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On 30/06/16 19:44, emitch27 wrote:
>
> I am trying to not zoom out. Is there not a way to show more without zooming
> out? At the current distance, the image is much clearer. Zooming out would mess
> that up.
>
>
Do you want something like this (attached)?
John
--
It's not about bravery.
It's about doing what I need to do to win
Post a reply to this message
Attachments:
Download 'emitch_test.png' (8 KB)
Preview of image 'emitch_test.png'
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look_at <2.5, 0, 0>
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Le_Forgeron <jgr### [at] freefr> wrote:
> Le 30/06/2016 20:19, emitch27 a écrit :
> >
>
> beware, the perspective camera (default mode without modification) is going to show
strong deformation on each side w
ith such ratio
Is there a way to prevent this distortion? I like this image except the nearest
left corner seems distorted.
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Doctor John <j.g### [at] gmailcom> wrote:
> On 30/06/16 19:44, emitch27 wrote:
> >
> > I am trying to not zoom out. Is there not a way to show more without zooming
> > out? At the current distance, the image is much clearer. Zooming out would mess
> > that up.
> >
> >
> Do you want something like this (attached)?
>
> John
> --
> It's not about bravery.
> It's about doing what I need to do to win
Yes, but it would I still be able to read text? This seems like it is zoomed out
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On 30/06/16 20:08, Doctor John wrote:
> On 30/06/16 19:44, emitch27 wrote:
>>
>> I am trying to not zoom out. Is there not a way to show more without zooming
>> out? At the current distance, the image is much clearer. Zooming out would mess
>> that up.
>>
>>
> Do you want something like this (attached)?
>
... or even this?
This time I've zoomed in a fraction
The first image required the camera to be sheared, the second has shear
and zoom.
Code :
//********************************************************************
#include "colors.inc"
#include "textures.inc"
#include "FieldCam3.inc"
#declare CamPos=<6, 2, -10>;
#declare CamLook=<-0.15, 0, 0>;
camera {
FieldCam ()
perspective
location CamPos
up y
transform {NoFall}
look_at CamLook
direction z*1.5
}
light_source {
<2, 3, -8>
White
}
background{ Clear }
box {
<3.7, 0, 2>, <-4, -.3, -2>
pigment { Gray25 }
}
//************************************End Code
John
--
It's not about bravery.
It's about doing what I need to do to win
Post a reply to this message
Attachments:
Download 'emitch_test2.png' (10 KB)
Download 'us-ascii' (6 KB)
Preview of image 'emitch_test2.png'
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Doctor John <j.g### [at] gmailcom> wrote:
> On 30/06/16 20:08, Doctor John wrote:
> > On 30/06/16 19:44, emitch27 wrote:
> >>
> >> I am trying to not zoom out. Is there not a way to show more without zooming
> >> out? At the current distance, the image is much clearer. Zooming out would mess
> >> that up.
> >>
> >>
> > Do you want something like this (attached)?
> >
>
> John
> --
> It's not about bravery.
> It's about doing what I need to do to win
That is much more helpful. But I feel like this point of view is different from
the original.
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On 6/30/2016 9:00 PM, emitch27 wrote:
>
> That is much more helpful. But I feel like this point of view is different from
> the original.
>
>
I am glad that you are getting there.
If there is one thing that PovRay will do for you it is show you that
the camera in the mind's eye. Is much better than any real camera.
If you want to use text in your image. I think you should experiment
using the text to see how it looks. There is no point in getting the
scene the way you think it should look. If the important thing (the
text) is illegible. And remember it will be more readable if you use
good AA settings.
And Welcome, btw. :)
--
Regards
Stephen
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On 30/06/16 21:00, emitch27 wrote:
>
> That is much more helpful. But I feel like this point of view is different from
> the original.
>
It is ;-) but, if you think about it there are only a few ways of doing
what you want (and bear in mind that your original code has the camera
pointing 2 pov-units to the right of your object).
1. Zoom out - your object will be visible in its entirety but much
smaller. It will also be on the left of your image.
2. Use a wider angle of view - now you get (perceived) distortion. This
is normal behaviour for all but very specialised lenses. Your object is
also on the left of your image.
3. Do it my way with a shearing matrix. By changing the look_at vector
and shearing to modify the perspective you end up with something very
close to what you originally asked for.
John
--
It's not about bravery.
It's about doing what I need to do to win
Post a reply to this message
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Thank you all for your help. This looks great!
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On 30/06/16 22:05, emitch27 wrote:
> Thank you all for your help. This looks great!
>
You're welcome. Hope everything goes smoothly from now on.
BTW Don't forget the -uv on the command line whenever you shear the
camera like I did.
Now back to the football: Poland 1 Portugal 1
John
--
It's not about bravery.
It's about doing what I need to do to win
Post a reply to this message
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