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 CAD / Ray-Tracing / 2770 (-10)
  Re: Inverse matrix?
 
(...) The inverse of <1,0,0,0,1,0,0,0,1,0,0,0> is itself. To compute the inverse of a general 3x3 matrix (essentially what you need to do) is rather complicated. You could do it in a macro using Gaussian elimination [1]. Tim [1] (URL) (17 years ago, 7-Apr-07, to lugnet.cad.ray, lugnet.cad)
 
  Inverse matrix?
 
Does anyone know how to generate an inverse matrix. By inverse I mean it will undo the rotation of the original matrix. I thought the inverse of <1,0,0,0,1,0,0,0,1,0,0,0> was <-1,0,0,0,-1,0,0,0,-1,0,0,0>. In other words, multiply every value by -1. (...) (17 years ago, 7-Apr-07, to lugnet.cad.ray, lugnet.cad)
 
  Re: A question about an animation scene
 
(...) You are not specifying a custom clock value so your spline lasts from frames 1 to 121. You actually want to specify a custom clock value. Something like this: animate_by_spline (east_to_south, auto_banking (0) + spline_clock ( ..... ) )} The (...) (17 years ago, 6-Apr-07, to lugnet.cad.ray)
 
  Re: A question about an animation scene
 
(...) --snip-- (...) Hi Eduardo, The spline macro would be useful too ;) Tim (17 years ago, 4-Apr-07, to lugnet.cad.ray)
 
  A question about an animation scene
 
I have made a scene where a car follows a spline this is the main co ---...--- object { car_dot_dat matrix <0,0,1,0,1,0,-1,0,0,0,0,0> #if (version >= 3.1) material #else texture #end { Color7 } //translate<-960,-24,1860> rotate -90*y (...) (17 years ago, 4-Apr-07, to lugnet.cad.ray)
 
  RACHAL Changeover
 
Hi all, It's a day late but we changeover from RACHAL 1 - Atmosphobic to the all new RACHAL 2 - RACHAL Impossible today. Thank you very much to everyone who submitted an entry. I really enjoy seeing what you've all come up with and it we some (...) (17 years ago, 1-Apr-07, to lugnet.cad.dev.org.ldraw, lugnet.cad.ray, lugnet.announce, FTX) ! 
 
  Re: Light is too bright!
 
(...) In my 1998 Christmas picture (URL) (go to the end of the page) I hand adjusted the lights (one inside each candle) quite a bit. One important part was the material settings (Color46_t), as the clear L3P parts are much *too* clear. Most of the (...) (18 years ago, 26-Mar-07, to lugnet.cad.ray)
 
  Re: Light is too bright!
 
(...) Wow! Thank you! I didn't know that. I tried some different options, and found that the "black" light (color 0, which isn't really black) surpringly produced the best balance between taillights noticably on and not spreading too much red light (...) (18 years ago, 25-Mar-07, to lugnet.cad.ray, FTX)
 
  Re: Light is too bright!
 
(...) I just did before I read your post! (Just called it test.dat instead...) And it really works, the problem is POV will not inline the light into the position of SOFLIGHT.DAT but rather <0,0,0> of the POV world. This makes it more complicated, (...) (18 years ago, 25-Mar-07, to lugnet.cad.ray)
 
  Re: Light is too bright!
 
(...) I notice you're using white as the color for light.dat. Since L3P pays attention to the color of the light, you can use a much darker shade of gray. The following was done with a light inside the trans red brick with a color of 0x02141414 (...) (18 years ago, 25-Mar-07, to lugnet.cad.ray, FTX)


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