, and the z axis is up the screen.
>
> If that's not clear to you, try temporarily adding a visual
> representation of the three axes to the scene
> cylinder {-x*15,x*15 0.3 pigment {rgb <1,0,0>}}
> cone {x*15,0.6, x*18,0 pigment {rgb <1,0,0>}}
> cylinder {-y*15,y*15 0.3 pigment {rgb <0,1,0>}}
> cone {y*15,0.6, y*18,0 pigment {rgb <0,1,0>}}
> cylinder {-z*15,z*15 0.3 pigment {rgb <0,0,1>}}
> cone {z*15,0.6, z*18,0 pigment {rgb <0,0,1>}}
> and you'll see that a motion along the z axis is in the direction of the
> z-axis arrow (blue) which is in a sort of nort-north-west direction on
> the screen.
>
>
> If you change your camera position to something more usual, like
> camera { location <7, 3, -10> look_at <5, 3, 0> }
> then motion in the z direction moves away from the camera.
>
>
> If you want to retain your current camera position and move the object
> away from the camera then you can calculate the camera view direction
> like this
>
> #declare Direction = vnormalize(<5, 3.0, 0.0> - <7, 25, -10>);
>
> And then add a movement in that direction to the translate.
>
> translate <5, 0, 0> + Direction*9
>
> --
> Mike Williams
> Gentleman of Leisure
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