POV-Ray : Newsgroups : povray.general : Questions about panoramic cameras and other stuff. : Re: Questions about panoramic cameras and other stuff. Server Time
5 Aug 2024 20:18:15 EDT (-0400)
  Re: Questions about panoramic cameras and other stuff.  
From: Mike
Date: 2 Aug 2002 17:45:12
Message: <web.3d4afcda4746c3d78b0b6f760@news.povray.org>
ingo wrote:
>let me reply with a question, what version are you using? In POV-Ray 3.5
>the only requirement for cameras is that the camera type is specified
>first, the others camera statements can be used in any order (an exception
>may be the orthographic camera, depending on the way you want to use it).

Haha, oops, I didn't even think to mention the version. Yes, I'm using 3.5.
I saw it mentioned that the look_at point should come after other keywords
because other camera movements would cause the camera to cease looking at
that point. I thought perhaps other keywords could behave this way too. For
example if I specify up, direction, and right vectors and then follow with
an angle will I get different results than if I placed angle first? Or
should I not use up and right when using angle? I still can't get angle to
change my panoramic scenes in the slightest.

I realize some of these may sound like odd questions but I have a good
reason for asking (well at least I think it's a good one.)

What I'm attempting is to write my own entires for the 'Insert Menu' with
all the primitives,camera types, and lights done with a full list of
modifiers on each one set at their default values. Mostly I'm doing it for
myself, but I'd gladly share it with anyone who might want to use it as a
sort of crutch to learning POV. Here's an example (made for 3.1, not yet
updated for 3.5):

blob{
  threshold   1
  sphere{
    <0,0,0>
    1
    1
    texture   {Texture1}
    rotate    <0,0,0>
    scale     <1,1,1>
    translate <0,0,0>
  }
  cylinder{
    <0,0,0>
    <0,2,0>
    1
    1
    texture   {Texture1}
    rotate    <0,0,0>
    scale     <1,1,1>
    translate <0,0,0>
  }
  sturm       off
  hierarchy   on
  hollow      off
  //inverse
  //no_shadow
  //clipped_by {}
  //bounded_by {}
  material    {Material1}
  rotate      <0,0,0>
  scale       <1,1,1>
  translate   <0,0,0>
}

So instead of trying to remember blobs can have sturm and hierarchy
keywords, and individual components can be followed by a texture...I can
insert a generic blob with all the possible modifiers and just alter
coordinates, add components, etc. Thus my concern over which modifiers
really apply to which objects, what the order should be (when that
matters), and what the defaults are. Most of this I have gotten from the
documentation and my list is nearly done, but there are a few holes and
unexplained behaviors I have yet to work out. The panoramic camera is one
of them. Height field water_level was another, and sturm applying to
various prism types yet another. I'm trying to be completely accurate with
respect to 'correct' usage of various keywords. For instance cylindrical
cameras don't respond to the up and right vectors as other cameras do(being
a cylinder after all) yet flipping the sign of the vector will still flip
the camera view, so I haven't decided if my cylinder camera entries should
include those vectors or not.

Sorry if this all sounds silly or pointless. It's just something that I felt
I wanted to do.  :)


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