MAKE A MEME View Large Image Fallout camera angles.png Created with Persistence of Vision en Isometric hexagonal grid such as the one used in the video game Fallout 2016-09-11 own SharkD other versions cc-zero POV-Ray source code <source lang povray > // POV-Ray scene ...
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Keywords: Fallout camera angles.png Created with Persistence of Vision en Isometric hexagonal grid such as the one used in the video game Fallout 2016-09-11 own SharkD other versions cc-zero POV-Ray source code <source lang povray > // POV-Ray scene for achieving the Fallout and Fallout 2 camera angles // Render at 512x512px version 3 7 include stdinc inc include transforms inc include screen_new inc // requires the updated version available here http //news povray org/povray binaries scene-files/thread/ 3C4afccd8a 241 40news povray org 3E/ global_settings assumed_gamma 1 local cornerangle asind cosd 30 /2 ; local opposite 16; local hypotenuse 1/cosd 30 ; local adjacent cosd cornerangle hypotenuse; local verticalstep sind cornerangle /adjacent; local tile_width 1; local tile_length hypotenuse; local tile_height hypotenuse/2/cosd cornerangle sind cornerangle ; debug concat \nt_h str tile_height 0 -1 \n\n local cam_dist 1024; local cam_area 16; local cam_loca -z cam_dist; local cam_dirc +z; local cam_rgvc +x cam_area; local cam_upvc +y cam_area; local cam_tran transform rotate +x cornerangle rotate +y 30 translate +y verticalstep 8 declare Camera_Orthographic true; Set_Camera_Transform cam_tran Set_Camera_Alt cam_loca cam_dirc cam_rgvc cam_upvc local sun_angle_x 50; // guesstimate local sun_angle_y 37; // guesstimate light_source -z 1024 color rgb 2 rotate +x sun_angle_x rotate +y sun_angle_y parallel point_at <0 0 0> / // checker plane plane y 0 texture pigment checker color srgb 3/4 color srgb 1/4 / // hex plane plane y 0 texture pigment hexagon color srgb 3/4 color srgb 2/4 color srgb 1/4 scale tile_length/2 merge // house intersection plane +x 0 rotate +z 45 translate +x tile_length 4 translate +y 12 tile_height plane -x 0 rotate -z 45 translate -x tile_length 4 translate +y 12 tile_height box <-tile_length 4 0 -tile_width 4> <+tile_length 4 tile_height 32 +tile_width 4> // chimney box <0 0 0 > <+tile_length tile_height 32 +tile_width > // doorway and floor clipped_by union box <-tile_length -1 -tile_width 4-1 > <+tile_length +8 tile_height +tile_width 4+1 > inverse plane +y 0 pigment color srgbt <1 0 0 0> local sphere_siz 1/8; / local sphere_3d_1 <+tile_length 4 0 +tile_width 22 >; sphere sphere_3d_1 sphere_siz pigment color srgb y local sphere_2d_1 Get_Screen_XY sphere_3d_1 ; debug concat \np1 vstr 2 sphere_2d_1 0 -1 \n\n local sphere_3d_2 <+tile_length 4 0 -tile_width 6 >; sphere sphere_3d_2 sphere_siz pigment color srgb y local sphere_2d_2 Get_Screen_XY sphere_3d_2 ; debug concat \np2 vstr 2 sphere_2d_2 0 -1 \n\n local shadow_length cosd sun_angle_x /sind sun_angle_x +12 tile_height ; local corner_pos <+tile_length 4 0 -tile_width 4 >; local sphere_3d_5 <0 0 0 >; sphere sphere_3d_5 + corner_pos sphere_siz pigment color srgb y local sphere_2d_5 Get_Screen_XY sphere_3d_5 - <512 512>; debug concat \np5 vstr 2 sphere_2d_5 0 -1 \n\n local sphere_3d_6 <0 +12 tile_height 0 >; sphere sphere_3d_6 + corner_pos sphere_siz pigment color srgb y local sphere_2d_6 Get_Screen_XY sphere_3d_6 - <512 512>; debug concat \np6 vstr 2 sphere_2d_6 0 -1 \n\n local sphere_3d_7 vrotate <0 0 shadow_length > <0 sun_angle_y 0> ; sphere sphere_3d_7 + corner_pos sphere_siz pigment color srgb y local sphere_2d_7 Get_Screen_XY sphere_3d_7 - <512 512>; debug concat \np7 vstr 2 sphere_2d_7 0 -1 \n\n cylinder sphere_3d_5 + corner_pos sphere_3d_6 + corner_pos sphere_siz/2 pigment color srgb z cylinder sphere_3d_5 + corner_pos sphere_3d_7 + corner_pos sphere_siz/2 pigment color srgb z / </source> Descriptive geometry Images with Povray source code Fallout Axonometric projection
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