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I Have a problem in the union between two parts of my box:
#declare Behind_Part =
box { <5.00, 0.00, -0.5>,
<-5.75, 5.75, 0.0> }
#declare Left_Part =
box { <5.00, 0.00, -0.5>,
<-5.75, 5.75, 0.0> rotate y*90 }
union {
object { Behind_Part }
object { Left_Part }
object { Floor }
texture { T1 }
}
In beggining I imagine that the rotation will make the Left_Part of box
match with de other part with perfection, but when I do this, the Left_Part
cuts the Behind_Part in the middle, not in the left corner of the
Behind_Part, the opposed of my prospections
What I can do to solve the problem?
To anyone have a better idea, you may render my scene
#include "colors.inc"
#include "textures.inc"
#include "woods.inc"
global_settings {max_trace_level 25}
camera {
location <-5,10,-20>
look_at <0,0,0>
}
#declare Dist=80.0;
light_source {< 40, 17, -14> color White
area_light <-20, 0, -20>, <40, 0, 40>, 3, 3
adaptive 1
jitter
}
light_source {< 40, 17, -14> color White
area_light <-20, 0, -20>, <20, 0, 20>, 3, 3
adaptive 1
jitter
}
light_source {< 0, 17, 0> color White
area_light <-30, 0, -30>, <30, 0, 30>, 3, 3
adaptive 1
jitter
}
#declare M_Wood18B =
colour_map {
[0.00 0.25 color rgbf < 0.70, 0.46, 0.12, 0.10>
color rgbf < 0.74, 0.49, 0.13, 0.20>]
[0.25 0.40 color rgbf < 0.74, 0.49, 0.13, 0.20>
color rgbf < 0.75, 0.48, 0.10, 0.70>]
[0.40 0.50 color rgbf < 0.75, 0.48, 0.10, 0.70>
color rgbf < 0.70, 0.43, 0.15, 0.95>]
[0.50 0.70 color rgbf < 0.70, 0.43, 0.15, 0.95>
color rgbf < 0.76, 0.49, 0.17, 0.70>]
[0.70 0.98 color rgbf < 0.76, 0.49, 0.17, 0.70>
color rgbf < 0.74, 0.49, 0.13, 0.20>]
[0.98 1.00 color rgbf < 0.74, 0.49, 0.13, 0.20>
color rgbf < 0.70, 0.46, 0.12, 0.10>]
}
#declare Floor_Texture =
texture { pigment { P_WoodGrain18A color_map { M_Wood18A }}}
texture { pigment { P_WoodGrain12A color_map { M_Wood18B }}}
texture { pigment { P_WoodGrain12B color_map { M_Wood18B }}
finish { reflection 0.25 }
}
#declare Floor =
plane { y,0
texture { Floor_Texture
scale 0.5
rotate y*90
rotate <10, 0, 15>
translate z*4
}
}
#declare T0 = texture { T_Wood19 }
#declare T =
texture { T0
finish { specular 0.50 roughness 0.1 ambient 0.25 }
}
#declare T1 = texture { T translate x*10 rotate <0, 87, 0> }
#declare T2 = texture { T translate y*10 rotate <0, 1, 0> }
#declare T3 = texture { T translate -x*10 rotate <0, 88, 0> translate
z*100}
#declare Behind_Part =
box { <5.00, 0.00, -0.5>,
<-5.75, 5.75, 0.0> }
#declare Left_Part =
box { <5.00, 0.00, -0.5>,
<-5.75, 5.75, 0.0> rotate y*90 }
union {
object { Behind_Part }
object { Left_Part }
object { Floor }
texture { T1 }
}
Thanks for any help and forgivime for my bad english :P
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"BlackSilver" <nomail@nomail> wrote in message
news:web.3e7ec52965d81a663e895b380@news.povray.org...
> I Have a problem in the union between two parts of my box:
>
> #declare Behind_Part =
> box { <5.00, 0.00, -0.5>,
> <-5.75, 5.75, 0.0> }
>
> #declare Left_Part =
> box { <5.00, 0.00, -0.5>,
> <-5.75, 5.75, 0.0> rotate y*90 }
>
Problem 1: You are going to have co-incident surfaces.
Problem 2: Well, I'm not entirely sure what you wanted, but the above will
indeed create a union where the two boxes meet at x=0 and x=-0.5.
Problem 3: I suspect that you don't yet understand how rotate works.
If you want to understand what is going wrong with your version, try this
birds-eye animated view of this simplified version of your scene. You will need
to add +kff10 to the command-line options box to see the animation (that's the
dialogue box next to the output resolution selector).
#include "colors.inc"
camera { location <0,50,-0.01> look_at <0,0,0>}
light_source{ <0,100,0> White}
#declare Behind_Part =
box { <5.00, 0.00, -0.5>,
<-5.75, 5.75, 0.0>
pigment{Red}
}
#declare Left_Part =
box { <5.00, 0.00, -0.5>,
<-5.75, 5.75, 0.0>
pigment{Green}
}
union {
object { Behind_Part }
object { Left_Part rotate y*90*clock}
}
Post a reply to this message
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Tom Melly wrote:
>"BlackSilver" <nomail[at]nomail> wrote in message
>news:web.3e7ec52965d81a663e895b380[at]news.povray.org...
>> I Have a problem in the union between two parts of my box:
>>
>> #declare Behind_Part =
>> box { <5.00, 0.00, -0.5>,
>> <-5.75, 5.75, 0.0> }
>>
>> #declare Left_Part =
>> box { <5.00, 0.00, -0.5>,
>> <-5.75, 5.75, 0.0> rotate y*90 }
>>
>
>Problem 1: You are going to have co-incident surfaces.
>Problem 2: Well, I'm not entirely sure what you wanted, but the above will
>indeed create a union where the two boxes meet at x=0 and x=-0.5.
>Problem 3: I suspect that you don't yet understand how rotate works.
>
>If you want to understand what is going wrong with your version, try this
>birds-eye animated view of this simplified version of your scene. You will need
>to add +kff10 to the command-line options box to see the animation (that's the
>dialogue box next to the output resolution selector).
>
>#include "colors.inc"
>camera { location <0,50,-0.01> look_at <0,0,0>}
>
>light_source{ <0,100,0> White}
>
>#declare Behind_Part =
>box { <5.00, 0.00, -0.5>,
> <-5.75, 5.75, 0.0>
> pigment{Red}
> }
>
>#declare Left_Part =
>box { <5.00, 0.00, -0.5>,
> <-5.75, 5.75, 0.0>
> pigment{Green}
> }
>
>
>union {
>object { Behind_Part }
>object { Left_Part rotate y*90*clock}
>}
>
Thanks, my problem wasn't exact this, but your example of rotation was
value, so thanks anyway
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