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Le 08/07/2016 13:41, clipka a écrit :
> Am 07.07.2016 um 16:05 schrieb Le_Forgeron:
>> Le 07/07/2016 15:31, clipka a écrit :
>>> Am 06.07.2016 um 18:58 schrieb Le_Forgeron:
>>>
>>>> camera{ grid 2 Camera_2 Camera_0 Camera_1 Camera_3}
>>>>
>>>> Followed by the number of camera per side, and then that squared number of camera
identifiers, to make a grid
>>>> of the various view directly for the rendered image.
>>>
>>> Why not provide two parameters, so that we can have arbitrary arrays of
>>> NxM cameras?
>>>
>>> That, btw, would obviously provide a reasonably simple way to generate
>>> side-by-side stereographic images.
>>>
>>
>> Because I did not mess with image_height & image_width, which could be used in
(sub)camera computation.
>
> They could be used to compute the aspect ratio, but they also could be
> used to compute other stuff, so they're "broken" anyway if interpreted
> as a per-camera value.
>
> Also, if you develop a scene using a grid camera, you presumably know
> what grid size you're using, so you can apply correction factors to
> account for the mismatch between camera aspect ratio and image aspect ratio.
>
ok... Granted evolution. Just do not blame me when the aspect ratio are not correct.
Instead of 2 paramaters, the parameter is now a vector, interpreted as 2D-vector.
#declare Camera_0 = camera { /*ultra_wide_angle*/ angle 10 // front view
location <0.0 , 2.0 ,-40.0>
right x*image_width/image_height*2/3
look_at <0.0 , 2.0 , 0.0>}
#declare Camera_1 = camera {/*ultra_wide_angle*/ angle 20 // diagonal view
location <20.0 , 20.0 ,-20.0>
right 2*x*image_width/image_height
look_at <1.0 , 2.0 , 0.0>}
#declare Camera_2 = camera { /*ultra_wide_angle*/ angle 10 //right side view
location <40.0 , 2.0 , 0.0>
right x*image_width/image_height*2/3
look_at <0.0 , 2.0 , 0.0>}
#declare Camera_3 = camera { /*ultra_wide_angle*/ angle 10 // top view
location <0.0 , 40.0 ,0.0>
sky +z
direction -y
up +z
right x*image_width/image_height*2/3
look_at <0.0 , 1.0 , 0.0>}
#declare GridT = camera { grid 1 Camera_1 }
#declare GridB = camera { grid <3,1> Camera_2 Camera_3 Camera_0 }
camera{ grid <1,2> GridT GridB }
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