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Hi guyz!
Maybe somebody can help me. :) How can I define a
God's Eye coordinate system (or a camera orientation)
in POV?
(a right-handed coordinate system where z points
to upward)
Thanks,
Timothy
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"timothy76" <tim### [at] freemailhu> wrote in message
news:web.3f969ac27f55714aa9f5a3110@news.povray.org...
>
> Maybe somebody can help me. :) How can I define a
> God's Eye coordinate system (or a camera orientation)
> in POV?
> (a right-handed coordinate system where z points
> to upward)
Use keywords 'up' and 'sky' in the camera statement, with +z as their values
or a vector of <0,0,1>, and keyword 'right' as -y or <0,-1,0>.
If you intend to use the 'direction' keyword make sure it is also set to a
+y value or vector; 'angle' doesn't use a vector or axis so that should be
okay as is.
I think this is how to set up the right-handed system in POV-Ray. Hopefully
someone else can confirm this... or just test it out and you will find out
quickly by doing some hand acrobatics.
--
Bob H.
http://www.3digitaleyes.com
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timothy76 wrote:
>
> Hi guyz!
>
> Maybe somebody can help me. :) How can I define a
> God's Eye coordinate system (or a camera orientation)
> in POV?
> (a right-handed coordinate system where z points
> to upward)
camera {
sky z
location pCamLoc
look_at pCamEye
}
As long as pCamEye-pCamLoc is not parallel to z, you should be fine.
Regards,
John
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In article <3F96CA14.2D83FCA5@hotmail.com>,
John VanSickle <evi### [at] hotmailcom> wrote:
> camera {
> sky z
> location pCamLoc
> look_at pCamEye
> }
>
> As long as pCamEye-pCamLoc is not parallel to z, you should be fine.
He wanted a right handed system, so the right and up vectors need to be
specified as well.
--
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/
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On Wed, 22 Oct 2003 10:57:06 EDT, "timothy76" <tim### [at] freemailhu>
wrote:
>Hi guyz!
>
>Maybe somebody can help me. :) How can I define a
>God's Eye coordinate system (or a camera orientation)
>in POV?
>(a right-handed coordinate system where z points
>to upward)
>
>Thanks,
>Timothy
>
like this? :
camera {
location
direction <0, 0, 1> // y points forward (maybe -1,
// depending on what you mean
// by right handed)
up <0, 0, 1> // z points to upward
right <(image_width / image_height), 0, 0>
// or -(image)width / image_height, depending
// on what you mean by right handed)
// optional rotate camera here
// optional translate camera here
}
direction, up, and right define the coordinate
system for the render. don't use look_at with
them or it might revert to the regular POV
coords
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Thanks for the quick answer! :)
I've checked that this is works well:
camera {
location ...
look_at ...
right <-4/3,0,0>
sky <0,0,1>
}
Thanks again!
Timothy
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In article <web.3f985bab982f6de9f868cbfe0@news.povray.org>,
"timothy76" <tim### [at] freemailhu> wrote:
> Thanks for the quick answer! :)
> I've checked that this is works well:
>
> camera {
> location ...
> look_at ...
> right <-4/3,0,0>
You could also do this:
right <-image_width/image_height, 0, 0>
That way, the image renders with the proper aspect ratio even when you
change the image dimensions.
--
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/
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Christopher James Huff wrote:
> You could also do this:
> right <-image_width/image_height, 0, 0>
>
> That way, the image renders with the proper aspect ratio even when you
> change the image dimensions.
Let me add this : don't forget the consequences of using a right-hand/z
up camera on some 'oriented' features, especially :
- torus
- layered fog
- sky sphere
- image_maps
- height-fields
Fabien.
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