POV-Ray : Newsgroups : povray.general : Large distance solution? Server Time
27 Dec 2024 05:16:56 EST (-0500)
  Large distance solution? (Message 1 to 2 of 2)  
From: Nekar
Subject: Large distance solution?
Date: 9 Mar 2007 04:10:05
Message: <45f1246d@news.povray.org>
I've been thinking about FexFX's post because I've had the same problem 
before. Maybe this is the solution:

I vaguely rember something about someone posting a camera texture where you 
can use a seprate camera as a texture in the same scene in one render. This 
would be ideal for use with this kind of scene.

You have your planet at a very large scale. Inside the planet you have the 
solar system and a camera that is scaled and syncronized with the main 
camera. This camera's texture is then mapped to the sky-sphere.

In the main planet's moon you have a model of your galaxy with another 
scaled syncronized camera that gets mapped to a sphere that fit's aound the 
solar system model.


Could this work?


-- 
-Nekar Xenos
"The truth is out there"

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From: Karl Anders
Subject: Re: Large distance solution?
Date: 10 Mar 2007 06:20:00
Message: <web.45f293b01ed7dd9d983ef7b0@news.povray.org>
"Nekar" <ger### [at] rpmmagcoza> wrote:
> I vaguely rember something about someone posting a camera texture
> where you  can use a seprate camera as a texture in the same scene
> in one render. This  would be ideal for use with this kind of scene.
> ....
> Could this work?
>
Hi Nekar,

I think it should work, BUT the construct
pigment { camera_view{ [CAMERA_ITEMS...] ... } }
is not part of the official POV-Ray, You'll need MegaPOV :-)

I've used a similar construction to get multiple views of the same object in
one render without needing multiple instances of that object (which would
cast shadows on each others ...):
The main camera looks at a bunch of blocks that have the front, top, left
and isometric views of said object as pigments.

Greetings
Karl


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