POV-Ray : Newsgroups : povray.general : God's Eye system ? Server Time
4 Nov 2024 21:23:42 EST (-0500)
  God's Eye system ? (Message 1 to 8 of 8)  
From: timothy76
Subject: God's Eye system ?
Date: 22 Oct 2003 11:00:01
Message: <web.3f969ac27f55714aa9f5a3110@news.povray.org>
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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From: Hughes, B 
Subject: Re: God's Eye system ?
Date: 22 Oct 2003 14:16:25
Message: <3f96c979@news.povray.org>
"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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From: John VanSickle
Subject: Re: God's Eye system ?
Date: 22 Oct 2003 14:19:10
Message: <3F96CA14.2D83FCA5@hotmail.com>
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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From: Christopher James Huff
Subject: Re: God's Eye system ?
Date: 22 Oct 2003 16:49:35
Message: <cjameshuff-5A4BFB.16472722102003@netplex.aussie.org>
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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From: nospam
Subject: Re: God's Eye system ?
Date: 23 Oct 2003 17:49:45
Message: <3f97ff87.361455@localhost>
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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From: timothy76
Subject: Re: God's Eye system ?
Date: 23 Oct 2003 18:55:01
Message: <web.3f985bab982f6de9f868cbfe0@news.povray.org>
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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From: Christopher James Huff
Subject: Re: God's Eye system ?
Date: 23 Oct 2003 20:17:32
Message: <cjameshuff-351BE1.20152623102003@netplex.aussie.org>
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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From: Fabien Mosen
Subject: Re: God's Eye system ?
Date: 24 Oct 2003 12:25:51
Message: <3f99528f$1@news.povray.org>
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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