POV-Ray : Newsgroups : povray.tools.general : Returning camera position. : Re: Returning camera position. Server Time
25 Apr 2024 22:21:36 EDT (-0400)
  Re: Returning camera position.  
From: Stephen
Date: 25 Nov 2012 15:57:43
Message: <50b28647$1@news.povray.org>
On 25/11/2012 7:05 PM, StephenS wrote:

> With focal_blur no; without, maybe.
> declare the camera output in a text string.
>
> #declare A="
> .....
> ";
> // keep under 256 characters?
>

That is the problem. I wanted to use B3D's animation system. So the 
camera location changes in a non linear way as does the "look At" and 
FOV. To make matters worse, the initial target is is one out of more 
than 20,000 created using trace and I can't see it in the view ports. 
Since B3D will not allow a FOV less than 1.0 I had to move the camera 
closer for the initial shot then dolly out while zooming out.
I did manage to extract the camera information by exporting only the 
camera and analysing the files in Excel but when I started to render the 
animation the camera shake was horrendous. So unless someone can answer 
the question when I post it in the right forum. I think that I will go 
back to my pre-B3D days and write the animation code in a static scene.

>
> A sample file would be needed before going into more detail ;-)
>

Not a problem. Well once I clean up the code as I have been 
experimenting with Trace and #write a lot and it is very messy. I hope 
to post an animation along with an entry to TC-RTC next weekend. So 
after that, if you are still interested I will tidy it up. I would like 
someone to look at the BSP file as I am sure that I have made some bad 
mistakes. - Multiple copies of a mesh, one to trace against and one to 
render. That is not right.

BTW, I recently found a way to get a reference to a light source in a 
light group. B3D will not do it but if you force the deceleration of the 
light as well as making it visible in render. you can then declare it in 
a Raw Script within a light group.


-- 
Regards
     Stephen


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