• Aurenkin
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        11 months ago

        Indeed, a common mistake for newcomers to the field.

      • MacN'Cheezus@lemmy.todayOP
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        11 months ago

        The Z axis is usually used for depth, so it’s going to be perpendicular to whatever your frame of reference (i.e. projection plane) is.

        If it’s upright in space, like a computer screen, the Z axis will be horizontal. If it’s a sheet of paper on a desk, then yes, I suppose it could be argued to be vertical instead.

      • jaschen@lemmynsfw.com
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        11 months ago

        All the 3D printer software, Z is vertical. But I only used a couple so I am not an expert.

        • experbia@lemmy.world
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          11 months ago

          not consistently. I find there are basically two schools of thought in 3d graphics:

          • the screen is a graph representing a 3d space: the x axis is horizontal, the y axis is vertical. depth, going ‘into’ the screen, then becomes the z axis. mathematicians and programmers tend to like this.

          • the screen is a camera viewing a 3d space from within itself: the coordinates to position yourself along a line is one dimensional: x. to position yourself on a plane as in a 2d game, two dimensional: x, y. to position yourself within a volume, three dimensional: x, y, z. humans are kind of inherently planar spatial navigators - it’s easy to think about our position in terms of “where on the ground” we are, then adjust for height. 3d artists and level designers tend to like this.

          • Victor@lemmy.world
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            11 months ago

            Ah I see. Thanks. I’m used to the first line of thought, as that’s what I’ve been using when doing 3D programming.