4.4.23 Script transforms

Utilisation : Les liens ne sont pas apparents. Pour obtenir des informations sur un mot clé, cliquez-le dans le script !

// Persistence of Vision Raytracer Version 3.5 Scene Description File
// File: transforms.pov
// Last updated: 8/19/01
// Author: Chris Huff
// Description:
//*******************************************

#version 3.5;

#include "stdinc.inc"

//-------------------------------------------
global_settings {
	assumed_gamma 1
}

#default {finish {ambient 0 diffuse 1}}

#declare CamLoc = <5, 5,-5>;

camera {
	up y right x*image_width/image_height
	location CamLoc
	look_at <0, 0, 0>
	angle 45
}

light_source {CamLoc color White*0.35}
light_source {<-50, 150,-75> color White}

box {<-10,-6,-10>, <10,-5, 10>
	texture {
		pigment {checker color rgb <0.15, 0.75, 0.15>, color White}
		finish {ambient 0 diffuse 1}
	}
}
box {<-10,-10, 5>, <10, 10, 6>
	texture {
		pigment {checker color rgb <0.15, 0.15, 0.75>, color White}
		finish {ambient 0 diffuse 1}
	}
}
box {<-6,-10,-10>, <-5, 10, 10>
	texture {
		pigment {checker color rgb <0.75, 0.15, 0.15>, color White}
		finish {ambient 0 diffuse 1}
	}
}
cylinder {o, x*10, 0.1 texture {pigment {color Red}}}
cylinder {o, y*10, 0.1 texture {pigment {color Green}}}
cylinder {o, z*10, 0.1 texture {pigment {color Blue}}}
//-------------------------------------------

#declare BaseObj = union {
	box {<0, 0, 0>, <1.5, 1.5, 1.5> texture {pigment {color White}}}
	sphere {<0, 0, 0>, 0.5 texture {pigment {color White}}}
	sphere {<1, 0, 0>, 0.5 texture {pigment {color rgb <1, 0.5, 0.5>}}}
	cylinder {o, x*10, 0.075 texture {pigment {color rgb <1, 0.5, 0.5>}}}
	sphere {<0, 1, 0>, 0.5 texture {pigment {color rgb <0.5, 1, 0.5>}}}
	cylinder {o, y*10, 0.075 texture {pigment {color rgb <0.5, 1, 0.5>}}}
	sphere {<0, 0, 1>, 0.5 texture {pigment {color rgb <0.5, 0.5, 1>}}}
	cylinder {o, z*10, 0.075 texture {pigment {color rgb <0.5, 0.5, 1>}}}
}

object {BaseObj
//	Shear_Trans(x, vrotate(y,-z*35), vrotate(z,-y*35))

//	Matrix_Trans(x, vrotate(y,-z*35), vrotate(z,-y*35), <1, 1, 1>)

//	Axial_Scale_Trans(<1, 1, 1>, 1/3)

//	Axis_Rotate_Trans(<1, 1, 1>, 35)

//	Rotate_Around_Trans(x*45, <0, 0, 2.5>)

//	#local X = vrotate(x, <25, 15, 25>);
//	#local Z = vrotate(z, <25, 15, 25>);
//	Reorient_Trans(X, Z)

//	Point_At_Trans(<1, 1, 1>)
}

Et voici ce que nous obtenons en standard :


Et maintenant, vous pouvez voir les différences entre l'image standard et celle avec Shear_Trans, Matrix_Trans, Axial_Scale_Trans, Axis_Rotate_Trans, Rotate_Around_Trans, Reorient_Trans, Point_At_Trans ou revenir au standard.

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