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I'm in the proces of building my very first scene
The scene will be build on the skeleton below
Im not happy with the way the two flanking cylinders is posistioned on the
surface.
They seems to 'slant' or tilt outwards (left obj. tilts left and vis a vi)
The cylinder in the midle stands correct but why the distorsions in the
'margin'?
I'm afraid that the comments in the below code is in danish but they are
only reminders to my self
I would apreciate any help on why the cylinders are tilted and what i could
do to avoid that problem
regards krus
//code
Nu tages der hensyn til origin-hovedreglen
aug 02*/
#include "metals.inc"
//#include "stones.inc"
camera {
location <-1,6,-5>
//right x*image_width/image_height
right 4/3*x
up y
//angle 50
look_at <0,2,0>
}
light_source {
<-6, 0, -10>,
color rgb <1,1,1>
}
// An area light (creates soft shadows)
// WARNING: This special light can significantly slow down rendering times!
light_source {
0*x // light's position (translated below)
color rgb 1.0 // light's color
area_light
<8, 0, 0> <0, 0, 8> // lights spread out across this distance (x * z)
4, 4 // total number of lights in grid (4x*4z = 16 lights)
adaptive 0 // 0,1,2,3...
jitter // adds random softening of light
circular // make the shape of the light circular
orient // orient light
translate <40, 80, -40> // <x y z> position of light
}
plane {
y, 0
texture {
pigment {
checker
color rgb<1, 1, 1>
color rgb<0, 0, 0>
}
}
}
//marker origin
cone { <0, 1, 0>, 0.0, <0, -1, 0>, 1.0
texture {
T_Silver_3B
}
translate<0,0,0>
}
//-----------------------------------------------------------
#declare myCan=
union{
#declare canHeight=2.8;
cylinder {
texture {
T_Brass_3A
}
finish {ambient 0.2 diffuse 0.5
specular .5
roughness 1.05 // typical plastic appearance
phong .6
}
object {myCan
//alt er defineret [flader scaleringer rotationer]
//nu bliver det vist OG kan flyttes frit!
translate<-2.9,0,1.5>
}
object {myCan
//translate<0,1.8,0>
translate<0,0,3>
}
object {myCan
translate<3.1,0,0>
}
//code-end
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