Subject:
|
RE: [ldraw.org] L3P Question
|
Newsgroups:
|
lugnet.cad.dev
|
Date:
|
Wed, 14 Apr 1999 14:05:07 GMT
|
Viewed:
|
735 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 (...) (26 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
|
|
|
|