To LUGNET HomepageTo LUGNET News HomepageTo LUGNET Guide Homepage
 Help on Searching
 
Post new message to lugnet.cad.devOpen lugnet.cad.dev in your NNTP NewsreaderTo LUGNET News Traffic PageSign In (Members)
 CAD / Development / 1320
1319  |  1321
Subject: 
RE: [ldraw.org] L3P Question
Newsgroups: 
lugnet.cad.dev
Date: 
Wed, 14 Apr 1999 14:05:07 GMT
Viewed: 
1565 times
  
Terry wrote:
>  It might not be too good an idea to go high profile with the
> use of the word "LEGO" in the site.  James did not name the
> program "legodraw", and for a good reason.  Starting up a slick
> websight presence as ldraw.org, and then openly flaunting it as
> "LEGO"  would not be wise.  Corporate toes should not be
> stepped on. I strongly recommend that you avoid the implication
> of LDraw being officially Lego.

I agree on that. I really was in doubt whether or not to add the
logo, but after looking at many renderings I found it to increase
realism very much (as do textures in general, compared to "flat"
faces). I also considered writing e.g. "LARS" i.s.o. "LEGO", like
Paul Gyugyi writes "L3G0". Actually, I was inspired by his
http://www.gyugyi.com/l3g0/raytrace/images/recon.gif


> Now, for the camera views.
> 
> First,  screw all the other methods of figuring out how to
> place a camera. Stop trying to fathom  X,Y,Z coordinates
> with your fingers, and put your left hand down.  :-)
> Forget the lattitudes and longitudes, and translations and
> vectors and all that other $%#!.
> 
> Once you have the .pov file made, go back into LEdit.  Place
> a light.dat about where you want the camera to be.  Then
> place another one where you want the camera to look_at or point.
> 
> Save the file.   Open it in a text editor.  The first 3
> coordinates of the first light dat directly correspond to
> the camera location coordinates in the pov file.
> copy and past them from the .dat to the .pov.
> 
> Do the same with the second light.dat's coordinates.  Paste
> them into the cameras Look_At  coordinates.
> 
> Make sure you paste into the proper places.
> 
> Render and thank me later.  :-)  (1)
> Or better yet, thank Lars for using the same coordinate
> system that makes this possible.  (2)

Oh no, no, no!
What is this? Is it that difficult to use the latitude/longitude?
Using the above copy-n-paste will bypass L3P's efforts to place
the model in the center of the image with equal amount of space
around it. You risk cutting off part of the model.

I used the globe concept because I assumed it was easy to grasp.
No worry about X Y Z coordinates, just imagine your model inside
a globe. I even made an illustrative image (at least I thought so):
http://www.netby.net/Nord/Mandelvej/Hassing/l3p_i/L3GLOBE2.jpg

Could you (or others) please try to explain what the difficult part is.

How did I fail to make the description in
http://www.netby.net/Nord/Mandelvej/Hassing/l3p.html#l3globe
intelligible and explanatory?

That said, I admit L3P lacks a way of specifying the look_at
position, which currently is set to the center of the model.
But the camera position may also be set by -cc<x>,<y>,<z> and
light.dat may be recognized by the -l options (see also -ld).
/Lars



Message has 1 Reply:
  Re: [ldraw.org] L3P Question
 
(...) Lars, I didn't intend for this to be a "fix" of any type. And the latitude/longitude method is a good one to use. If I sit there thinking about it enough, I can do it. And the automatic centering of the model is a fantastic feature that I (...) (27 years ago, 15-Apr-99, to lugnet.cad.dev)

2 Messages in This Thread:

Entire Thread on One Page:
Nested:  All | Brief | Compact | Dots
Linear:  All | Brief | Compact
    

©2005 LUGNET. All rights reserved. - hosted by steinbruch.info GbR