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From: Nekar Xenos
Subject: Camera angles problem
Date: 14 Aug 2013 15:08:42
Message: <op.w1tl4rt1ufxv4h@xena>
I am trying to duplicate the camera angle in a scene with a box mapped  
with the image, but when I use certain camera positions and look  
combinations, it rotates the image along the z axis. It seems to happen  
when the Camera position and look position don't have the same y value.

How can i fix this?

here is a stripped down version. If the "doesn't work' part is commented  
out it works fine.

I must admit, I don't always know when to use Reorient_Trans() vs  
vrotate() vs VAngleD() and even less how to use them. It gets confusing.


//-----------------------------------//
// begin code
#version 3.7;

global_settings {  max_trace_level 5 assumed_gamma 1}


#include "Transforms.inc"


//works:
#declare CamPos= <0.5, 1.5,4.5 >;
#declare CamLook= <1.3,1.5,0>;
///////////////////////////////////

// doesn't work:
#declare CamPos= <0.5, 1.5,4 >;
#declare CamLook= <1.3,1.2,0>;
//////////////////////////////////

#declare CamDirect=<0,0,1>;
#declare CamWidth=image_width;
#declare CamHeight=image_height;

#declare ColMapPig=pigment {image_map { png "test.png" }
                             translate -0.5*(x+y)
                             scale <CamWidth/CamHeight,1,1>*2
                             }

box{<-CamWidth/CamHeight,-1,CamDirect.z>,<CamWidth/CamHeight,1,CamDirect.z+0.001>//}

                         texture {
                                 pigment {ColMapPig}
                                 finish { ambient 1 diffuse 1}
                                 }


                            translate CamDirect
                            Reorient_Trans(z, (CamLook-CamPos))

                            translate CamPos
                            }

#declare ColMap="test.png"

///////////////////////////////////////////////////

camera {
         location  CamPos
         direction CamDirect
         right   x*image_width/image_height
         look_at CamLook
         }
// End code
//-------------------------//


//--
-Nekar Xenos-


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From: Christian Froeschlin
Subject: Re: Camera angles problem
Date: 15 Aug 2013 10:47:51
Message: <520cea17@news.povray.org>
Nekar Xenos wrote:

> How can i fix this?

Have you tried specifying an explicit "up" vector?


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From: Anthony D  Baye
Subject: Re: Camera angles problem
Date: 15 Aug 2013 12:20:01
Message: <web.520cfebd572d40e6328783aa0@news.povray.org>
"Nekar Xenos" <nek### [at] gmailcom> wrote:
> I am trying to duplicate the camera angle in a scene with a box mapped
> with the image, but when I use certain camera positions and look
> combinations, it rotates the image along the z axis. It seems to happen
> when the Camera position and look position don't have the same y value.
>
> How can i fix this?
>
> here is a stripped down version. If the "doesn't work' part is commented
> out it works fine.
>
> I must admit, I don't always know when to use Reorient_Trans() vs
> vrotate() vs VAngleD() and even less how to use them. It gets confusing.

Reorient_Trans() rotates an object so that a given axis is aligned with another
axis by rotating the object around an axis perpendicular to both.

e.g. reorienting the object to align its x axis with it's z axis would rotate it
around y.  This is, of course, an extremely trivial example, but you could also
use it to align an axis with a given vector (not sure if it needs to be a
unit-vector or not)

vrotate() simply rotates an object around a vector.

VAngle() and VAngleD() compute the angle between two vectors, the former
returning an angle in radians, the latter returning an angle in degrees.
>
>
> //-----------------------------------//
> // begin code
> #version 3.7;
>
> global_settings {  max_trace_level 5 assumed_gamma 1}
>
>
> #include "Transforms.inc"
>
>
> //works:
> #declare CamPos= <0.5, 1.5,4.5 >;
> #declare CamLook= <1.3,1.5,0>;
> ///////////////////////////////////
>
> // doesn't work:
> #declare CamPos= <0.5, 1.5,4 >;
> #declare CamLook= <1.3,1.2,0>;
> //////////////////////////////////
>
> #declare CamDirect=<0,0,1>;
> #declare CamWidth=image_width;
> #declare CamHeight=image_height;
>
> #declare ColMapPig=pigment {image_map { png "test.png" }
>                              translate -0.5*(x+y)
>                              scale <CamWidth/CamHeight,1,1>*2
>                              }
>
> box{<-CamWidth/CamHeight,-1,CamDirect.z>,<CamWidth/CamHeight,1,CamDirect.z+0.001>//}
>
>                          texture {
>                                  pigment {ColMapPig}
>                                  finish { ambient 1 diffuse 1}
>                                  }
>
>
>                             translate CamDirect
>                             Reorient_Trans(z, (CamLook-CamPos))
>
>                             translate CamPos
>                             }
>
> #declare ColMap="test.png"
>
> ///////////////////////////////////////////////////
>
> camera {
>          location  CamPos
>          direction CamDirect
>          right   x*image_width/image_height
>          look_at CamLook
>          }
> // End code
> //-------------------------//
>
>
> //--
> -Nekar Xenos-

I agree with Christian that you need to specify the up vector in your camera
definition.  My default camera is usually something like this: (actually a lot
like yours)

camera {
    perspective
    location locVect
    up y
    right x*(image_width/image_height)
    look_at lookVect
    }

regards,
A.D.B.


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From: Nekar Xenos
Subject: Re: Camera angles problem
Date: 15 Aug 2013 14:00:36
Message: <op.w1vdnapkufxv4h@xena>
On Thu, 15 Aug 2013 16:47:48 +0200, Christian Froeschlin <chr### [at] chrfrde>  
wrote:

> Nekar Xenos wrote:
>
>> How can i fix this?
>
> Have you tried specifying an explicit "up" vector?

According to the docs up y is the default camera value.

But that is not the problem. If you add a horizontal plane to this scene,  
you will see that it is the box that needs an up y option - not the  
camera. I am not quite sure how to simulate that.

-- 
-Nekar Xenos-


Post a reply to this message

From: Nekar Xenos
Subject: Re: Camera angles problem
Date: 15 Aug 2013 14:05:59
Message: <op.w1vdv5auufxv4h@xena>
On Thu, 15 Aug 2013 18:16:51 +0200, Anthony D. Baye  
<Sha### [at] spamnomorehotmailcom> wrote:

> "Nekar Xenos" <nek### [at] gmailcom> wrote:
>> I am trying to duplicate the camera angle in a scene with a box mapped
>> with the image, but when I use certain camera positions and look
>> combinations, it rotates the image along the z axis. It seems to happen
>> when the Camera position and look position don't have the same y value.
>>
>> How can i fix this?
>>
>> here is a stripped down version. If the "doesn't work' part is commented
>> out it works fine.
>>
>> I must admit, I don't always know when to use Reorient_Trans() vs
>> vrotate() vs VAngleD() and even less how to use them. It gets confusing.
>
> Reorient_Trans() rotates an object so that a given axis is aligned with  
> another
> axis by rotating the object around an axis perpendicular to both.
>
> e.g. reorienting the object to align its x axis with it's z axis would  
> rotate it
> around y.  This is, of course, an extremely trivial example, but you  
> could also
> use it to align an axis with a given vector (not sure if it needs to be a
> unit-vector or not)

So this is the correct one to use.

>
> vrotate() simply rotates an object around a vector.
Thanks Anthony. The docs don't specify that it is an abject that gets  
rotated.

>
> VAngle() and VAngleD() compute the angle between two vectors, the former
> returning an angle in radians, the latter returning an angle in degrees.
>>
>>
>> //-----------------------------------//
>> // begin code
>> #version 3.7;
>>
>> global_settings {  max_trace_level 5 assumed_gamma 1}
>>
>>
>> #include "Transforms.inc"
>>
>>
>> //works:
>> #declare CamPos= <0.5, 1.5,4.5 >;
>> #declare CamLook= <1.3,1.5,0>;
>> ///////////////////////////////////
>>
>> // doesn't work:
>> #declare CamPos= <0.5, 1.5,4 >;
>> #declare CamLook= <1.3,1.2,0>;
>> //////////////////////////////////
>>
>> #declare CamDirect=<0,0,1>;
>> #declare CamWidth=image_width;
>> #declare CamHeight=image_height;
>>
>> #declare ColMapPig=pigment {image_map { png "test.png" }
>>                              translate -0.5*(x+y)
>>                              scale <CamWidth/CamHeight,1,1>*2
>>                              }
>>
>>
box{<-CamWidth/CamHeight,-1,CamDirect.z>,<CamWidth/CamHeight,1,CamDirect.z+0.001>//}
>>
>>                          texture {
>>                                  pigment {ColMapPig}
>>                                  finish { ambient 1 diffuse 1}
>>                                  }
>>
>>
>>                             translate CamDirect
>>                             Reorient_Trans(z, (CamLook-CamPos))
>>
>>                             translate CamPos
>>                             }
>>
>> #declare ColMap="test.png"
>>
>> ///////////////////////////////////////////////////
>>
>> camera {
>>          location  CamPos
>>          direction CamDirect
>>          right   x*image_width/image_height
>>          look_at CamLook
>>          }
>> // End code
>> //-------------------------//
>>
>>
>> //--
>> -Nekar Xenos-
>
> I agree with Christian that you need to specify the up vector in your  
> camera
> definition.  My default camera is usually something like this: (actually  
> a lot
> like yours)
>
> camera {
>     perspective
>     location locVect
>     up y
>     right x*(image_width/image_height)
>     look_at lookVect
>     }
>
> regards,
> A.D.B.
>

This makes no difference. In this case my object needs an "up y" option :S

-- 
-Nekar Xenos-


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From: Anthony D  Baye
Subject: Re: Camera angles problem
Date: 16 Aug 2013 00:25:01
Message: <web.520da8bc572d40e6328783aa0@news.povray.org>
"Nekar Xenos" <nek### [at] gmailcom> wrote:
> On Thu, 15 Aug 2013 18:16:51 +0200, Anthony D. Baye
> <Sha### [at] spamnomorehotmailcom> wrote:
>
> > "Nekar Xenos" <nek### [at] gmailcom> wrote:
> >> I am trying to duplicate the camera angle in a scene with a box mapped
> >> with the image, but when I use certain camera positions and look
> >> combinations, it rotates the image along the z axis. It seems to happen
> >> when the Camera position and look position don't have the same y value.
> >>
> >> How can i fix this?
> >>
> >> here is a stripped down version. If the "doesn't work' part is commented
> >> out it works fine.
> >>
> >> I must admit, I don't always know when to use Reorient_Trans() vs
> >> vrotate() vs VAngleD() and even less how to use them. It gets confusing.
> >
> > Reorient_Trans() rotates an object so that a given axis is aligned with
> > another
> > axis by rotating the object around an axis perpendicular to both.
> >
> > e.g. reorienting the object to align its x axis with it's z axis would
> > rotate it
> > around y.  This is, of course, an extremely trivial example, but you
> > could also
> > use it to align an axis with a given vector (not sure if it needs to be a
> > unit-vector or not)
>
> So this is the correct one to use.
>
> >
> > vrotate() simply rotates an object around a vector.
> Thanks Anthony. The docs don't specify that it is an abject that gets
> rotated.
>
well... What it actually does, is rotate a point A around the origin by a given
amount B. -- Sorry, I misread, and was thinking of vaxis_rotate(...).

so you could use it like this:

object {
    ...
    translate vrotate(A, B)
}

vaxis_rotate(A,B,F) does what I said.  Where A is, again, a point in space, B is
a vector around which A is rotated by an amount F.

you would use it in the same way as vrotate.

Regards,
A.D.B.

regards


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From: Anthony D  Baye
Subject: Re: Camera angles problem
Date: 16 Aug 2013 00:30:01
Message: <web.520daa2b572d40e6328783aa0@news.povray.org>
I should also be clear that with vrotate(A,B), B is also a vector.  So:

object {
    ...
    translate vrotate(A, B)
}

is the same as:

object {
    ...
    translate A
    rotate B
}

Regards,
A.D.B.


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From: clipka
Subject: Re: Camera angles problem
Date: 16 Aug 2013 05:11:11
Message: <520decaf@news.povray.org>
Am 16.08.2013 06:27, schrieb Anthony D. Baye:
> I should also be clear that with vrotate(A,B), B is also a vector.  So:
>
> object {
>      ...
>      translate vrotate(A, B)
> }
>
> is the same as:
>
> object {
>      ...
>      translate A
>      rotate B
> }

Nope. It's rather like

     rotate <0,0,-B.z>
     rotate <0,-B.y,0>
     rotate <-B.x,0,0>
     translate A
     rotate B


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From: Anthony D  Baye
Subject: Re: Camera angles problem
Date: 16 Aug 2013 14:10:01
Message: <web.520e6a4f572d40e6328783aa0@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:
> Am 16.08.2013 06:27, schrieb Anthony D. Baye:
> > I should also be clear that with vrotate(A,B), B is also a vector.  So:
> >
> > object {
> >      ...
> >      translate vrotate(A, B)
> > }
> >
> > is the same as:
> >
> > object {
> >      ...
> >      translate A
> >      rotate B
> > }
>
> Nope. It's rather like
>
>      rotate <0,0,-B.z>
>      rotate <0,-B.y,0>
>      rotate <-B.x,0,0>
>      translate A
>      rotate B

Then the documentation needs serious clarification.  That is not mentioned at
all.

http://www.povray.org/documentation/view/3.7.0/229/

From: Pov-Ray documentation 2.2.1.4 Vector Expressions --
"vrotate(A,B) Rotate A about origin by B. Given the x,y,z coordinates of a point
in space designated by the vector A, rotate that point about the origin by an
amount specified by the vector B. Rotate it about the x-axis by an angle
specified in degrees by the float value B.x. Similarly B.y and B.z specify the
amount to rotate in degrees about the y-axis and z-axis. The result is a vector
containing the new x,y,z coordinates of the point."

Regards,
A.D.B.


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From: Anthony D  Baye
Subject: Re: Camera angles problem
Date: 16 Aug 2013 14:25:01
Message: <web.520e6d62572d40e6328783aa0@news.povray.org>
"Anthony D. Baye" <Sha### [at] spamnomorehotmailcom> wrote:
> clipka <ano### [at] anonymousorg> wrote:
> > Am 16.08.2013 06:27, schrieb Anthony D. Baye:
> > > I should also be clear that with vrotate(A,B), B is also a vector.  So:
> > >
> > > object {
> > >      ...
> > >      translate vrotate(A, B)
> > > }
> > >
> > > is the same as:
> > >
> > > object {
> > >      ...
> > >      translate A
> > >      rotate B
> > > }
> >
> > Nope. It's rather like
> >
> >      rotate <0,0,-B.z>
> >      rotate <0,-B.y,0>
> >      rotate <-B.x,0,0>
> >      translate A
> >      rotate B
>
> Then the documentation needs serious clarification.  That is not mentioned at
> all.
>
> http://www.povray.org/documentation/view/3.7.0/229/
>
> From: Pov-Ray documentation 2.2.1.4 Vector Expressions --
> "vrotate(A,B) Rotate A about origin by B. Given the x,y,z coordinates of a point
> in space designated by the vector A, rotate that point about the origin by an
> amount specified by the vector B. Rotate it about the x-axis by an angle
> specified in degrees by the float value B.x. Similarly B.y and B.z specify the
> amount to rotate in degrees about the y-axis and z-axis. The result is a vector
> containing the new x,y,z coordinates of the point."
>
> Regards,
> A.D.B.

see example in p.b.i

Regards,
A.D.B


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