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If I define a camera like
camera {
perspective
right <1, 0, 0>
up <0, 1, 0>
angle 59.4897625939
scale <1.0, 1.0, 1.0>
rotate <-90.0000161649, 0.0, 0.0>
translate <0.0, -8.12885093689, 0.0>
}
instead the "look_at " sintax, can I use
focal blur??
Thx,
Manuel
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"Manuel" <man### [at] tinit> wrote in message
news:3ecbe670$1@news.povray.org...
>
> instead the "look_at " syntax, can I use
> focal blur??
No, focal_point used for blurring doesn't affect where the camera is
pointed. location defaults to <0,0,0> and look_at will default to +z, then
your transformations work from that.
Bob
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> instead the "look_at " sintax, can I use
> focal blur??
The focal blur follows your transformations. So if you use "translate
<-10,0,0>" it will move the camera location, the look_at point, and the
focal_point all together, no matter in what order you specify them.
Not so basic question. I had to test this.
Regards,
Hugo
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> The focal blur follows your transformations. So if you use "translate
> <-10,0,0>" it will move the camera location, the look_at point, and the
> focal_point all together, no matter in what order you specify them.
Thanks.
It seem that "look_at point" is implicit
in my declaration. It's true?
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On Thu, 22 May 2003 01:05:31 +0200, "Hugo Asm" <hua### [at] post3teledk> wrote:
> The focal blur follows your transformations.
Are you sure ? It looks like following but what I've seen in sources it can not
follow when scale or shearing matrix is involved. On script side focal_point is
defined but on engine side focal_distance is stored. Here is piece of code where
during parsing focal_point considers location and is stored as Focal_Distance:
CASE (FOCAL_POINT_TOKEN)
Parse_Vector(New->Focal_Point); // get vector
Assign_Vector(tempv, New->Focal_Point); // store it in temporary value
VSubEq(tempv, New->Location); // substract location
VLength (New->Focal_Distance, tempv); // calculate distance
END_CASE
But when transformation is applied to the camera parameters, it does not
consider Focal_Distance:
void Transform_Camera(CAMERA *Camera, TRANSFORM *Trans)
{
MTransPoint(Camera->Location, Camera->Location, Trans);
MTransDirection(Camera->Direction, Camera->Direction, Trans);
MTransDirection(Camera->Up, Camera->Up, Trans);
MTransDirection(Camera->Right, Camera->Right, Trans);
}
So it looks like it works as long as transformation does not change distance
between focal_point and location. I think it is changed at least when used in
zoomin.inc
http://news.povray.org/povray.binaries.scene-files/24335/170827/zoomin.inc
> Not so basic question. I had to test this.
Can you do more tests with cases I described ?
ABX
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On Thu, 22 May 2003 01:19:33 +0200, "Manuel" <man### [at] tinit> wrote:
> Thanks.
> It seem that "look_at point" is implicit
> in my declaration. It's true?
All values in camera syntax have default values (as it is listed in chapter "6.4
Camera" of manual) which are used to initialize parameters. So even 'camera{}'
is correct syntax which assigns some values to camera parameters.
ABX
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> Are you sure ? It looks like following but what I've seen in sources it
can not
> follow when scale or shearing matrix is involved. On script side
focal_point is
> defined but on engine side focal_distance is stored. Here is piece of code
where
> during parsing focal_point considers location and is stored as
Focal_Distance:
>
>[...]
>
> Can you do more tests with cases I described ?
>
> ABX
Well, this is a Titan battle!
I can only waiting for a your response...sorry, but I'm really newbie ...
:-(
Thanks.
Manuel
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ABX wrote:
> Can you do more tests with cases I described ?
You're right. It only works when transformations does not change the
distance between focal_point and camera location.
Manuel wrote:
> I can only wait for your response.
> sorry, but I'm really newbie ...
Newbies are welcome! To use focal blur together with camera transformations
such as scale, you could use the code below:
Regards,
Hugo
// Declare vectors and scale factor
#declare Scale = <1,1,1>;
#declare Camera_Location = <0,7,-12> * Scale;
#declare Camera_Lookat = <0,0,0> * Scale;
#declare Focal_Point = <0,0,0> * Scale;
// Setup camera
camera {
location Camera_Location look_at Camera_Lookat
focal_point Focal_Point
aperture .8
blur_samples 20
// You can still apply other transformations in here
rotate 45*z
translate -3*x
}
// Enviroment
light_source { <-100,50,0>, 9000 fade_distance 1 fade_power 2 }
light_source { <-50,100,-100>, .35 shadowless }
plane { y,-1.5 pigment { checker rgb .5 rgb 1 } }
sphere { < 2, 0, 0>,1.5 pigment { rgb <1,.2,0> } }
sphere { <-4, 0, 12>,1.5 pigment { rgb <0,.4,1> } }
sphere { <-6, 0, -5>,1.5 pigment { rgb <1,.8,0> } }
// End
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> Newbies are welcome!
:-D Thanks!
>To use focal blur together with camera transformations
> such as scale, you could use the code below:
[...]
> // Setup camera
> camera {
> location Camera_Location look_at Camera_Lookat
Ok, it work fine.
Thanks again,
Manuel
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