POV-Ray : Newsgroups : povray.general : how to use the SKY vector for CAMERA? : Re: how to use the SKY vector for CAMERA? Server Time
12 Aug 2024 13:22:56 EDT (-0400)
  Re: how to use the SKY vector for CAMERA?  
From: Josh English
Date: 19 Mar 1999 20:23:33
Message: <36F2F8FA.C3466FDA@spiritone.com>
I finally finished it... Sorry for the delay and I hope it's not too little, too
late.

http://www.spiritone.com/~english/sky/sky.html

Josh English wrote:

> the problem with rotating the camera is that you have to place the camera at
> the origin, rotate it, then translate it.
>
> Adjusting the sky vector does this with less of a head ache.
>
> Normal cameras are placed at the location, then pans around it's y-axis to
> match the look_at vector, then tilts up or down to look directly at the look_at
> point.
>
> The sky vector alters the cameras Y axis. Since I see this question asked by
> more than one user, I'm going to put up a small tutorial on my website on how
> this works...
>
> Nathan Kopp wrote:
>
> > I stand corrected.
> >
> > -Nathan
> >
> > Nieminen Mika wrote:
> > >
> > > Nathan Kopp <Nat### [at] koppcom> wrote:
> > > : I really don't think rotate will roll the camera... it just moves its
> > > : position.
> > >
> > > plane { y,-1 pigment { checker rgb 1,rgb .5 } }
> > > plane { -y,-1 pigment { checker rgb x*1,rgb x*.5 } }
> > > light_source { 0,1 }
> > > camera { location -z look_at 0 rotate z*30 }
> > >
> > > http://www.cs.tut.fi/~warp/rotate.jpg
> > >
> > > --
> > > main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
> > > ):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


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