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Hi!
I'm trying to use the user_defined camera, but the explanation in the reference
and the examples I find around are still obscure to me. Is there any for-dummies
introduction? Is there anyone who can try to describe its use in different
words?
Thank you
igmar
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On 5/16/19 3:16 AM, IGM wrote:
> Hi!
> I'm trying to use the user_defined camera, but the explanation in the reference
> and the examples I find around are still obscure to me. Is there any for-dummies
> introduction? Is there anyone who can try to describe its use in different
> words?
>
> Thank you
> igmar
>
>
Have you played with the v3.8 sample scene? It was aimed to be pretty
simple and has a defined perspective camera too so you can see - in a
more usual way - the shapes which the user_defined inward cylindrical
camera is 'viewing' as rays are defined in a rotating fashion around the
y axis from top to bottom.
<install location>/scenes/camera/user_defined.pov
or on github at:
https://github.com/POV-Ray/povray/tree/master/distribution/scenes/camera
The location block defines the origin of each ray. The direction block
the direction from each ray. Change, for example, the { y } in the
locations block of the example scene to { y+0.5 } and render the scene
anew. (The inward looking cylindrical set of rays now sits higher in y
relative to the shapes in the scene.)
Bill P.
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William F Pokorny <ano### [at] anonymousorg> wrote:
> Have you played with the v3.8 sample scene?
Yes, but maybe I didn't spend enough time with it...
Thank you, I will give it another try.
igmar
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After some testing, I've a question: with user_defined camera, camera
transformations (rotate and translate) won't work. Once created the three
functions{} (for direction and location) suitable to obtain a particular effect,
is there a way to "rotate" the whole camera? The insertion of translation is
very simple, but for rotation things seem more complicate..
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"IGM" <iar### [at] gmailcom> wrote:
> After some testing, I've a question: with user_defined camera, camera
> transformations (rotate and translate) won't work. Once created the three
> functions{} (for direction and location) suitable to obtain a particular effect,
> is there a way to "rotate" the whole camera? The insertion of translation is
> very simple, but for rotation things seem more complicate..
By the way, the second example found in
"http://wiki.povray.org/content/Reference:Camera#User_defined_projection"
uses "rotate", but it has no effect...:
// Only direction functions specified
#declare Camera01 = camera {
user_defined
direction {
function { x }
function { y }
function { 1 }
}
location <0,0,-2>
rotate y*5
}
Where am I wrong?
igmar
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On 5/18/19 3:58 PM, IGM wrote:
> "IGM" <iar### [at] gmailcom> wrote:
>> After some testing, I've a question: with user_defined camera, camera
>> transformations (rotate and translate) won't work. Once created the three
>> functions{} (for direction and location) suitable to obtain a particular effect,
>> is there a way to "rotate" the whole camera? The insertion of translation is
>> very simple, but for rotation things seem more complicate..
>
> By the way, the second example found in
> "http://wiki.povray.org/content/Reference:Camera#User_defined_projection"
> uses "rotate", but it has no effect...:
>
> // Only direction functions specified
> #declare Camera01 = camera {
> user_defined
> direction {
> function { x }
> function { y }
> function { 1 }
> }
> location <0,0,-2>
> rotate y*5
> }
>
> Where am I wrong?
> igmar
>
>
I think your right the documentation doesn't match the functionality
with respect to camera modifiers. As to what should be or not, others
better know.
I've not thought about a functionally defined camera set up where the
functions enable later rotation. With functions suppose possible though
complicated. I'll let the idea rattle around my skull for a while.
I was involved in the original ODS work that led to creation of the
user_defined camera and I created the shipped sample scene. But, I've
never worked in the camera source code so I don't know it - specifically
how the modifiers get applied with cameras / or camera rays. Having that
functionality with user_defined cameras would be convenient.
I've used the user_defined camera extensively in my own work, but always
straight up never needing to transform the camera after the functional
definition. I have a vague recollection of someone else posting the
transform stuff didn't work for user_defined cameras (or 'maybe' some
other camera type) and an expert's reply. I had no luck turning it up in
a couple quick searches.
If you need some user defined, transform-able camera immediately, the
mesh camera is another kind of user defined camera where transforms -
applied to the mesh itself at least - should work fine. Unfortunately
the mesh camera's mesh load (parse time) tends to be expensive. And
don't forget Jerome's hgpovray38 has additional inbuilt cameras.
Bill P.
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Hi,
I'm following also the discussion
http://news.povray.org/povray.general/thread/%3CXnsA9E3A3F647A49seed7%40news.povray.org%3E/
The approach, in my opinion, is still far from being user friendly, but I
_think_ that the problem is similar to mine.
igmar
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"IGM" <iar### [at] gmailcom> wrote:
> Hi,
> I'm following also the discussion
>
http://news.povray.org/povray.general/thread/%3CXnsA9E3A3F647A49seed7%40news.povray.org%3E/
>
> The approach, in my opinion, is still far from being user friendly, but I
> _think_ that the problem is similar to mine.
>
> igmar
Yes, I recall briefly looking at that thread.
TOK has a very thorough understanding of a lot of the underlying math, and
excels in applying it and translating it into code.
Since this (in my mind) seems very similar to isosurfaces, you might take a look
at
http://www.econym.demon.co.uk/isotut/substitute.htm
to see how various transforms are implemented in functions.
As for rotations, I looked into the transforms for that a number of times.
There should be some useful links in this thread
http://news.povray.org/povray.general/thread/%3Cweb.5b9ed475f76fb4baa47873e10%40news.povray.org%3E/
as well as others to show you how to change the expressions for x, y, and z to
rotate the function you want to use.
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On 5/20/19 12:57 PM, IGM wrote:
> Hi,
> I'm following also the discussion
>
http://news.povray.org/povray.general/thread/%3CXnsA9E3A3F647A49seed7%40news.povray.org%3E/
>
> The approach, in my opinion, is still far from being user friendly, but I
> _think_ that the problem is similar to mine.
>
> igmar
>
See post today to povray.binaries.images with the title:
"Method to apply transforms to user_defined camera."
It's at least a start on something useful that works today.
Bill P.
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William F Pokorny <ano### [at] anonymousorg> wrote:
> On 5/20/19 12:57 PM, IGM wrote:
> > Hi,
> > I'm following also the discussion
> >
http://news.povray.org/povray.general/thread/%3CXnsA9E3A3F647A49seed7%40news.povray.org%3E/
> >
> > The approach, in my opinion, is still far from being user friendly, but I
> > _think_ that the problem is similar to mine.
> >
> > igmar
> >
> See post today to povray.binaries.images with the title:
> "Method to apply transforms to user_defined camera."
>
> It's at least a start on something useful that works today.
>
> Bill P.
I tried the macro by Olav, but I found an unexpected behaviour:
https://news.povray.org/povray.general/thread/%3CXnsA9E3A3F647A49seed7%40news.povray.org%3E/?mtop=427321&moff=10
igmar
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