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ABX wrote:
>
> Here is an example of rendering with user_definned camera (patch). Essentially
> it is camera type where rays sended from camera are defined using functions.
> Using user_defined camera you can mimic all already existing camera types as
> well as you can average (coordinates, not result) two views, select subviews,
> etc, etc. Rays can be placed at any place in any direction. Camera's 'surface'
> can have discontinuity areas (correct word?). In posted example there is only
> one camera. Four subviews are simple joined using function{select(,,,)} with
> other functions. They are as follow:
>
> top-left - perspective camera with low angle - nearly orthogonal
> top-right - rays starts from wall of cylinder but are 'angled' like in
> perspective camera so rays are not parallel to plane
> bottom-left - simple perspective camera
> bottom-right - averaging from spherical camera to orthogonal, from one
> location to another
>
> Still version in p.b.i. Any comments ?
>
> ABX
>
Cool!
I didn't quite understand what you were up to with the user defined
camera, but now I see its use. It's obviously also very handy for
splitscreen animation :)
Remco
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