POV-Ray : Newsgroups : povray.binaries.images : aspect ratio of orthographic camera Server Time
5 Nov 2024 08:25:32 EST (-0500)
  aspect ratio of orthographic camera (Message 1 to 6 of 6)  
From: Jaap
Subject: aspect ratio of orthographic camera
Date: 9 Dec 2006 14:15:01
Message: <web.457b0a98988de612a8399d8d0@news.povray.org>
I'm trying to render a wall texture using an orthographic camera just in
front of a wall. (see image)
There are some shadows of boxes cast onto the wall.
The round blobs indicate the corners of the wall.
Reading the doc's, it looks like right and up vector set the size of the
camera, however my corners (round blobs) don't end up in the corners of the
rendered image. Can someone help me with this ?

The walls are generated in rhino3d, then exported to pov-ray. I add the
ray-traced textures back into the model, then export it to 3ds, then import
that into blender, then generate a standalone walkthrough using the blender
game engine.

// render options: +w256 +h256 +FN

#declare texture_corner_1 = ....
#declare texture_corner_2 = ....
// claculate camera position and size:
#declare texture_corner_1xz = texture_corner_1*<1,0,1>;
#declare texture_corner_2xz = texture_corner_2*<1,0,1>;
#declare textre_width_mm  = vlength(texture_corner_1xz-texture_corner_2xz);
#declare textre_height_mm = vlength(texture_corner_1.y-texture_corner_2.y);
#declare texture_center = (texture_corner_1+texture_corner_2)/2;
#declare texture_normal = -z;

// orthographic camera projection, using parallel camera rays:
camera {
  orthographic
  location texture_center+texture_normal*5.0  // 5.0mm in front of surface
  look_at  texture_center+texture_normal*2.5  // 2.5mm in front of surface
  right x*textre_width_mm      // horizontal size of view
  up    y*textre_height_mm     // vertical size of view
}
sphere{texture_corner_1,150 }
sphere{texture_corner_2,150 }


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Attachments:
Download 'wall_17.png' (24 KB)

Preview of image 'wall_17.png'
wall_17.png


 

From: Jaap
Subject: Re: aspect ratio of orthographic camera
Date: 9 Dec 2006 14:20:01
Message: <web.457b0c43150dc463a8399d8d0@news.povray.org>
"Jaap" <jws### [at] yahoocom> wrote:

nevermind, got it fixed.
vlength() doesn't work very well when the input isn't a vector...


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Attachments:
Download 'wall_17b.png' (34 KB)

Preview of image 'wall_17b.png'
wall_17b.png


 

From: Jim Charter
Subject: Re: aspect ratio of orthographic camera
Date: 9 Dec 2006 14:31:55
Message: <457b0f2b$1@news.povray.org>
Jaap wrote:
> "Jaap" <jws### [at] yahoocom> wrote:
> 
> nevermind, got it fixed.
> vlength() doesn't work very well when the input isn't a vector...
> 
> 
> 
> ------------------------------------------------------------------------
> 
my goodness what a beautiful image!


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From: Jaap
Subject: Re: aspect ratio of orthographic camera
Date: 9 Dec 2006 15:00:00
Message: <web.457b14f9150dc463a8399d8d0@news.povray.org>
Jim Charter <jrc### [at] msncom> wrote:
> my goodness what a beautiful image!

And I will have 100's of them :-)
I will post to povray.binaries.animations once I get it working.
I have NavisWorks 3d viewer (~1500 Euro), and it turned out I need another
($750) module to add textures to the walkthrough :-( While the same is
possible using the Blender game engine:
http://www.blender3d.org/Education/index_old.php?sub=TutorialWalkthrough


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From: Thomas de Groot
Subject: Re: aspect ratio of orthographic camera
Date: 11 Dec 2006 03:42:56
Message: <457d1a10$1@news.povray.org>
Turn this into a 1x1m painting, and I shall put it on my wall!

Thomas


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From: Ross
Subject: Re: aspect ratio of orthographic camera
Date: 13 Dec 2006 17:55:43
Message: <458084ef@news.povray.org>
"Thomas de Groot" <t.d### [at] internlDOTnet> wrote in message
news:457d1a10$1@news.povray.org...
> Turn this into a 1x1m painting, and I shall put it on my wall!
>
> Thomas
>
>

yeah, it has some oddly artistic quality to it that makes it seem not
raytraced.


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