POV-Ray : Newsgroups : povray.general : user_defined camera Server Time: 19 May 2019 10:49:42 GMT
  user_defined camera (Message 1 to 5 of 5)  
From: IGM
Subject: user_defined camera
Date: 16 May 2019 07:20:01
Message: <web.5cdd0e3b187d86e7776fc67d0@news.povray.org>
Hi!
I'm trying to use the user_defined camera, but the explanation in the reference
and the examples I find around are still obscure to me. Is there any for-dummies
introduction? Is there anyone who can try to describe its use in different
words?

Thank you
igmar


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From: William F Pokorny
Subject: Re: user_defined camera
Date: 16 May 2019 10:32:12
Message: <5cdd3c2c$1@news.povray.org>
On 5/16/19 3:16 AM, IGM wrote:
> Hi!
> I'm trying to use the user_defined camera, but the explanation in the reference
> and the examples I find around are still obscure to me. Is there any for-dummies
> introduction? Is there anyone who can try to describe its use in different
> words?
> 
> Thank you
> igmar
> 
> 
Have you played with the v3.8 sample scene? It was aimed to be pretty 
simple and has a defined perspective camera too so you can see - in a 
more usual way - the shapes which the user_defined inward cylindrical 
camera is 'viewing' as rays are defined in a rotating fashion around the 
y axis from top to bottom.

<install location>/scenes/camera/user_defined.pov

or on github at:

https://github.com/POV-Ray/povray/tree/master/distribution/scenes/camera

The location block defines the origin of each ray. The direction block 
the direction from each ray. Change, for example, the { y } in the 
locations block of the example scene to { y+0.5 } and render the scene 
anew. (The inward looking cylindrical set of rays now sits higher in y 
relative to the shapes in the scene.)

Bill P.


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From: IGM
Subject: Re: user_defined camera
Date: 18 May 2019 14:55:01
Message: <web.5ce01ba257450ea956a775350@news.povray.org>
William F Pokorny <ano### [at] anonymousorg> wrote:
> Have you played with the v3.8 sample scene?

Yes, but maybe I didn't spend enough time with it...
Thank you, I will give it another try.

igmar


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From: IGM
Subject: Re: user_defined camera
Date: 18 May 2019 18:25:06
Message: <web.5ce04d7857450ea956a775350@news.povray.org>
After some testing, I've a question: with user_defined camera, camera
transformations (rotate and translate) won't work. Once created the three
functions{} (for direction and location) suitable to obtain a particular effect,
is there a way to "rotate" the whole camera? The insertion of translation is
very simple, but for rotation things seem more complicate..


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From: IGM
Subject: Re: user_defined camera
Date: 18 May 2019 20:00:01
Message: <web.5ce063e257450ea956a775350@news.povray.org>
"IGM" <iar### [at] gmailcom> wrote:
> After some testing, I've a question: with user_defined camera, camera
> transformations (rotate and translate) won't work. Once created the three
> functions{} (for direction and location) suitable to obtain a particular effect,
> is there a way to "rotate" the whole camera? The insertion of translation is
> very simple, but for rotation things seem more complicate..

By the way, the second example found in
"http://wiki.povray.org/content/Reference:Camera#User_defined_projection"
uses "rotate", but it has no effect...:

// Only direction functions specified
#declare Camera01 = camera {
    user_defined
    direction {
      function { x }
      function { y }
      function { 1 }
    }
    location  <0,0,-2>
    rotate    y*5
}

Where am I wrong?
igmar


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