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•On Mon, 19 Aug 2013 21:00:29 +0200, Bald Eagle
<cre### [at] netscapenet> wrote:
> Speaking of macros, and this whole camera business...
>
> In order to clear this up for myself, and perhaps once and for all
> (maybe)
> putting this baby to bed, I'm working on a pov file and studying
> screen.inc to
> perhaps get a good, thorough nooby tool developed to SHOW what is goin
g
> on.
>
> This of course leads me to a few problems, and questions that may be
> overcomplicating things and in the final result, superfluous.
>
> First, screen.inc would not work until I added an extra parameter (1)
to
> the
> Set_Camera input from screen.pov, since it needs 4 parameters, and it
> was only
> supplying 3 - the "ortho" parameter wasn't being passed to the macro.
>
> Second, apparently there is meant to be text diplayed on the "screen"
-
> #declare MyTextObject =
> text {
> ttf "crystal.ttf", "target: enemy base", 0.01, <0,0>
> scale 0.08
> pigment {color <1.0,0.5,0.2>}
> finish {ambient 1 diffuse 0}
> }
>
> That doesn't show up, and I'm currently investigating why.
>
> Third, my current goal is to write up something that graphically
> demonstrates
> what's going on internally with the render engine so that the User can
> follow
> along with data output to the "screen" showing the values of the relev
ant
> variables. Sort of like a dashboard on a car. Fire up an animation.i
ni
> file
> that moves the camera around, changes key variables that affect the
> camera and
> view, and those variables and the result are dynamically displayed on
the
> "screen" as the animation progresses. Display the active directives
> being used
> to alter the screen position or other things happening in the render(s
).
>
> Fourth, incorporate some standard scene reference objects - x,y,z axes
,
> directions of rotation, "pointers" and guides from light sources to sh
ow
> things
> like point-at, spotlight fades, etc.
>
> Incorporates some switches to turn those guides on and off so that the
> user can
> either see them or not. Turn on for scene development, turn off for
> final
> render, or after they grasp what is going on.
>
> (I've thought about having a "dual render" - where the scene is render
ed
> without
> any interfering stuff, and then a second render is automatically calle
d
> from
> within the SDL at the end of the first render - is this possible?)
>
> In addition to rendering with guides from the viewpoint of the camera,
I
> thought
> it would be instructive and helpful to do a "meta-render" where the
> camera and
> scene are actually shown from some other view. A side or diagonal vie
w
> with a
> camera point, with 4 rays extending outwards to the corners of the
> visible
> scene, etc.
>
> While it may be a lot of work, I think it will pay big dividends in th
e
> end,
> since the newsgroups will be freed from these repetitive questions abo
ut
> basic
> fundamentals of how POV-Ray operates, provide a large number of workin
g
> examples
> in the pov code, will make POV-Ray more accessible to people trying to
> get
> started using it, and the final animation would itself make a great
> advertising
> tool to showcase what POV-Ray is capable of doing - because it does wh
at
> other
> things CAN'T.
>
> If this project interests you, I'd appreciate any advice and suggestio
ns
> as to
> what it should include, how it should be implemented, snippets of
> helpful or
> illustrative code or full working examples - perhaps as individual pov
> or inc
> files to be added in, ... basically anything at all that might assist
me
> in
> making efficient progress and producing a worthwhile result.
>
> Anyone want to help me beat a few dead horses?
> It's National Sado-Necro-Equine Month.
>
I'm going to give screen.inc a look. Maybe it can solve my problem, thou
gh
I doubt it. I need to have an object defined according to the camera
position and orientation for use with a macro.
So basically what I would like to see is the following:
A) Rotation angle of the camera that can be used as a rotation value for
an object taking into account the up vector as well. For instance if you
wanted to model a specific real-life camera and test it.
B) A look_at(Pos, LookAt, Up) transform macro for objects that rotates a
n
object exactly like a camera.
--
-Nekar Xenos-
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