|  |  | "SharkD" <nomail@nomail> wrote:
> "Trevor G Quayle" <Tin### [at] hotmail com> wrote:
> > This is a top side oblique, which seems fairly easy to achieve, you need to
> > basically adjust the aspect ratio of the camera to the correct proportions
> > which you have done.  I haven't been able to get this to work properly with
> > front or side projected oblique.  For the top-side as you've shown, the image
> > and camera merely need to be stretched, whereas with front/side, it also needs
> > to be sheared.
>
> I experimented a bit and got pretty close. At least now it's clear that it's
> possible. Unfortunately, the math is a bit too complex for me to figure out.
>
> camera
> {
>  orthographic
>  location -z*(CameraDistance)
>  direction z*(CameraDistance)
>  up vaxis_rotate(y*5/2,z,-14.2)
>  right vaxis_rotate(x*5/2,z,14.2)
>  rotate z*15
>  rotate <asind(tand(30)),45,0> //rotate the camera so that it lies along the
> vector starting at the origin and passing through the cube's corner
> }
That should be:
camera
{
 orthographic
 location -z*(CameraDistance)
 direction z*(CameraDistance)
 up vaxis_rotate(y*5/2,z,-15)
 right vaxis_rotate(x*5/2,z,15)
 rotate z*15
 rotate <asind(tand(30)),45,0>
}
Except, now there's the depth problem again; e.g., the 1:1 ratio is not
preserved. Maybe you could fix this like you did the last time? Post a reply to this message
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