|
|
Bill wrote:
> I find it tricky to think in 3D as I code SDL. All too often I confuse
> myself regarding the relative positioning of the camera, lights, and
> objects. I realize there are several 3D modelling programs but I'm curious
> if it's possible for PovRay to render it's own scene description?
<snip>
> With such an output I could then get a visual indication of the relative
> positioning of my camera, lights, and objects.
<snip>
> Would this be a difficult extension to PovRay?
Its not difficult to do in SDL, no need for an extension to the program.
Once I have the basics of what I want in my scene I usually do something
like that as a routine way of fine tuning my scene.
I first have my camera position & primary light positions defined;
#declare Cam_Pos = <position>
#declare Lights = <positions...>
Then I create a switch - case set of cameras for the usual top, side &
director views;
#declare VIEW = 0;
#switch(VIEW)
#case (1)
camera <some_y_spot>
#break
#case(2}
camera <some_x_spot>
#break
#case (3)
camera <some_z_spot>
#break
#case(4}
camera <rear_perspective>
#break
#else
camera Cam_Pos
#end
Then I make a red cone for the fake camera and some bright yellow
spheres for the fake lights, using the reorient_trans macro to aim the
camera to the look_at, and enclosed in
#if (VIEW)
object { fake_camera )
#end
Then set VIEW to 0 to render my scene normally, or to 1,2,3 or 4 to get
whatever view I need.
I actually find this far more flexible than the views in Bryce or
Truespace since I'm constantly moving those around through wireframes to
try and get a view of something specific, while with Pov SDL, its easy
to set the camera to look_at specific objects or directions using
variables that I usually already have defined in the scene.
If I know there's a particular spot in the scene that I'm going to be
spending time on I define my working camera locations right into the
scene as I'm building it, then I can instantly switch to them any time.
RG
Post a reply to this message
|
|