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> On 04/09/2011 09:25 PM, Trevor G Quayle wrote:
>> Jim Holsenback<jho### [at] povrayorg> wrote:
>>> I've been giving Trevors crevice grime macro a try and I think I'm
>>> getting the hang of it. The three objects on the pedestals have an
>>> object light that was used to fill in the areas that the overhead and
>>> mezzanine lights didn't reach. I started getting better results when I
>>> used the location of each objects light as the grime macros "camera
>>> location" instead of the scene camera location.
>>
>> It looks good. Nice to see some usage out of it.
>
> Each model had slightly different requirements and I'd already caught
> onto the angle parameter, but thanks for the follow up comments ... that
> show get me going with fine tuning for the look I'm after.
>
>>> Now a question (the real reason of this post) ... what's up with the
>>> slightly tilted look (back and forth) with the Moai. My camera's look_at
>>> is 180 from it's origin, so it's flat. The angle is default. I'd like to
>>> be able to solve this without a lot of trial and error. My 1st thought
>>> was rotate a little x (cam is at -z) but was wondering if changing the
>>> look_at y vector just a tad was better ... Or maybe I should pull the
>>> camera back and make angle smaller.
>>
>> What you are seeing is probably perspective distortion. For example
>> look at how
>> the shape of the floor tiles looks at the corners of the image vs the
>> center.
>> The way to minimize this is to pull your camera back and tighten the
>> view angle,
>> nuch like zooming in real photography.
>
> Yep ... I'm debating on getting rid of the wall behind the camera and
> maybe the light from the environment map will help blend the overall
> lighting ... I hate it when I answer my own question after posting ...
> one of those delayed brain farts I guess ;-)
You can make that wall no_image or use interior_texture with a rgbt 1
pigment.
Alain
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