POV-Ray : Newsgroups : povray.general : user_defined camera : Re: user_defined camera Server Time
24 May 2024 10:54:46 EDT (-0400)
  Re: user_defined camera  
From: William F Pokorny
Date: 20 May 2019 08:55:57
Message: <5ce2a3dd$1@news.povray.org>
On 5/18/19 3:58 PM, IGM wrote:
> "IGM" <iar### [at] gmailcom> wrote:
>> After some testing, I've a question: with user_defined camera, camera
>> transformations (rotate and translate) won't work. Once created the three
>> functions{} (for direction and location) suitable to obtain a particular effect,
>> is there a way to "rotate" the whole camera? The insertion of translation is
>> very simple, but for rotation things seem more complicate..
> 
> By the way, the second example found in
> "http://wiki.povray.org/content/Reference:Camera#User_defined_projection"
> uses "rotate", but it has no effect...:
> 
> // Only direction functions specified
> #declare Camera01 = camera {
>      user_defined
>      direction {
>        function { x }
>        function { y }
>        function { 1 }
>      }
>      location  <0,0,-2>
>      rotate    y*5
> }
> 
> Where am I wrong?
> igmar
> 
> 

I think your right the documentation doesn't match the functionality 
with respect to camera modifiers. As to what should be or not, others 
better know.

I've not thought about a functionally defined camera set up where the 
functions enable later rotation. With functions suppose possible though 
complicated. I'll let the idea rattle around my skull for a while.

I was involved in the original ODS work that led to creation of the 
user_defined camera and I created the shipped sample scene. But, I've 
never worked in the camera source code so I don't know it - specifically 
how the modifiers get applied with cameras / or camera rays. Having that 
functionality with user_defined cameras would be convenient.

I've used the user_defined camera extensively in my own work, but always 
straight up never needing to transform the camera after the functional 
definition. I have a vague recollection of someone else posting the 
transform stuff didn't work for user_defined cameras (or 'maybe' some 
other camera type) and an expert's reply. I had no luck turning it up in 
a couple quick searches.

If you need some user defined, transform-able camera immediately, the 
mesh camera is another kind of user defined camera where transforms - 
applied to the mesh itself at least - should work fine. Unfortunately 
the mesh camera's mesh load (parse time) tends to be expensive. And 
don't forget Jerome's hgpovray38 has additional inbuilt cameras.

Bill P.


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