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 CAD / Ray-Tracing / *1332 (-20)
  Re: Yet another POV-Ray inlining question
 
(...) You need to remove the 0's in front of the ldraw statements, and include a 0 L3P ENDPOV at the end. L3P does the rest. See my example I posted a long time ago: (URL) (22 years ago, 26-Jun-02, to lugnet.cad.ray)
 
  Yet another POV-Ray inlining question
 
Okay, I'm getting there, but one bit still eludes me. If I have something like the following: 0 REALLY NIFTY PART BY DAVE! 0 L3P IFPOV 0 POV CODE 0 POV CODE 0 POV CODE 0 POV CODE 0 POV CODE 0 POV CODE 0 POV CODE 0 POV CODE 0 POV CODE 0 POV CODE 0 (...) (22 years ago, 26-Jun-02, to lugnet.cad.ray)
 
  Re: Aspect ratio (via L3P)
 
(...) Lars, Thanks for your good work, and I have just a few requests, in order if decreasing importance: - option to include a file at end and/or begin of .pov file (e.g. for megapov's edge-detection feature, etc.) - placing camera block, (...) (22 years ago, 26-Jun-02, to lugnet.cad.ray)
 
  Re: Aspect ratio (via L3P)
 
Don Heyse wrote... (...) Currently I have added: -cr<a> camera roll angle, default is 0 degrees -co[<s>] orthographic camera, optional scalefactor -csl left stereo camera -csr right stereo camera -csa<a> stereo camera angle, default is 5 degrees (...) (22 years ago, 25-Jun-02, to lugnet.cad.ray)
 
  Re: Aspect ratio (via L3P)
 
rmelkert wrote... (...) -cc%CA seems wrong: -cc<x>,<y>,<z> camera coordinates (location) -ca<a> camera angle, default is 67.38 degrees /Lars (22 years ago, 25-Jun-02, to lugnet.cad.ray)
 
  Re: Aspect ratio (via L3P)
 
(...) Roland, perhaps you should exchange an email or two with Lars. I think he's working on some other command line enhancements for the next version of l3p that might also interest you. Don (22 years ago, 25-Jun-02, to lugnet.cad.ray)
 
  Re: How do you tell clock to do this ....? Please help me
 
(...) Thanks but I'm more interested to work with the clock in this animation but is nice to know cu. (...) (22 years ago, 24-Jun-02, to lugnet.cad.ray)
 
  Re: Aspect ratio (via L3P)
 
This is great! I was starting to fear I could not easly make 16x9 widescreen animations (my favorite ratio). I'll ad the param to the export options for l3p in ld4dmodeler beta 2. Default param list would become: -stdout %FN -o -cla%CL -cc%CA (...) (22 years ago, 25-Jun-02, to lugnet.cad.ray)
 
  Re: Aspect ratio (via L3P)
 
"rmelkert" wrote... (...) For the coming release I have just added -car<ar> camera aspect ratio, default is 1.333 (4/3) User must remember to change the size of the rendering to the same ratio. /Lars (22 years ago, 24-Jun-02, to lugnet.cad.ray)
 
  Re: How do you tell clock to do this ....? Please help me
 
More to the point, the identifier 'frame_number' can be used. This is straight from the documentation: frame_number If you rather want to define the action in POV-Ray animated scenes depending upon the integer frame numbers, this identifier can be (...) (22 years ago, 24-Jun-02, to lugnet.cad.ray)
 
  Re: How do you tell clock to do this ....? Please help me
 
(...) That's it thanks (...) Sure I have that part but thanks for telling me againg. You are great friend Ahui You will will like what i'm doing once is done. CU (...) (22 years ago, 24-Jun-02, to lugnet.cad.ray)
 
  Re: How do you tell clock to do this ....? Please help me
 
(...) Sample POV code #if (clock > 100 and clock < 200) object {..... } #endif ******* Make sure that in your ini file you use: inital_frame = final_frame = inital_clock = final_clock = -Ahui www.ozbricks.com/jediagh/ (22 years ago, 24-Jun-02, to lugnet.cad.ray)
 
  How do you tell clock to do this ....? Please help me
 
How do you tell clock to show an object while is in frames 100 to 200 and before 100 and after 200 the object must be not showing? Thanks (22 years ago, 24-Jun-02, to lugnet.cad.ray)
 
  Re: Aspect ratio (via L3P)
 
(...) this is in the .pov file? I know about that, the thing I am looking for is a way for adjusting this without modifing the .pov L3P generated. (...) Those are some cool animations, I esspecialy like the one with the slide doors. (...) Roland (22 years ago, 23-Jun-02, to lugnet.cad.ray)
 
  Re: Aspect ratio (via L3P)
 
(...) The aspect ratio is given in the camera statement, namely this one: right -4/3*x You can edit this one to get the effect you want. BTW, did anybody see my latest animation? It's at: (URL) file is called "seminar-2.2mb.mpg" Fredrik (22 years ago, 22-Jun-02, to lugnet.cad.ray)
 
  Aspect ratio (via L3P)
 
Is there a way to set the aspect ratio of a scene trough the ini file? I am working on the export of my LD4DModeler program and noticed the image is going to be compressed when the specified width/height is not 4:3. It would be cool if L3P had a (...) (22 years ago, 22-Jun-02, to lugnet.cad.ray)
 
  Re: Tilting the camera
 
Lars C. Hassing wrote... (...) location L3Location sky -y right -4/3*x look_at L3LookAt translate -L3Location #declare vx=vaxis_rotate(x,L3...ollAngle); #declare vy=vaxis_rotate(y,L3...ollAngle); #declare vz=vaxis_rotate(z,L3...ollAngle); matrix (...) (22 years ago, 18-Jun-02, to lugnet.cad.ray)
 
  creating textured floor, how to?
 
i am creating a scene, and i am wondering how to make the floor wood? (22 years ago, 18-Jun-02, to lugnet.cad.ray)
 
  Re: How can I hide an object in a frame?
 
Yes, it will work as Roland has suggested using a bunch of #if statements. I have used this technique to make a parade of Classic Space vehicles (I'll upload the movie soon) passing by the camera. I wanted to save memory and parse time by only (...) (22 years ago, 17-Jun-02, to lugnet.cad.ray)
 
  Re: How can I hide an object in a frame?
 
Funny, I was thinking about this myself yesterday while testing some stuff. I think you've got to play around with major #IF structures based upon the clock variable. Roland. (...) (22 years ago, 17-Jun-02, to lugnet.cad.ray)


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