POV-Ray : Newsgroups : povray.advanced-users : Spherical camera upside-down : Re: Spherical camera upside-down Server Time
29 Apr 2024 09:19:14 EDT (-0400)
  Re: Spherical camera upside-down  
From: Mike Horvath
Date: 8 Sep 2016 18:30:22
Message: <57d1e67e$1@news.povray.org>
On 9/8/2016 5:45 PM, Alain wrote:
> Le 16-09-08 à 08:44, Mike Horvath a écrit :
>> I have the following spherical camera:
>>
>>         #declare Camera_Up        = -y;
>>         #declare Camera_Right        = +z;
>>         #declare Camera_Location    = <0,0,0>;
>>         #declare Camera_Direction    = -x;
>>         #declare Camera_LookAt        = Camera_Location +
>> Camera_Direction;
>>         #declare Camera_Transform = transform
>>         {
>>             matrix <0,0,-1,0,1,0,1,0,0,0,-88,-640>        // front
>> entrance
>>         //    matrix <0,0,-1,0,1,0,1,0,0,0,-88,100>
>>         //    matrix <0,0,-1,0,1,0,1,0,0,0,-88,-180>
>>         //    matrix <0,0,-1,0,1,0,1,0,0,-280,-88,-180>
>>         //    matrix <0,0,-1,0,1,0,1,0,0,280,-312,140>
>>         //    matrix <0,0,-1,0,1,0,1,0,0,200,-312,-140>
>>         //    matrix <0,0,-1,0,1,0,1,0,0,-200,-312,-140>
>>         //    matrix <0,0,-1,0,1,0,1,0,0,-360,-312,140>
>>         }
>>         camera
>>         {
>>             spherical
>>             angle        360 180
>>             up        Camera_Up
>>             right        Camera_Right
>>             location    Camera_Location
>>             direction    Camera_Direction
>>             transform {Camera_Transform}
>>         }
>>
>> It is a LDraw model, which has an inverted y axis or handedness. The
>> problem is when I render the scene, it appears upside-down. Even though
>> I already compensated by making the y axis negative. Anyone have an idea
>> what is going on?
>>
>> Mike
>
> I'd start with a default like camera located at the origin and looking
> toward +z.
> Next, I would translate it to the desired location then orient it using
> look_at.
>
> camera{
>   spherical
>   location <0,0,0> // from here
>   up y sky y
>   right 4/3*x
>   direction z // to here we replicate the default camera parameters
>   translate Camera_Location
>   look_at Interest_Point
>   angle View_Angle
> }
>
> If the image is upside down, you can :
> negate the up and sky vector. You may also need to negate the right
> vector in this case.
> rotate the camera 180° around the z axis before translating it.
>
>
>
> Alain

For a spherical camera this is totally wrong.


Mike


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.