POV-Ray : Newsgroups : povray.binaries.images : Constructive Solid Geometry: problem! : Re: Constructive Solid Geometry: problem! Server Time
29 Jul 2024 06:14:30 EDT (-0400)
  Re: Constructive Solid Geometry: problem!  
From: Anthony D  Baye
Date: 9 Aug 2015 02:10:00
Message: <web.55c6edc04327e3232aaea5cb0@news.povray.org>
I edited your description for legibility, and added a camera above, looking
down:

#version 3.7;

#include "shapes.inc"
#include "functions.inc"
global_settings {
    assumed_gamma 1.000000
}
sky_sphere {
    pigment {rgb<0.050, 0.050, 0.050>}
}

#declare Default_texture = texture{pigment {rgb 0.8}}

#declare Material = texture{
    pigment{color rgbft <0.8000,0.0388,0.1277,0.0000,0.0000>}
    finish{
        diffuse 0.8000
        brilliance 1.8000
        crand 0.0000
        emission 0.0000
        ambient <0.0000,0.0000,0.0000>
          }
}
#declare data_Box_shape_003_ob = box { -1,1
    texture {Material}
}
#declare data_Cone_shape_001_ob = cone {
<0,0,-1.0000>,1.0000,<0,0,1.0000>,0.3000
    texture {Default_texture}
}
#declare data_Box_shape_ob = box { -1,1
    texture {Default_texture}
}
#declare data_Box_shape_001_ob = box { -1,1
    texture {Material}
}
#declare data_Box_shape_002_ob = box { -1,1
    texture {Material}
}
#declare data_Boolean_000_ob =
difference {
    union {
        object {data_Box_shape_ob
            texture {Default_texture}
            matrix <1.000000, 0.000000, 0.000000,
                    0.000000, -0.000000, -1.000000,
                    0.000000, 1.609000, -0.000000,
                    3.005314, 0.000000, 0.000000>
        }
    }
    object {data_Cone_shape_001_ob
        texture {Default_texture}
        matrix <1.000000, 0.000000, 0.000000,
                0.000000, 1.000000, 0.000000,
                0.000000, 0.000000, 2.432501,
                2.941242, 0.000000, 0.000000>
    }
}
#declare data_Boolean_001_ob =
difference {
    union {
        object {data_Box_shape_ob
            texture {Default_texture}
            matrix <1.000000, 0.000000, 0.000000,
                    0.000000, -0.000000, -1.000000,
                    0.000000, 1.609000, -0.000000,
                    3.005314, 0.000000, 0.000000>
        }
    }
    object {data_Cone_shape_001_ob
        texture {Default_texture}
        matrix <1.000000, 0.000000, 0.000000,
                0.000000, 1.000000, 0.000000,
                0.000000, 0.000000, 2.432501,
                2.941242, 0.000000, 0.000000>
    }
}
object {data_Boolean_000_ob
    rotate x*90
    matrix <1.000000, 0.000000, 0.000000,
            0.000000, -0.000000, -1.000000,
            0.000000, 1.609000, -0.000000,
            -0.840426, 0.000000, 0.000000>
}

object {data_Box_shape_003_ob
    matrix <0.166166, 0.000000, 0.000000,
            0.000000, -0.000000, -0.166166,
            0.000000, 0.166166, -0.000000,
            0.000000, 1.426066, 1.168468>
}

object {data_Boolean_001_ob
    rotate x*90
    matrix <1.000000, 0.000000, 0.000000,
            0.000000, -0.000000, -1.000000,
            0.000000, 1.609000, -0.000000,
            1.365901, 0.000000, 0.000000>
}

object {data_Box_shape_001_ob
    matrix <0.166166, 0.000000, 0.000000,
            0.000000, -0.000000, -0.166166,
            0.000000, 0.166166, -0.000000,
            0.000000, -1.779218, 1.168468>
}

object {data_Box_shape_002_ob
    matrix <0.166166, 0.000000, 0.000000,
            0.000000, -0.000000, -0.166166,
            0.000000, 1.297221, -0.000000,
            2.212118, 1.555311, 0.825095>
}

light_source {
    <5.07,5.58,4.28>
    color rgb<1, 1, 1>
    fade_distance 25.0000000000
    fade_power 1
}
/*
camera {
    perspective
    location  <0,0,0>
    look_at  <0,0,-1>
    right <-1.7777777777777777, 0, 0>
    up <0, 1, 0>
    angle  49.134343
    rotate  <-27.098163, 46.688390, -0.903519>
    translate <7.481132, 5.343666, 6.507640>
}
*/


// Camera above, looking down
camera {
    perspective
    location <0.0, 10, 0.06>
    up z
    right x*(image_width/image_height)
    look_at 0
    }

union {
    cylinder { -1e5*x, 1e5*x 1/128 pigment { rgb <1,0,0> } }
    cylinder { -1e5*y, 1e5*y 1/128 pigment { rgb <0,1,0> } }
    cylinder { -1e5*z, 1e5*z 1/128 pigment { rgb <0,0,1> } }
    }

You'll notice that things weren't exactly as they seemed in the isometric view
that blender provides.

This is one of the things I dislike about the controls in blender. They don't
provide you per-axis translation, so you can't be certain that things are where
you think they are.

Unless blender has an orthographic three-panel view that I haven't found...

Regards,
A.D.B.


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lanu02_topdown.png


 

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