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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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