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On Mon, 27 Nov 2000 19:23:13 -0700, Dawn McKnight <mck### [at] maccom>
wrote:
<snip>
>camera {
> location <0, 3, 0>
> look_at 0
> } // close camera
I am almost certain this appears in the POV-Ray documentation. At
least I am certain I knew it long before I started frequenting this
server. Basically, when the direction vector is parallel to the y
axis, there's a high chance of a division by zero error. This happens
because the default sky vector is +y and POV gets confused when it
tries to determine the transformation matrix to apply to the camera.
Try moving the camera location or look_at just a bit (1E-6 in x or z
is enough), using an up vector of +z (yuck!) or just placing your
object in the xy plane instead of xz, and then using a more common
camera such as camera { location -3*z }
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vipbg
TAG e-mail : pet### [at] tagpovrayorg
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