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Alain <kua### [at] videotronca> wrote:
> >
> >> camera {
> >> perspective
> >> angle 60
> >>
> >> location<0,7,7>
> >> look_at<0,0,-1>
> >>
> >> focal_point <0.0,3.5,1>
> >> aperture 0.5
> >> blur_samples 100
> >> confidence .9
> >> variance 1/10000
> >> }
> >>
> >> Then I do this, and it doesn't work:
> >> camera {
> >> perspective
> >> direction <0,0,-1>
> >> angle 60
> >>
> >> transform { matrix<1,0,0,0,1,0.1,0,-0.1,1,0,-1.75,-12> inverse }
> >>
> >> focal_point <0.0,3.5,1>
> >> aperture 0.5
> >> blur_samples 100
> >> confidence .9
> >> variance 1/10000
> >> }
> >>
> >> The reason why I am using direction with z negative is because I am using OpenGL
> >> to generate the matrix, where Z goes towards the camera, not away.
> >
> >
> > As soon as i wrote "Where Z goes towards the camera, not away." and hit "enter",
> > it hit me.
> >
> > In the matrix above, i am translating -12 on the Z. Since direction is set to be
> > negative, I need to compensate for that by changing this:
> >
> > focal_point <0.0,3.5,1>
> >
> > to this:
> >
> > focal_point <0.0,3.5,-11>
> >
> > -12-11=1, and 1 is where i want the focal point to be set up on Z.
> >
> > It seems to work? Am I heading down the right path?
> >
> >
> >
> >
> Try defining your camera without focal blur and only add it after the
> transform.
>
> Normaly, focal_point define an absolute location relative to the origin
> of the coordinate system.
Would it help if I uploaded the POV file? Here is what I am working with:
http://www.heinleins.com/library.pov.zip
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