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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)

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