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Christopher James Huff <cja### [at] gmail com> wrote:
> Not if you need the camera to roll. If you don't, though, that'd be the
> easiest way to do it. And with a little more work, you could figure the
> appropriate amount to roll the camera.
If you multiply the location, look_at and sky vectors with the
transformation matrix (with the sky vector translation should not
be performed) it should give the same result as if a direct matrix
transformation was added to the camera block.
--
plane{-x+y,-1pigment{bozo color_map{[0rgb x][1rgb x+y]}turbulence 1}}
sphere{0,2pigment{rgbt 1}interior{media{emission 1density{spherical
density_map{[0rgb 0][.5rgb<1,.5>][1rgb 1]}turbulence.9}}}scale
<1,1,3>hollow}text{ttf"timrom""Warp".1,0translate<-1,-.1,2>}// - Warp -
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