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> To implement a LOD (level of detail) system for large surface textures
> of planets in my Solar System model, I started with testing the FOV
> width in POV units corresponding to camera distance and angle.
>
> As the horizontal image width (in POV units) as
> camera_distance*tan(angle/2), a sphere with a radius of 3396.2 units
> (the planet Mars) should exactly fit into the camera window when viewed
> from a distance of 9330.982812 units - but instead the planet's disc is
> still too large for the image (see attachment)! Obviously, "angle 40"
> does not give really a 40-degree FOV, but a somewhat narrower one... or
> what else did I get wrong?
I think you used degrees instead of radians.
#include "colors.inc"
#include "math.inc"
#declare disc_radius = 3396.2;
#declare camera_angle = 40;
#declare camera_dist = -(disc_radius/tand(camera_angle/2));
camera {
location <0, 0, camera_dist>
direction 1.0*z
right x*image_width/image_height
look_at <0.0, 0.0, 0.0>
angle camera_angle
}
background {Black}
disc {<0,0,0>,-z,disc_radius
texture {
pigment {White}
finish {ambient 1}
}
}
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