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What is the problem ? Understanding shearing, the matrix or how to set
up the camera ? If you know how you need to set up your camera vectors,
you can do this directly and need not to use matrix.
Here is an example of a camera that automatically eliminates the
vertical vanishing point :
camera{
// Desc: Camera that eliminates vertical vanishing point
// Date: 25 juillet 2002
// Auth: Philippe Debar phd### [at] yahoo fr
#local Camera_Location = <-3,.01,-3>;
/* as the standard "location" */
#local Camera_Up = 1 ;
/* almost as the standard "up" : use a number (scalar) instead of a
vector */
#local Camera_Right = image_width/image_height ;
/* almost as the standard "right" : use a number (scalar) instead of
a vector */
#local Camera_Zoom = 1 ;
/* almost as the standard "direction" : use a number (scalar)
instead of a vector */
#local Camera_Look_At = <-.5,2,.5> ;
/* as the standard "look_at" */
#ifndef(Shear_Trans) #include "transforms.inc" #end
location 0
up Camera_Up*y
right Camera_Right*x
direction
vnormalize(
(Camera_Look_At.y-Camera_Location.y)/vlength((Camera_Look_At-Camera_Location)*<1,0,1>)*y
+ z
)
* Camera_Zoom
Reorient_Trans(z, (Camera_Look_At-Camera_Location)*<1,0,1>)
translate Camera_Location
}
You need to disable vista buffers to use this (option -uv).
I'll gladly explain anything that seems to be obscure.
Povingly,
Philippe
Tom Melly wrote:
> "Rune" <run### [at] runevision com> wrote in message
> news:400fee90$1@news.povray.org...
>
>>Philippe Debar wrote:
>>
>>>You could check POV-Ray 3.5/scenes/camera/shear.pov
>>
>>Ah yes, I was going to point out applying a matrix to the camera. Didn't
>>know there was a sample scene for it though. That's neat. :)
>>
>
>
> Gimme about 6 million years and I might understand how that works... IMHO Neo
> had it easy.
>
>
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