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Try the following scene.
Basically, if the "right" vector is x, then shouldn't the sphere be on
the right side of the screen?
----
camera {
orthographic
up z*3
right x*4
location y*10
look_at 0
}
plane {
y, 0
pigment {checker}
}
sphere {x,1 pigment {color rgb 1}}
----
--
Chambers
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No, this is rendering properly - as the documentation states (section 2.3.1.1.5)
look_at may change up and/or right. (In this case, it rotates right by 180
degrees to keep the effective system left-handed.) If you were to move the
right _after_ look_at, you'd get the result you're expecting (and incidentally
you'd be turning the coordinate system to be right-handed as a side effect).
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Chambers <Ben### [at] gmailcom_no_underscores> wrote:
> Try the following scene.
>
> Basically, if the "right" vector is x, then shouldn't the sphere be on
> the right side of the screen?
> camera {
> orthographic
> up z*3
> right x*4
> location y*10
> look_at 0
> }
You're operating at "gimbal lock" here (see "Apollo 13" for the dangers
associated with this condition :P) by looking straight down on your scene,
confusing POV-Ray's standard way of determining what coordinate system you want
and such.
Explicitly specifying both "direction" and "sky" should fix the ambiguities
POV-Ray is facing. You'll probably want "sky z" and "direction -z".
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