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Modelling
Tips, Working With Primitives
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POV-Ray Tips,
Tricks, and Techniques |
Defining
Planes?
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Mekanos muses: | I'm new to raytracing. I've been reading over the
documentation in my POV-Ray, and I find the coverage on defining planes
sort of vague. Can anyone give me some more comprehensive help on
how to define planes? Especially finite planes...
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Daniel A.K. Halsey "explanes":
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The plane definition, as you probably know already, is:
plane
What this means is:
plane
For a plane that tilts, you can either rotate it to suit your needs, or manipulate its normal to do the same: plane {
-is the same as- plane {
As for the ever-elusive finite plane, a clipping statement is probably the way to go. To do this, you have to encase both your plane and your clipping object inside an "object {}" statement. A 2x2 plane can be defined as such: object {
Similarly, a circular plane, radius 1, would be :
Any object other than the other 2-D ones (triangles and such) can, as far as I know, be used to clip a plane. I hope I've helped without being too long-winded (at least I didn't
go into the "planes, like lines, are, by definition, infinite..." bit which
some of my sick and twisted math-major [I'm CS] friends would have)
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