|
|
On 5/18/19 3:58 PM, IGM wrote:
> "IGM" <iar### [at] gmailcom> wrote:
>> After some testing, I've a question: with user_defined camera, camera
>> transformations (rotate and translate) won't work. Once created the three
>> functions{} (for direction and location) suitable to obtain a particular effect,
>> is there a way to "rotate" the whole camera? The insertion of translation is
>> very simple, but for rotation things seem more complicate..
>
> By the way, the second example found in
> "http://wiki.povray.org/content/Reference:Camera#User_defined_projection"
> uses "rotate", but it has no effect...:
>
> // Only direction functions specified
> #declare Camera01 = camera {
> user_defined
> direction {
> function { x }
> function { y }
> function { 1 }
> }
> location <0,0,-2>
> rotate y*5
> }
>
> Where am I wrong?
> igmar
>
>
I think your right the documentation doesn't match the functionality
with respect to camera modifiers. As to what should be or not, others
better know.
I've not thought about a functionally defined camera set up where the
functions enable later rotation. With functions suppose possible though
complicated. I'll let the idea rattle around my skull for a while.
I was involved in the original ODS work that led to creation of the
user_defined camera and I created the shipped sample scene. But, I've
never worked in the camera source code so I don't know it - specifically
how the modifiers get applied with cameras / or camera rays. Having that
functionality with user_defined cameras would be convenient.
I've used the user_defined camera extensively in my own work, but always
straight up never needing to transform the camera after the functional
definition. I have a vague recollection of someone else posting the
transform stuff didn't work for user_defined cameras (or 'maybe' some
other camera type) and an expert's reply. I had no luck turning it up in
a couple quick searches.
If you need some user defined, transform-able camera immediately, the
mesh camera is another kind of user defined camera where transforms -
applied to the mesh itself at least - should work fine. Unfortunately
the mesh camera's mesh load (parse time) tends to be expensive. And
don't forget Jerome's hgpovray38 has additional inbuilt cameras.
Bill P.
Post a reply to this message
|
|