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A few comments on camera behavior:
I haven't used angle much with the orthographic camera, mainly because it
doesn't make sense to me. (iow, what can "angle" mean when all the rays in
question are parallel?) I did notice, however, that POV will change amount
of scene that is in view when the "angle" is changed. Perhaps there should
be a different keyword (such as "zoom") to work with the orthographic
camera.
As for multiple camera blocks, there are other ways to handle them besides
disallowing them. When I first tried to use two camera blocks, I expected
to render two images, one with the first camera, and then start a second
render with the other camera. Perhaps, alternatively, a second camera
block could simply replace the first camera, wiping out the previous
camera settings.
John Haiducek
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John David Haiducek <jha### [at] engin umich edu> wrote:
: I did notice, however, that POV will change amount
: of scene that is in view when the "angle" is changed. Perhaps there should
: be a different keyword (such as "zoom") to work with the orthographic
: camera.
There is already: right and up.
--
#macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}// - Warp -
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"Rune" wrote:
> Ok, here are my suggestions so far.
Are these the kind of suggestions you're looking for, or are the changes too
drastic?
I'd like to know if I should carry on or if I'm on a wrong track.
Rune
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3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated Jan 2)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
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