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From: Bruce S. <Bru...@nc...> - 2009-05-07 11:48:24
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I'm traveling and unable to do this myself right now, but you could
achieve the effect by putting the distant lights into a frame and then
sitting in a loop (maybe with rate(50) to limit processing) and
watching scene.forward. Use any change in scene.forward to determine
how to rotate the frame containing the distant lights. Should work.<br>
<br>
Bruce Sherwood<br>
<br>
Guy K. Kloss wrote:
<blockquote cite="mid:200...@ma..."
type="cite">
<pre wrap="">On Thu, 07 May 2009 16:00:12 Bruce Sherwood wrote:
</pre>
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<pre wrap="">Note too that in your application you might want to increase the "ambient"
light a bit, so that no part of an object is very dark.
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<pre wrap=""><!---->
Yes, some good ideas coming up here to experiment with.
</pre>
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<pre wrap="">I do see merit in an option to change from the default behavior (rotate the
camera around a scene that has lights to that scene) to a behavior where
the camera and lights are fixed and you rotate the scene, as though you
were turning a model in your hand to inspect it from different angles but
with a fixed light source.
What would this be called? scene.camera_rotate = False?
</pre>
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<pre wrap=""><!---->
Good question. That or maybe one of these?
scene.fixed_light = False
scene.light_on_camera = True
</pre>
<blockquote type="cite">
<pre wrap="">The hard part though is the implementation.....
</pre>
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<pre wrap=""><!---->
As so often ... :-)
Guy
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