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On 18-11-2015 15:19, christian wrote:
> Can anybody give me a tip, how i can solve this problem? Is it possible to say
> povray, that it should just parse the section in the cameraview?
>
The quick answer is yes. ;-)
There is indeed a possibility to only render what is shown by the
camera. For this you need to test if a given object is visible within
the camera view field. Gilles Tran developed a macro which allows you to
do this.
Play with the attached scene file. The objects are tested against a
'screen'. I purposefully left this screen smaller than the camera view
so that you can play and learn to use it.
--
Thomas
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On 11/19/2015 8:47 AM, Thomas de Groot wrote:
>
> The quick answer is yes. ;-)
>
:-)
> There is indeed a possibility to only render what is shown by the
> camera. For this you need to test if a given object is visible within
> the camera view field. Gilles Tran developed a macro which allows you to
> do this.
I did not know that. Thanks Thomas.
--
Regards
Stephen
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On 19-11-2015 10:26, Stephen wrote:
> On 11/19/2015 8:47 AM, Thomas de Groot wrote:
>>
>> The quick answer is yes. ;-)
>>
>
> :-)
>
>> There is indeed a possibility to only render what is shown by the
>> camera. For this you need to test if a given object is visible within
>> the camera view field. Gilles Tran developed a macro which allows you to
>> do this.
>
> I did not know that. Thanks Thomas.
>
A smart little trick, isn't it?
It is difficult to keep track of all the little utilities developed here
over the years. I am afraid many and more are lost after their initial
release :-(
--
Thomas
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On 11/19/2015 12:16 PM, Thomas de Groot wrote:
> On 19-11-2015 10:26, Stephen wrote:
>> On 11/19/2015 8:47 AM, Thomas de Groot wrote:
>>>
>>> The quick answer is yes. ;-)
>>>
>>
>> :-)
>>
>>> There is indeed a possibility to only render what is shown by the
>>> camera. For this you need to test if a given object is visible within
>>> the camera view field. Gilles Tran developed a macro which allows you to
>>> do this.
>>
>> I did not know that. Thanks Thomas.
>>
> A smart little trick, isn't it?
>
Very. :-)
> It is difficult to keep track of all the little utilities developed here
> over the years. I am afraid many and more are lost after their initial
> release :-(
>
It is, it is.
--
Regards
Stephen
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On Thu, 19 Nov 2015 16:44:27 +0200, Stephen <mca### [at] aolcom> wrote:
> On 11/19/2015 12:16 PM, Thomas de Groot wrote:
>> On 19-11-2015 10:26, Stephen wrote:
>>> On 11/19/2015 8:47 AM, Thomas de Groot wrote:
>>>>
>>>> The quick answer is yes. ;-)
>>>>
>>>
>>> :-)
>>>
>>>> There is indeed a possibility to only render what is shown by the
>>>> camera. For this you need to test if a given object is visible within
>>>> the camera view field. Gilles Tran developed a macro which allows you
>>>> to
>>>> do this.
>>>
>>> I did not know that. Thanks Thomas.
>>>
>> A smart little trick, isn't it?
>>
>
> Very. :-)
>
>> It is difficult to keep track of all the little utilities developed here
>> over the years. I am afraid many and more are lost after their initial
>> release :-(
>>
>
> It is, it is.
>
IIRC scenes\advanced\blocks also does something similar.
--
-Nekar Xenos-
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On 19-11-2015 18:39, Nekar Xenos wrote:
> On Thu, 19 Nov 2015 16:44:27 +0200, Stephen <mca### [at] aolcom> wrote:
>
>> On 11/19/2015 12:16 PM, Thomas de Groot wrote:
>>> On 19-11-2015 10:26, Stephen wrote:
>>>> On 11/19/2015 8:47 AM, Thomas de Groot wrote:
>>>>>
>>>>> The quick answer is yes. ;-)
>>>>>
>>>>
>>>> :-)
>>>>
>>>>> There is indeed a possibility to only render what is shown by the
>>>>> camera. For this you need to test if a given object is visible within
>>>>> the camera view field. Gilles Tran developed a macro which allows
>>>>> you to
>>>>> do this.
>>>>
>>>> I did not know that. Thanks Thomas.
>>>>
>>> A smart little trick, isn't it?
>>>
>>
>> Very. :-)
>>
>>> It is difficult to keep track of all the little utilities developed here
>>> over the years. I am afraid many and more are lost after their initial
>>> release :-(
>>>
>>
>> It is, it is.
>>
>
> IIRC scenes\advanced\blocks also does something similar.
>
I think you are right.
--
Thomas
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Thomas de Groot <tho### [at] degrootorg> wrote:
> On 18-11-2015 15:19, christian wrote:
> > Can anybody give me a tip, how i can solve this problem? Is it possible to say
> > povray, that it should just parse the section in the cameraview?
> >
>
> The quick answer is yes. ;-)
>
> There is indeed a possibility to only render what is shown by the
> camera. For this you need to test if a given object is visible within
> the camera view field. Gilles Tran developed a macro which allows you to
> do this.
>
> Play with the attached scene file. The objects are tested against a
> 'screen'. I purposefully left this screen smaller than the camera view
> so that you can play and learn to use it.
>
> --
> Thomas
Thank you for all your answers. I have now used this macro. I needed some time,
but now it works very well and fast. :-)
I have another question in this context. Is there a smart way to generate normal
maps and depth maps in POV-Ray. Maybe I can use fog for the depth map?
I'm sure you can help me also in this point. Thank you. :-)
Regards Christian
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Am 24.11.2015 um 11:29 schrieb christian:
> I have another question in this context. Is there a smart way to generate normal
> maps and depth maps in POV-Ray. Maybe I can use fog for the depth map?
I'd use an emission-only gradient pigment for depth maps.
For normal maps, you could use either the slope or aoi pattern as the
basis for one emission-only pigment per colour channel / axis, and mix
them via an average pattern. Alternatively, you could try using a plain
white pigment, and one parallel shadowless light source per colour
channel / axis.
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clipka <ano### [at] anonymousorg> wrote:
> Am 24.11.2015 um 11:29 schrieb christian:
>
> > I have another question in this context. Is there a smart way to generate normal
> > maps and depth maps in POV-Ray. Maybe I can use fog for the depth map?
>
> I'd use an emission-only gradient pigment for depth maps.
>
> For normal maps, you could use either the slope or aoi pattern as the
> basis for one emission-only pigment per colour channel / axis, and mix
> them via an average pattern. Alternatively, you could try using a plain
> white pigment, and one parallel shadowless light source per colour
> channel / axis.
Hmmm, at the moment i don't realy unterstand how this work. Maybe you can give
me an example?
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> clipka <ano### [at] anonymousorg> wrote:
>> Am 24.11.2015 um 11:29 schrieb christian:
>>
>>> I have another question in this context. Is there a smart way to generate normal
>>> maps and depth maps in POV-Ray. Maybe I can use fog for the depth map?
>>
>> I'd use an emission-only gradient pigment for depth maps.
>>
>> For normal maps, you could use either the slope or aoi pattern as the
>> basis for one emission-only pigment per colour channel / axis, and mix
>> them via an average pattern. Alternatively, you could try using a plain
>> white pigment, and one parallel shadowless light source per colour
>> channel / axis.
>
>
> Hmmm, at the moment i don't realy unterstand how this work. Maybe you can give
> me an example?
>
>
For the depth map:
pigment{gradient z color_map{[0 rgb 0][1 rgb 1] scale
Farthest_object_distance - Nearest_object_distance}
finish{emission 1 diffuse 0}
}
camera{...}
Remove all lights as they are not needed. Remove all textures from all
objects to only use the gradient.
For the normals, replace gradient z by aoi:
pigment{aoi color_map{[0 rgb 0][1 rgb 0.5]}
finish{emission 1 diffuse 0}
}
Surfaces pointing directly toward the camera will use the zero value,
those pointing perpendicularly, or away, relative to the camera will use
the 0.5 entry.
Using 3 lights:
With all objects been plain white:
light_source{1000*x rgb<1,0,0> parallel point_at 0 shadowless}
//a red shadowless light straight to the right
light_source{1000*y rgb<0,1,0> parallel point_at 0 shadowless}
// a green shadowless light straight up
light_source{1000*z rgb<0,0,1> parallel point_at 0 shadowless}
//finaly, a blue one to the back
Place the camera along the <1,1,-1>*Distance or you can use
double_illuminate for all objects in the scene.
Alain
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