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Le_Forgeron wrote:
> Le 06/12/2012 16:33, Encore nous fit lire :
>>
>>> I have it figured out, by not using the orthographic camera, but pulling
>>> the camera way back from the object and then zooming in. It didn't work
>>> the first time because I had a mix-up in my math.
>>>
>>> Camera distance increased by 1000
>>> --
>>> Ger
>>
>> So basically you change the Cam0Location to something like
>> #declare Cam0Location = < 0 , 1 ,-1000>;
>>
>> which puts it to -1000 on the z-axis. How would you zoom in then after
>> that?
>>
> I guess: a small angle.
No, what I did was increase direction
#declare CamFactor = frame_number/100;
//#declare CamFactor = 1000;
#declare CamAngle = frame_number;
#declare Cam0Location = < 0 , (1+CamFactor) ,0>;
#declare Cam0Location = vrotate(Cam0Location, <0, 0, CamAngle>);
#declare Cam0Location = vrotate(Cam0Location, <0, CamAngle, 0>) + (<-3, 3,
-3>*(1+CamFactor));
#declare Cam1Location = <8.0 , 1.5 ,5>;
/*
Declare the illusion camera pointing along the z-axis
*/
#declare UseIllusionCamera = 1;
#if (UseIllusionCamera)
camera {
location Cam0Location
look_at <0.0 , 0.0 , 0.0>
direction z * CamFactor
right image_width / image_height * x
}
Doing it this way gives me a perfect view on what the difference is
--
Ger
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Encore wrote:
>> > So basically you change the Cam0Location to something like
>> > #declare Cam0Location = < 0 , 1 ,-1000>;
>> >
>> > which puts it to -1000 on the z-axis. How would you zoom in then after
>> > that?
>> >
>> I guess: a small angle.
>
> Yeah I was about to post another reply about that.
> I changed the angle to about 0.380
> and the #declare Cam0Location = < 0 , 1000 ,-1000>;
>
> After that, I needed to translate the camera along the x-axis like this:
> #declare Cam0Location = vrotate(Cam0Location, <0, CamAngle/1, 0>) + <450,
> #30,
> -3>;
>
> It still needs some configurations but the problem is that the wedges do
> not extend until the object anymore, so the result looks something like
> what you can see in the screenshot:
I had a mix-up in my code which wasn't apparent at short distances. I have
tried it with direction z * 1e8 and it still works now.
--
Ger
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> I had a mix-up in my code which wasn't apparent at short distances. I have
> tried it with direction z * 1e8 and it still works now.
>
> --
> Ger
Ah so that was the problem with direction. I tried z*1000 but it wouldn't work.
Thanks a lot, I'll animate this and upload my results soon!
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"Encore" <nomail@nomail> wrote:
> > I had a mix-up in my code which wasn't apparent at short distances. I have
> > tried it with direction z * 1e8 and it still works now.
> >
> > --
> > Ger
>
> Ah so that was the problem with direction. I tried z*1000 but it wouldn't work.
> Thanks a lot, I'll animate this and upload my results soon!
I have a question:
Why is the CamFactor first set to frame_number/100 and then instantly changed to
1000?
What is the use of that?
#declare CamFactor = frame_number/100;
#declare CamFactor = 1000;
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Encore wrote:
> "Encore" <nomail@nomail> wrote:
>> > I had a mix-up in my code which wasn't apparent at short distances. I
>> > have tried it with direction z * 1e8 and it still works now.
>> >
>> > --
>> > Ger
>>
>> Ah so that was the problem with direction. I tried z*1000 but it wouldn't
>> work. Thanks a lot, I'll animate this and upload my results soon!
>
> I have a question:
> Why is the CamFactor first set to frame_number/100 and then instantly
> changed to 1000?
>
> What is the use of that?
> #declare CamFactor = frame_number/100;
> #declare CamFactor = 1000;
I used the first one to create an animation that showed me the progress when
increasing the camera distance. So, if you remark the second one out you'll
get an animation where the camera starts close to the cube and gradually
moves back.
--
Ger
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>
> --
> Ger
Great. I would also like to report a bug. During the animation rendering, I
noticed several frame where the back pipe is glitchy, when it come in front of
the front left horizontal pipe. I'll post one of those frames to show you what I
mean.
It definitely not a shadow problem, I tried this with both shadows and without
and I get the same problem.
Alex
Post a reply to this message
Attachments:
Download 'transpattempt4256.bmp.dat' (2305 KB)
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Encore wrote:
>
>>
>> --
>> Ger
>
> Great. I would also like to report a bug. During the animation rendering,
> I noticed several frame where the back pipe is glitchy, when it come in
> front of the front left horizontal pipe. I'll post one of those frames to
> show you what I mean.
> It definitely not a shadow problem, I tried this with both shadows and
> without and I get the same problem.
>
> Alex
Yes, I noticed that too, but so far I have not found what the problem is.
--
Ger
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From: Ger
Subject: Re: To Encore, Making part of an object tranparent
Date: 6 Dec 2012 15:01:37
Message: <50c0f9a1@news.povray.org>
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Ger wrote:
> Encore wrote:
>
>>
>>>
>>> --
>>> Ger
>>
>> Great. I would also like to report a bug. During the animation rendering,
>> I noticed several frame where the back pipe is glitchy, when it come in
>> front of the front left horizontal pipe. I'll post one of those frames to
>> show you what I mean.
>> It definitely not a shadow problem, I tried this with both shadows and
>> without and I get the same problem.
>>
>> Alex
>
> Yes, I noticed that too, but so far I have not found what the problem is.
>
Oh, and as an aside, please don't post .bmp files. Use either .png when
quality is important or .jpeg. Not everyone here has Mb internet access.
--
Ger
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> --
> Ger
Yeah thanks for letting me know, it was my intention to post this file. Do you
know how I can remove a post?
Post a reply to this message
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Encore wrote:
>
>> --
>> Ger
>
> Yeah thanks for letting me know, it was my intention to post this file. Do
> you know how I can remove a post?
You can simply cancel it.
--
Ger
Post a reply to this message
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