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tools:lc4d:tip_contour_axis [2021/05/02 10:37] Bob Varkevisser created |
tools:lc4d:tip_contour_axis [2021/05/02 10:52] Bob Varkevisser [View X, Y, Z] |
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+ | ====== Contour axis ====== | ||
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+ | With the [[tools: | ||
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+ | ===== Object X, Y, Z ===== | ||
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+ | | {{: | ||
+ | | Original rendered sphere | | ||
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+ | | {{: | ||
+ | | Object X \\ (default) | Object Z | Object Y | | ||
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+ | ===== View X, Y, Z ===== | ||
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+ | The view X, Y and Z options keep the contour lines consistent, no matter what the camera does. | ||
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+ | For example, if you have assigned contour lines to the object’s Z axis, and the camera pans around the object, the contour lines will change their orientation. Thus, assigning contour lines to the object’s X, Y or Z axis is equivalent to painting lines on the object itself. If the camera moves around, those lines will always be on the same place on the object.: | ||
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+ | | {{: | ||
+ | | Object Y \\ (same as above, but camera moved) | | ||
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+ | In contrast, if you make the contour lines relative to the view, these lines will always be consistent with respect to the camera. | ||
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+ | ===== How axes are specified ===== | ||
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+ | The axis definition for the camera and for the objects are actually different. | ||
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+ | For the object, the Z axis runs up and down and the Y axis runs in and out of the screen. For the camera, the Z axis runs in and out of the screen and the Y axis runs up and down. | ||
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+ | {{: | ||
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[[tools: | [[tools: | ||