From: Bruce S. <Bru...@nc...> - 2009-05-07 11:48:24
|
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html> <head> <meta content="text/html;charset=UTF-8" http-equiv="Content-Type"> </head> <body bgcolor="#ffffff" text="#000000"> 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> <blockquote type="cite"> <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. </pre> </blockquote> <pre wrap=""><!----> Yes, some good ideas coming up here to experiment with. </pre> <blockquote type="cite"> <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> </blockquote> <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> </blockquote> <pre wrap=""><!----> As so often ... :-) Guy </pre> </blockquote> </body> </html> |