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Hi all,
I've done this some tima ago and I want this object bigger. Instead of
multiply all by 2 or by any number, how can I use the camera the see it
closer?
The code is de following :
======================================
camera {
location <7, 25, -10> look_at <5, 3, 0> }
light_source { <-100, 200, -100> color rgb 1 }
background { White }
#declare Direction = vnormalize( <5, 3, 0> - <7, 25, -10> );
global_settings { max_trace_level 20 }
merge{
sphere { <0, 0, 0>, 1
translate -0.5*x
}
sphere { <0, 0, 0>, 0.5
translate 0.5*x
scale <1.2, 0, 0>
pigment { rgbf <0.9, 0.9, 0.9, 0.95> }
interior_texture { pigment { gradient -x
pigment_map { [0.01 rgbf <0, 1, 0, .95>]
[0.01 rgbf <0, 1, 0, 0.6>]
[0.65 rgbf <0.97, 0.99, 0.98, 0.6>]
[0.65 rgbf <0.97, 0.99, 0.98, 0.6>]}
scale 2
}
}}
pigment { rgbf <0.97, 0.99, 0.98, 0.6> } // Part de dins.
rotate <0, 0, 0>
scale 1.2 //Scala del merge.
clipped_by { plane { y, 0.01 } translate <0, 0, 0> }
hollow on // Per buidar-lo.
interior_texture { pigment { rgbf <.9, .9, .9, 0.8> } } //Part de fora.
translate <5.5, 8, 0> + Direction // Part traduir l'objecte sencer.
rotate <0, 0, 0> + Direction
}
//Actin patch
torus { 0.5, 0.32
pigment { color Red }
scale 0.9
translate <17, 40, 0> + Direction*150
}
torus { 0.5, 0.32
pigment { color Red }
scale 0.9
translate <16, 42, 0> + Direction*150
}
torus { 0.5, 0.32
pigment { color Red }
scale 0.9
translate <15, 44, 0> + Direction*150
}
torus { 0.5, 0.32
pigment { color Red }
scale 0.9
translate <17, 37, 0> + Direction*150
}
torus { 0.5, 0.32
pigment { color Red }
scale 0.9
translate <16, 34, 0> + Direction*150
}
torus { 0.5, 0.32
pigment { color Red }
scale 0.9
translate <14.5, 32.3, 0> + Direction*150
}
torus { 0.5, 0.32
pigment { color Red }
scale 0.9
translate <9, 31, 0> + Direction*150
}
======================================
Thanks in advance,
Oleguer
Post a reply to this message
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either you reduce the camera angle
camera { location <7, 25, -10> look_at <5, 3, 0> angle 15 }
(then you will see that your object is not centered)
or you reduce the distance of the camera
camera { location .5*<7, 25, -10> look_at <5, 3, 0> }
(and will then see that your object doesn't look right anymore)
First method recommended with
look_at <5, 7.5, 0>
Regards Roman
"Oleguer Vilella" <ole### [at] infonegociocom> wrote:
> Hi all,
>
> I've done this some tima ago and I want this object bigger. Instead of
> multiply all by 2 or by any number, how can I use the camera the see it
> closer?
>
> The code is de following :
> ======================================
> camera {
> location <7, 25, -10> look_at <5, 3, 0> }
>
> light_source { <-100, 200, -100> color rgb 1 }
> background { White }
> #declare Direction = vnormalize( <5, 3, 0> - <7, 25, -10> );
>
> global_settings { max_trace_level 20 }
>
> merge{
> sphere { <0, 0, 0>, 1
> translate -0.5*x
> }
> sphere { <0, 0, 0>, 0.5
> translate 0.5*x
> scale <1.2, 0, 0>
> pigment { rgbf <0.9, 0.9, 0.9, 0.95> }
> interior_texture { pigment { gradient -x
> pigment_map { [0.01 rgbf <0, 1, 0, .95>]
> [0.01 rgbf <0, 1, 0, 0.6>]
> [0.65 rgbf <0.97, 0.99, 0.98, 0.6>]
> [0.65 rgbf <0.97, 0.99, 0.98, 0.6>]}
> scale 2
> }
> }}
> pigment { rgbf <0.97, 0.99, 0.98, 0.6> } // Part de dins.
> rotate <0, 0, 0>
> scale 1.2 //Scala del merge.
> clipped_by { plane { y, 0.01 } translate <0, 0, 0> }
> hollow on // Per buidar-lo.
> interior_texture { pigment { rgbf <.9, .9, .9, 0.8> } } //Part de fora.
> translate <5.5, 8, 0> + Direction // Part traduir l'objecte sencer.
> rotate <0, 0, 0> + Direction
> }
> //Actin patch
> torus { 0.5, 0.32
> pigment { color Red }
> scale 0.9
> translate <17, 40, 0> + Direction*150
> }
>
> torus { 0.5, 0.32
> pigment { color Red }
> scale 0.9
> translate <16, 42, 0> + Direction*150
> }
>
> torus { 0.5, 0.32
> pigment { color Red }
> scale 0.9
> translate <15, 44, 0> + Direction*150
> }
>
> torus { 0.5, 0.32
> pigment { color Red }
> scale 0.9
> translate <17, 37, 0> + Direction*150
> }
>
> torus { 0.5, 0.32
> pigment { color Red }
> scale 0.9
> translate <16, 34, 0> + Direction*150
> }
>
> torus { 0.5, 0.32
> pigment { color Red }
> scale 0.9
> translate <14.5, 32.3, 0> + Direction*150
> }
>
> torus { 0.5, 0.32
> pigment { color Red }
> scale 0.9
> translate <9, 31, 0> + Direction*150
> }
> ======================================
>
> Thanks in advance,
> Oleguer
Post a reply to this message
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Yeah, what a silly question! :-)
That should work:
=======================================
camera {
location <7, 25, -10> look_at <5, 7.5, 0> angle 15 }
=======================================
Happy new year to all!
Regards,
Oleguer
news:web.43b68482bab7a38736af16e70@news.povray.org...
> either you reduce the camera angle
> camera { location <7, 25, -10> look_at <5, 3, 0> angle 15 }
> (then you will see that your object is not centered)
> or you reduce the distance of the camera
> camera { location .5*<7, 25, -10> look_at <5, 3, 0> }
> (and will then see that your object doesn't look right anymore)
>
> First method recommended with
> look_at <5, 7.5, 0>
>
> Regards Roman
>
>
>
> "Oleguer Vilella" <ole### [at] infonegociocom> wrote:
>> Hi all,
>>
>> I've done this some tima ago and I want this object bigger. Instead of
>> multiply all by 2 or by any number, how can I use the camera the see it
>> closer?
>>
>> The code is de following :
>> ======================================
>> camera {
>> location <7, 25, -10> look_at <5, 3, 0> }
>>
>> light_source { <-100, 200, -100> color rgb 1 }
>> background { White }
>> #declare Direction = vnormalize( <5, 3, 0> - <7, 25, -10> );
>>
>> global_settings { max_trace_level 20 }
>>
>> merge{
>> sphere { <0, 0, 0>, 1
>> translate -0.5*x
>> }
>> sphere { <0, 0, 0>, 0.5
>> translate 0.5*x
>> scale <1.2, 0, 0>
>> pigment { rgbf <0.9, 0.9, 0.9, 0.95> }
>> interior_texture { pigment { gradient -x
>> pigment_map { [0.01 rgbf <0, 1, 0, .95>]
>> [0.01 rgbf <0, 1, 0, 0.6>]
>> [0.65 rgbf <0.97, 0.99, 0.98, 0.6>]
>> [0.65 rgbf <0.97, 0.99, 0.98, 0.6>]}
>> scale 2
>> }
>> }}
>> pigment { rgbf <0.97, 0.99, 0.98, 0.6> } // Part de dins.
>> rotate <0, 0, 0>
>> scale 1.2 //Scala del merge.
>> clipped_by { plane { y, 0.01 } translate <0, 0, 0> }
>> hollow on // Per buidar-lo.
>> interior_texture { pigment { rgbf <.9, .9, .9, 0.8> } } //Part de fora.
>> translate <5.5, 8, 0> + Direction // Part traduir l'objecte sencer.
>> rotate <0, 0, 0> + Direction
>> }
>> //Actin patch
>> torus { 0.5, 0.32
>> pigment { color Red }
>> scale 0.9
>> translate <17, 40, 0> + Direction*150
>> }
>>
>> torus { 0.5, 0.32
>> pigment { color Red }
>> scale 0.9
>> translate <16, 42, 0> + Direction*150
>> }
>>
>> torus { 0.5, 0.32
>> pigment { color Red }
>> scale 0.9
>> translate <15, 44, 0> + Direction*150
>> }
>>
>> torus { 0.5, 0.32
>> pigment { color Red }
>> scale 0.9
>> translate <17, 37, 0> + Direction*150
>> }
>>
>> torus { 0.5, 0.32
>> pigment { color Red }
>> scale 0.9
>> translate <16, 34, 0> + Direction*150
>> }
>>
>> torus { 0.5, 0.32
>> pigment { color Red }
>> scale 0.9
>> translate <14.5, 32.3, 0> + Direction*150
>> }
>>
>> torus { 0.5, 0.32
>> pigment { color Red }
>> scale 0.9
>> translate <9, 31, 0> + Direction*150
>> }
>> ======================================
>>
>> Thanks in advance,
>> Oleguer
>
>
>
>
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Oleguer Vilella nous apporta ses lumieres en ce 2005-12-31 10:44:
> Yeah, what a silly question! :-)
>
> That should work:
> =======================================
> camera {
> location <7, 25, -10> look_at <5, 7.5, 0> angle 15 }
> =======================================
>
> Happy new year to all!
>
> Regards,
> Oleguer
>
> news:web.43b68482bab7a38736af16e70@news.povray.org...
>
>>either you reduce the camera angle
>>camera { location <7, 25, -10> look_at <5, 3, 0> angle 15 }
>>(then you will see that your object is not centered)
>>or you reduce the distance of the camera
>>camera { location .5*<7, 25, -10> look_at <5, 3, 0> }
>>(and will then see that your object doesn't look right anymore)
>>
>>First method recommended with
>>look_at <5, 7.5, 0>
>>
>>Regards Roman
>>
>>
>>
>>"Oleguer Vilella" <ole### [at] infonegociocom> wrote:
>>
You can also enter a direction vector and make it longer than 1 (the default value
been 1*z or
<0,0,1>). Something like:
direction 2.0*z // This will reduce the field of view by half
Place that before the look_at statement.
Alain
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What's that curious object shaped quite like a cartoon duck's head? I
don't think I could find a better view than Roman Reiner's.
However, I'm wondering about a side matter if you don't mind the
off-topic turn:
> translate <5.5, 8, 0> + Direction // Part traduir l'objecte sencer.
Sure this particular use of "translate" as a POV keyword should be
translated--heheh--into Catalan as "traduir", and not something like
Spanish "trasladar"?
--
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Hi,
I didn't traslated all to English because here the main code was the camera.
The object it's a half yeast.
Thanks for your help!
Regards,
Oleguer
news:43c541b8@news.povray.org...
> What's that curious object shaped quite like a cartoon duck's head? I
> don't think I could find a better view than Roman Reiner's.
>
> However, I'm wondering about a side matter if you don't mind the off-topic
> turn:
>
>> translate <5.5, 8, 0> + Direction // Part traduir l'objecte sencer.
>
> Sure this particular use of "translate" as a POV keyword should be
> translated--heheh--into Catalan as "traduir", and not something like
> Spanish "trasladar"?
>
> --
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