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Another solution is to not use the look_at keyword
and instead use a direction statement in the camera
block and then rotate/translate the camera as needed.
This also allows more control of the camera.
camera {
location 0 // leave at 0 so rotation works as expected
direction <0, 0, 1> // look along the Z axis in the + direction
right <640/480, 0, 0> // change depending on output image dimensions
up <0, 1, 0>
rotate WHATEVER
translate WHEREEVER
}
Of course, right, up, and direction must be mutally perpendicular.
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