I'm not rendering in TTD palette directly. For that I use PSP.
I tender the pics as 24Bit tga and then apply the palette.
For rendering i use orthographic camera and the following stuff:
Code: Select all
#ifndef (TTD_inc)
#declare TTD_inc=true;
#macro TTD(o,w) // pass object and spacing (i use 1.2 normally) to this macro and it will place all the views appropriately in a row
union{
#local i=0;
#while (i<8)
object{o
rotate y*i*45
rotate -z*30
//scale <.5,1,1>
translate (3.5-i)*z*w}
#local i=i+1;
#end
}
#end
#macro Tiles(w) //with this macro you can create reference tiles
union{
#local i=0;
#while (i<8)
box{<1,.001,1>,<-1,0,-1> scale .5
rotate y*45
rotate -z*30
//scale <.5,1,1>
translate (3.5-i)*z*w}
#local i=i+1;
#end
pigment{color Green}
}
#end
#declare TTD_BG=Blue;
#declare CC_0=rgb <100,172,224>/255;
#declare CC_1=rgb <72,152,216>/255;
#declare CC_2=rgb <56,120,188>/255;
#declare CC_3=rgb <40,92,164>/255;
#declare CC_4=rgb <28,68,140>/255;
#declare CC_5=rgb <20,52,124>/255;
#declare CC_6=rgb <12,36,104>/255;
#declare CC_7=rgb <8,24,88>/255;
#end
that's my basic TTD scene:
Code: Select all
#version 3.5;
#include "colors.inc"
#include "transforms.inc"
#include "TTD.inc"
global_settings {
assumed_gamma 1.0
}
// ----------------------------------------
#declare zoom=1; //standard zoom for 1:1 renders
//#declare zoom=10; //use this line to resize render for details
#declare base=<0,0,0>;
//#declare base=<0,1,1>; //used to focus on certain location
#declare v_pitch=sqrt(.5*.5*2); //vertical tile spacing
#declare TTD_multi=2.206875; //zoom multiplier so the output has exact TTD size (1 by 1 unit equals 1 tile)
camera{
orthographic
location <50,0,0>+base // position & direction of view
look_at <0,0,0>+base
right 1/zoom*y*image_width*TTD_multi/100 // horizontal size of view
up 1/zoom*z*image_height*TTD_multi/100 // vertical size of view
scale 1
}
light_source {
<0, 0, 0> // light's position (translated below)
color rgb <1, 1, 1>*1.3 // light's color
translate <300, 300, -300>
//shadowless
}
// ----------------------------------------
sky_sphere {
pigment {
color Blue
}
}
//here goes your object
/*
#declare o=object{somethinorother scale ...}
object{TTD(o,1.2) [translate ...]}
*/
have fun