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--snip--
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Youre right - it does work. I retried it with L3P output and the view is
positioned correctly. My previous effort used POV-Ray code from Antons
converter. Thats not necessarily the reason it didnt work before, though:
it was late and I was tired. At any rate, LDView is certainly exonerated (not
that it was accused).
This isnt the exact same position as my previous LDView screenshot, but it
confirms it works OK:
This POV is kind of trippy
There seems to be an awful lot of refraction looking through that canopy,
incidentally, and some unexpected opacity in the front. I see povray did
print a bunch of parse warnings related to refraction, and two rendering
warnings:
Rendering Warning: Camera is inside a non-hollow object. Fog and participating media may not work as expected.
Possible Rendering Error: Maximum trace level reached! If your scene contains black spots read more about the max_trace_level setting in the documentation!
so there are still some things to figure out.
Thanks,
Jim
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Hi Jim,
The second error there is certainly to blame for the opacity. You need to add a
line
global_settings { max_trace_level N }
where N is high enough (probably 8 will do). Partially this is because LDraw
parts are constructed of surfaces rather than solid blocks of material so that
you end up passing through at least two transparent objects every time you go
through a clear brick.
Of course opacity is not neccessarily all that incorrect as a quick glance at a
brick built windscreen will show :)
Tim
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