|
|
Hi folks,
I am a new-bee and I need to know how to cause my objects to always
"face the camera" (In other words I would like to have an image
texture on a plane be perpendicular to the camera at all times.(such as
trees, clouds, other texture images.)) I have tried several of the
vector functions, but I haven't come across the right one. Could
someone help me or give me an example?
Jeff
Post a reply to this message
|
|
|
|
Jeff Nighbert wrote:
>
> Hi folks,
> I am a new-bee and I need to know how to cause my objects to always
> "face the camera" (In other words I would like to have an image
> texture on a plane be perpendicular to the camera at all times.(such as
> trees, clouds, other texture images.)) I have tried several of the
> vector functions, but I haven't come across the right one. Could
> someone help me or give me an example?
In POV-Ray 3.5 try 'Reorient_Trans()' from 'transforms.inc',
'camera_location - object_position' as Axis2 and the direction on the
object you want to face to the camera as Axis1.
You might also have a look at 'screen.inc' maybe that's just what you are
looking for.
Christoph
--
POV-Ray tutorials, IsoWood include,
TransSkin and more: http://www.tu-bs.de/~y0013390/
Last updated 05 May. 2002 _____./\/^>_*_<^\/\.______
Post a reply to this message
|
|
|
|
On Tue, 28 May 2002 09:32:41 -0700, Jeff Nighbert
<jni### [at] orblmgov> wrote:
>Hi folks,
>I am a new-bee and I need to know how to cause my objects to always
>"face the camera" (In other words I would like to have an image
>texture on a plane be perpendicular to the camera at all times.(such as
>trees, clouds, other texture images.)) I have tried several of the
>vector functions, but I haven't come across the right one. Could
>someone help me or give me an example?
>Jeff
>
You mean like a heads up display?
While it is klunky, the following method works for me. Have the
camera be at <0, 0, 0>, facing +Z-ward. Before the camera,
make a macro called "camera_transforms()" which would be all of
the rotations and translations to aim and position your camera.
Now, for all objects that "overlay" the camera, translate them
one unit Z-wards and then put a call to "camera_transforms()"
as the last thing in the object before the closing bracket.
In v3.5, you can put the no_shadow and no_reflection keywords
on your overlay objects
A few weeks (months?) I posted code that does this. If you
really want, I could most more code, but i strongly suspect
it would be easier for you to write it on your own than to
go through my pov-code.
Pete
--
My email has changed: no longer Pet### [at] nymalias .... now it
is ikd### [at] sneakemailcom
Post a reply to this message
|
|