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"Kenneth" <kdw### [at] earthlink net> schreef in bericht
news:web.4bd49aa88f076cd8ae92d9930@news.povray.org...
> There's an aspect to the entire scene that may be giving it an overall odd
> look:
> The camera has a very wide-angle view (which normally distorts
> everything.) I
> tried to correct for this in the individual objects--rotating them to be
> more-or-less vertical 'visually.' But I didn't do it to *all* the objects
> (the
> trees are still slanted, for example.) It was an experiment that didn't
> quite
> work out as planned.
>
There is a piece of *ancient* code that might help you with this, written by
Doctor John. I copy it here 'as is':
// Persistence of Vision SDL include file
// Description: A macro to simulate lens movements in architectural scenes
// Helps prevent the "falling verticals syndrome"
// Author: John Guthkelch (Doctor John) <doc### [at] linuxmail org>
// Version 2.0 Released September 2005
// Changes: 1. Improved warning so that camera automatically reverts to
default
// type if insane values are given for CamPos and/or CamLook
// 2. Corrected silly mathematical error in vertical scaling.This
// is now correct so switch has been taken out.
/***********************************************************************
Don't forget to switch off Vista Buffers by using -uv on the command line
or Vista_Buffer=0 in your .ini file before attempting to render your image
***********************************************************************/
#macro FieldCam (CP, CL)
#local CD=CL-CP;
#if (CD.x!=0 | CD.z!=0) // Note: That's a Boolean OR not an uppercase i
// or a lowercase L!
#local HypoXZ=sqrt(pow(CD.x, 2)+pow(CD.z, 2));
#local VCorr=pow(vlength(CD), 2)/pow(HypoXZ, 2);
#local CosThetaX=CD.x/HypoXZ;
#local CosThetaZ=CD.z/HypoXZ;
#if (CD.x=0)
#local ShearX=0;
#else
#local ShearX=(CD.y/CD.x)*pow(CosThetaX, 2);
#end
#if (CD.z=0)
#local ShearZ=0;
#else
#local ShearZ=(CD.y/CD.z)*pow(CosThetaZ, 2);
#end
#declare NoFall=transform {
matrix <1, 0, 0, ShearX, VCorr, ShearZ, 0, 0, 1, 0, 0, 0>
}
#else
#warning "Viewing vector is perpendicular to XZ-plane.\n"
#warning "Camera changed to default type.\n"
#declare NoFall=transform {
matrix <1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0>
}
#end
#end
/*********************************USAGE**************************************
#declare CamPos=<Xc, Yc, Zc>; //Just replace <Xc,Yc,Zc> with location
vector
#declare CamLook=<Xl, Yl, Zl>; // -"- -"- <Xl,Yl,Zl> with look_at
vector
camera {
FieldCam (CamPos, CamLook)
perspective
location CamPos
[angle Whatever] // Not essential but can be used
[right If_you_want] // Also not essential but can be used
transform {NoFall}
look_at CamLook
}
****************************************************************************/
Thomas
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