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Is there a way to modify the vertical camera angle?
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Tony Vigil wrote:
>
> Is there a way to modify the vertical camera angle?
Normally POV-Ray pans left or right by rotating about the y-axis until it
lines up with the look_at point and then tilts straight up or down until
the point is met exactly. However you may want to slant the camera sideways
like an airplane making a banked turn. You may change the tilt of the camera
using the sky vector. For example:
camera {
location <3,5,-10>
sky <1,1,0>
look_at <0,2,1>
}
This tells POV-Ray to roll the camera until the top of the camera is in
line with the sky vector. Imagine that the sky vector is an antenna pointing
out of the top of the camera. Then it uses the sky vector as the axis of
rotation left or right and then to tilt up or down in line with the sky
until pointing at the look_at point. In effect you're telling POV-Ray to
assume that the sky isn't straight up. Note that the sky vector must appear
before the look_at vector.
The sky vector does nothing on its own. It only modifies the way the look_at
vector turns the camera. The default value is sky<0,1,0>.
--
Ken Tyler
mailto://tylereng@pacbell.net
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Tony Vigil wrote:
> Is there a way to modify the vertical camera angle?
Kinda Sorta... to be glib about it. You can adjust the "up" vector to
include more sky. Rendering teh default Sample file of a sphere with a
radial pigment and add "up <0,2,0>" to the camera definition (but before
the look_at statement" the ball will appear squashed.
--
Josh English
eng### [at] spiritonecom
www.spiritone.com/~english
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Josh,
Thank you for your input.
Actually, as usual, I mentally grasped the information within the POV
documentation just after I sent my original message.
I just set the Angle Vector to the desired width, and changed the Right
Vector to change the hieght ratio to taste.
duhhhhhhhhhhhh!
Tony
Josh English wrote:
> Tony Vigil wrote:
>
> > Is there a way to modify the vertical camera angle?
>
> Kinda Sorta... to be glib about it. You can adjust the "up" vector to
> include more sky. Rendering teh default Sample file of a sphere with a
> radial pigment and add "up <0,2,0>" to the camera definition (but before
> the look_at statement" the ball will appear squashed.
>
> --
> Josh English
> eng### [at] spiritonecom
> www.spiritone.com/~english
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Tony Vigil <tvi### [at] emc-inccom> wrote:
: Is there a way to modify the vertical camera angle?
I think that the easiest way is just rotating the camera instead of
playing with the sky vector.
--
main(i){char*_="BdsyFBThhHFBThhHFRz]NFTITQF|DJIFHQhhF";while(i=
*_++)for(;i>1;printf("%s",i-70?i&1?"[]":" ":(i=0,"\n")),i/=2);} /*- Warp -*/
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Unfortunately, rotating the camera still does not allow you to set or change the
other angle.
Josh's method will work, but I'm not sure what math you would need to calculate
method outlined in the POV documentation of setting the Angle vector for the
horizontal angle, setting the Right vector to the desired ratio is pretty
vector would be set to 1 (instead of 1.3333). After that, all you need to do,
is change the rendering pixel height & width to the same number - like +H400
+W400.
Thanks to all who replied!
Tony Vigil
Nieminen Mika wrote:
> Tony Vigil <tvi### [at] emc-inccom> wrote:
> : Is there a way to modify the vertical camera angle?
>
> I think that the easiest way is just rotating the camera instead of
> playing with the sky vector.
>
> --
> main(i){char*_="BdsyFBThhHFBThhHFRz]NFTITQF|DJIFHQhhF";while(i=
> *_++)for(;i>1;printf("%s",i-70?i&1?"[]":" ":(i=0,"\n")),i/=2);} /*- Warp -*/
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