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Okay, I'm not really a new user, but this sure feels like a new user question,
so bear with me. :)
I've got a really simple scene defined only by a camera and a cylinder (with
ambient 1 texture, so no light needed). The camera is defined thus:
camera {
location <0, 0, -10>
up y
right (image_width/image_height)*x
look_at <0,0,0>
angle 30
}
....and my cylinder thus:
cylinder {
<0,-1,0>, <0,1,0>, 0.0125
texture{pigment{color rgb 1} finish{ambient 1} }
translate <0, 0, 0>
}
Obviously, this places the cylinder in the center of my otherwise empty scene.
I want to move the cylinder out to the *very* edge of my field of view. I
expected this to be simple -- based on the scene geometry, I'd move my cylinder
out to 10*sin(15*pi/180) (which is about 2.59) in the x-direction:
translate <10*sin(15*pi/180), 0, 0>
However, I find that the cylinder is NOT right on the edge of my FOV, but
appears to be about 3.4% short. If I adjust my translate value to:
translate <2.68, 0, 0>
....then it appears where I expected.
So, the obvious question is: what am I failing to account for? Is there a
camera default that I'm failing to set?
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