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>
>> camera {
>> perspective
>> angle 60
>>
>> location<0,7,7>
>> look_at<0,0,-1>
>>
>> focal_point <0.0,3.5,1>
>> aperture 0.5
>> blur_samples 100
>> confidence .9
>> variance 1/10000
>> }
>>
>> Then I do this, and it doesn't work:
>> camera {
>> perspective
>> direction <0,0,-1>
>> angle 60
>>
>> transform { matrix<1,0,0,0,1,0.1,0,-0.1,1,0,-1.75,-12> inverse }
>>
>> focal_point <0.0,3.5,1>
>> aperture 0.5
>> blur_samples 100
>> confidence .9
>> variance 1/10000
>> }
>>
>> The reason why I am using direction with z negative is because I am using OpenGL
>> to generate the matrix, where Z goes towards the camera, not away.
>
>
> As soon as i wrote "Where Z goes towards the camera, not away." and hit "enter",
> it hit me.
>
> In the matrix above, i am translating -12 on the Z. Since direction is set to be
> negative, I need to compensate for that by changing this:
>
> focal_point <0.0,3.5,1>
>
> to this:
>
> focal_point <0.0,3.5,-11>
>
> -12-11=1, and 1 is where i want the focal point to be set up on Z.
>
> It seems to work? Am I heading down the right path?
>
>
>
>
Try defining your camera without focal blur and only add it after the
transform.
Normaly, focal_point define an absolute location relative to the origin
of the coordinate system.
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