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This is just to make more clear what I mean here:
http://news.povray.org/web.421544136878739221c474120%40news.povray.org
I'm looking for a camera definition to make nr 4 look like nr 2, i.e. green
up.
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Elias Pschernig wrote:
> This is just to make more clear what I mean here:
> http://news.povray.org/web.421544136878739221c474120%40news.povray.org
>
> I'm looking for a camera definition to make nr 4 look like nr 2, i.e. green
> up.
>
>
> ------------------------------------------------------------------------
>
have you tried dir -y iso. dir -z?
--
Maurice
http://get-me.to/Hendrix
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> I'm looking for a camera definition to make nr 4 look like nr 2, i.e.
green
> up.
I think you might be looking for the fisheye camera. This should do it:
camera {
fisheye
angle 360
rotate 180*z // or maybe you want scale <1,-1,1>
}
- Slime
[ http://www.slimeland.com/ ]
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> I think you might be looking for the fisheye camera. This should do it:
Oh wait, you already know about the fisheye camera. So what are you asking?
You can't get image number 4 to look like image number 2 with the spherical
camera; it produces a different type of image.
- Slime
[ http://www.slimeland.com/ ]
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"Slime" <fak### [at] email address> wrote:
> > I think you might be looking for the fisheye camera. This should do it:
>
>
> Oh wait, you already know about the fisheye camera. So what are you asking?
> You can't get image number 4 to look like image number 2 with the spherical
> camera; it produces a different type of image.
Yes, I meant, it should show the same sides at the same sides as in the
other.. but I already got an answer in p.g. - simply using look_at instead
of direction fixes it in this case as well as my other scene. Looks like
there's some small inconsistency between the spherical camera type and the
docs, or I don't fully understand how spherical projection works.
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