POV-Ray : Newsgroups : povray.binaries.images : What cameras can and cannot see - 2 attachments : Re: What cameras can and cannot see - 2 attachments Server Time
26 Apr 2024 19:27:23 EDT (-0400)
  Re: What cameras can and cannot see - 2 attachments  
From: Kruger
Date: 19 Feb 2003 13:26:45
Message: <3e53cc65$1@news.povray.org>
Very interesting idea, I ca see how this can be helpful.

Kruger


"Tor Olav Kristensen" <tor### [at] hotmailcom> wrote in message
news:Xns### [at] 204213191226...
>
> My camera include file grows steadily. The are now more than
> 2000 lines of code in it, which makes more than 50 macros.
>
> I have always found it cumbersome to position and orient
> cameras so that they show the parts of my scenes that I want
> to show.
>
> To make this process easier, I first made a macro that can
> show cameras as objects in scenes. Then I made macros to
> move cameras and objects along, and around, the axes of
> cameras. This all helped, but I thought something was missing
> in this "toolbox": It was still difficult to predict what a
> camera would actually see. (Or to decide what is in it's
> field of view.)
>
> Yesterday I got the idea that maybe a "camera texture" could
> be useful. So then I sat down and made a macro that can
> produce pigments which changes colors where the camera's
> field of view is.
>
> This macro can also show patterns of "helping lines" that
> represents certain angles. These lines can be useful if
> one want to estimate how much to pan, tilt or roll a camera
> in order to get point in the scene into a certain position
> of the camera's screen.
>
> Below are two images that shows this macro (and some others)
> in use. The big image shows a camera as an object. There are
> two other objects that have a "camera pigment" from this
> camera applied to them; a torus and a plane. The small image
> shows the same scene viewed through this camera.
>
> Below is the code that I used to make the big image.
>
>
> Tor Olav
>
>
> // ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
>
> #version 3.5;
> #include "Camera11.inc"
>
> // ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
>
> #declare Camera1 = DefaultCamera()
> SetCameraLocation(Camera1, <-1, -5, -3>)
> ChangeCameraLookAt(Camera1, <0, -5, 0>)
> ChangeCameraAngle(Camera1, 60)
> TiltCameraBackward(Camera1, 24)
> PanCameraLeft(Camera1, 10)
> RollCameraLeft(Camera1, 20)
>
> torus {
>   5, 2.05
>   rotate 90*x
>   translate 5*z
>   CameraAnglePigment(Camera1, 10, 10, 30)
> }
>
> plane {
>   -z, 0
>   OrientToCamera_Trans(Camera1, no)
>   TranslateForward_Trans(Camera1, 1000)
>   CameraAnglePigment(Camera1, 10, 10, 30)
> }
>
> // ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
>
> #declare Camera2 = DefaultCamera()
> SetCameraLocation(Camera2, <5, 1, -8>)
> ChangeCameraLookAt(Camera2, <2, 0, 0>)
> ChangeCameraAngle(Camera2, 110)
>
> ShowCamera(Camera1, no, 0.02)
>
> //PerspCamera(Camera1)
> PerspCamera(Camera2)
>
> // ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
>
> light_source { <-4, 2, -3>*100 color rgb <1, 1, 1> shadowless }
>
> background { color rgb <0.2, 0.2, 0.4> }
>
> // ===== 1 ======= 2 ======= 3 ======= 4 ======= 5 ======= 6 ======= 7
>
>
> To make the small image I just changed three lines:
>
> //ShowCamera(Camera1, no, 0.02)
>
> //PerspCamera(Camera1)
> PerspCamera(Camera2)
>
>


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