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Samuel Benge <stb### [at] thishotmail com> wrote:
> The camera has an angle. Is this a real-world setting?
It is as much a real-word setting as a 1 unit long object having half the
length of a 2 units long object, nothing more.
The angle simply tells the angle between directions of the extreme rays
sent from the camera.
> If so, what does
> one unit resemble most, considering a given camera angle?
Nothing. One unit is one unit, no less, no more. Camera angles do not
affect units.
--
- Warp
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Alain <ele### [at] netscape net> wrote:
> POV units are purely arbitrary units. In a scene, one unit may be 1mm, while, in
> another one, it can be 100 miles...
It's not like the unit *is* eg. "1mm". It's just what you think it is.
If you design your scene thinking that 1 unit is 1mm, then that's fine,
but it's not like it would affect the rendering in any way.
--
- Warp
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SharkD wrote:
> What real-world measurements do POV-Ray units represent.
They represent whatever you want them to represent.
> Due to the way interior media work, surely there must be a base-value
of some sort.
Not really. The POV-Ray unit is sufficiently well-defined to getting
the code working correctly.
Regards,
John
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Being practical, POVray can render accurate images of
values beween 0.001 and 100k POV units, and so the
scale you choose should be picked to fit your scenes
values into this range. I prefer 1 unit per inch,
1 unit per foot, 1 unit per 10 feet, or 1 unit per mm;
but you can always combine them with scaling.
In particular it's difficult to fit spaceships and planets
into the same scale because of the large disparity in
size. In these cases you need to calculate the aspect
ratios and place scaled planets closer, so they still
appear on the screen as expected.
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