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 CAD / Ray-Tracing / 1875
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Subject: 
Re: Can anyone help by suggesting some lighting tips?
Newsgroups: 
lugnet.cad.ray
Date: 
Sat, 12 Jul 2003 13:36:34 GMT
Viewed: 
1955 times
  
In lugnet.cad.ray, Allan Bedford wrote:
Interestingly, the image above does have one light that is not shadowless.
However, there are only shadows on the engine, not below it.  Is that
because I have removed the reference to the floor include file?

You got it.

Two things concern me.

1)  The graininess seen on things like the controls for the pump panel. • (The
1x2 printed tile near the center of the pumper).  And things like the • front
headlights.  Is this effect a result of collisions?  Or problems with LGEO • parts
not being available for these pieces?  Or a bit of both?

You might want to check your DAT / LDR file, as it looks like the part is
rendered in a transparent-gray instead of a solid gray.

2)  The angle or perspective of the engine bothers me.  It is a short • vehicle,
but the render really makes it look really stubby.  I've read about the
'orthographic' setting, but must admit to not understanding it.  Is there • some
way to alter the 'look' of the image, so the engine looks a bit more • realistic
in its proportions?

This is where I'll continue our discussion from lugnet.town :-)

The 'orthographic' setting eliminates the sense of perspective from the
rendering.  L3P-generated POV files have this turned off, but enabling it is
a piece of cake.  Your camera code will have a line like this:

//orthographic

Just remove the slashes and render.  You'll notice that your camera has
appeared to move and is no longer looking at the center of your model.  This
is what  use the translate commands for.  I'll describe those in a minute,
but there's one more camera setting you might want to play with.

If you want to zoom in or away from your model, adjust numerical portion of
the following setting:

#declare PCT = -20; // Percentage further away

Negative numbers zoom in while positive numbers zoom out.

Now, about model positioning.  Moving cameras and lights is a serious pain
in the rear to me, as you need to adjust both positions and angles.  Moving
the model is MUCH easier, but you'll have to insert some code to do so.
Don;t worry...it's not hard :-)

Move to the bottom of your POV file and start scrolling up until you see a
line that starts with "object."  This will be just above the floor code (if
you have one) or the background code (if there's no floor).  Paste the
following just inside the bracket at the end of the line:

<translate 0,0,0>

The end of the line should look like this:

#else texture #end { Color7 } translate <0, 0, 0>}

Moving the model is a matter of plugging values in to replace the zeros in
the translate command.  The first number adjusts the horizontal position of
the model.  Negative values move the model towards the lower right of the
scene, positive ones move towards the upper left.  The second number adjusts
the vertical position.  Negative numbers move the model up, positive numbers
move it down.  The last number affects the depth of the model, and works
much like the first one.  In this case, positive numbers move the model
towards the upper right while negative ones move to the lower left.

Another neat trick is the rotate command, but we can cover that one later
:-)

Will

Bricksburg Fire Department: http://www.bricksburg.org
GoB Bricksburg Depot: http://www.bricklink.com/store.asp?p=willhess



Message has 1 Reply:
  Re: Can anyone help by suggesting some lighting tips?
 
(...) So.... is there a way to create an invisible floor? One that you don't see (as in it's the same white color as the background) but will allow you to project a shadow of the vehicle? But wait... your renders (which I am trying hard to copy the (...) (21 years ago, 13-Jul-03, to lugnet.cad.ray)

Message is in Reply To:
  Re: Can anyone help by suggesting some lighting tips?
 
(...) First off... let me say again, a big thank you to everyone who has contributed to this thread. Due to input from each of you I feel as though I've been able to make good progress in the direction of the types of renders I hope to achieve for (...) (21 years ago, 1-Jul-03, to lugnet.cad.ray)

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