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Try to guess how does the output look like before rendering.
camera{location<4,2>look_at 0}light_source{9,1}union{#local A=0;#while
(A<360)union{cylinder{y-z,x-y,.02}cylinder{y-z,-x-y,.02}rotate y*A}#local
A=A+9;#end pigment{rgb x}finish{specular .5}}plane{y,-1pigment{granite}}
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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Light source is up and right, which is white in color as is also the
cylinder objects which are 60 in number having a medium highlighting
and arranged into a circle on the y plane, perhaps making a spoke/hub
object. Camera looking downward 22.5 degrees but looking toward -x.
Possibly black and green granite plane as ground/floor.
Bob
Nieminen Juha <war### [at] cctutfi> wrote in message
news:37d519d9@news.povray.org...
>
> Try to guess how does the output look like before rendering.
>
> camera{location<4,2>look_at 0}light_source{9,1}union{#local
A=0;#while
> (A<360)union{cylinder{y-z,x-y,.02}cylinder{y-z,-x-y,.02}rotate
y*A}#local
> A=A+9;#end pigment{rgb x}finish{specular
.5}}plane{y,-1pigment{granite}}
>
>
> --
>
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i
]
> ):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*-
Warp -*/
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I never knew you could define a 2d vector camera...
--
Anthony L. Bennett
http://welcome.to/TonyB
Non nova, sed nove.
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2D vectors are promoted to 3D vectors when necessary. The same goes for
color vectors and floats.
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Chris Huff wrote:
>
> 2D vectors are promoted to 3D vectors when necessary. The same goes for
> color vectors and floats.
Advanced user question # 123 :)
--
Ken Tyler
See my 850+ Povray and 3D Rendering and Raytracing Links at:
http://home.pacbell.net/tylereng/index.html
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