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Here is an example of rendering with user_definned camera (patch). Essentially
it is camera type where rays sended from camera are defined using functions.
Using user_defined camera you can mimic all already existing camera types as
well as you can average (coordinates, not result) two views, select subviews,
etc, etc. Rays can be placed at any place in any direction. Camera's 'surface'
can have discontinuity areas (correct word?). In posted example there is only
one camera. Four subviews are simple joined using function{select(,,,)} with
other functions. They are as follow:
top-left - perspective camera with low angle - nearly orthogonal
top-right - rays starts from wall of cylinder but are 'angled' like in
perspective camera so rays are not parallel to plane
bottom-left - simple perspective camera
bottom-right - averaging from spherical camera to orthogonal, from one
location to another
Still version in p.b.i. Any comments ?
ABX
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Attachments:
Download 'user_defined_camera.mpg' (536 KB)
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ABX wrote:
>
> Here is an example of rendering with user_definned camera (patch). Essentially
> it is camera type where rays sended from camera are defined using functions.
> Using user_defined camera you can mimic all already existing camera types as
> well as you can average (coordinates, not result) two views, select subviews,
> etc, etc. Rays can be placed at any place in any direction. Camera's 'surface'
> can have discontinuity areas (correct word?). In posted example there is only
> one camera. Four subviews are simple joined using function{select(,,,)} with
> other functions. They are as follow:
>
> top-left - perspective camera with low angle - nearly orthogonal
> top-right - rays starts from wall of cylinder but are 'angled' like in
> perspective camera so rays are not parallel to plane
> bottom-left - simple perspective camera
> bottom-right - averaging from spherical camera to orthogonal, from one
> location to another
>
> Still version in p.b.i. Any comments ?
>
> ABX
>
Cool!
I didn't quite understand what you were up to with the user defined
camera, but now I see its use. It's obviously also very handy for
splitscreen animation :)
Remco
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