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From: tony
Subject: lens shift camera
Date: 9 Sep 2009 13:35:01
Message: <web.4aa7e7173006043315c9dce10@news.povray.org>
Has povray lens shift camera for architecture? How to do?

Thank you all.

Tony


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From: clipka
Subject: Re: lens shift camera
Date: 9 Sep 2009 13:56:38
Message: <4aa7ec56$1@news.povray.org>
tony schrieb:
> Has povray lens shift camera for architecture? How to do?

It /might/ be possible by choosing the "up" and/or "right" camera 
vectors to be nonperpendicular to the "direction" vector. Never tested 
it though.


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From: tony
Subject: Re: lens shift camera
Date: 9 Sep 2009 14:20:00
Message: <web.4aa7f115f237a03d15c9dce10@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:
> tony schrieb:
> > Has povray lens shift camera for architecture? How to do?
>
> It /might/ be possible by choosing the "up" and/or "right" camera
> vectors to be nonperpendicular to the "direction" vector. Never tested
> it though.

Thanks, clipka.

I am exporting from blender with Blend2Pov. These are the data from the camera
in my scene:

camera { perspective angle 83.125 location <-0.347254,2.04441,-1.44341> right
0.74813*x sky <0,1,1.21856e-007> look_at <-0.347254,2.04441,-0.44341>}

I put in blender a lens shift y: -0.19

Should reflect the data in "up" parameter?

Tony


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From: clipka
Subject: Re: lens shift camera
Date: 9 Sep 2009 14:23:46
Message: <4aa7f2b2$1@news.povray.org>
tony schrieb:
> I am exporting from blender with Blend2Pov. These are the data from the camera
> in my scene:
> 
> camera { perspective angle 83.125 location <-0.347254,2.04441,-1.44341> right
> 0.74813*x sky <0,1,1.21856e-007> look_at <-0.347254,2.04441,-0.44341>}
> 
> I put in blender a lens shift y: -0.19

I don't think lens shift is possible at all when using look_at to orient 
the camera, as it will automatically reassign the up, right and 
direction vectors.


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From: Stephen
Subject: Re: lens shift camera
Date: 9 Sep 2009 14:32:21
Message: <a4tfa5lfl8hfnptjqn72fbqeu9uk1dcj0q@4ax.com>
On Wed,  9 Sep 2009 13:34:15 EDT, "tony" <nomail@nomail> wrote:

>Has povray lens shift camera for architecture? How to do?
>
>Thank you all.
>

If you look in povray.binaries.scene-files, on 30 May 2008. Doctor John posted
something for someone who wanted a Tilt/Shift lens. The thread is called
"FieldCam for alex".

I hope that this helps.
-- 

Regards
     Stephen


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From: tony
Subject: Re: lens shift camera
Date: 9 Sep 2009 15:35:00
Message: <web.4aa80244f237a03d15c9dce10@news.povray.org>
Stephen <mcavoysAT@aolDOTcom> wrote:
> On Wed,  9 Sep 2009 13:34:15 EDT, "tony" <nomail@nomail> wrote:
>
> >Has povray lens shift camera for architecture? How to do?
> >
> >Thank you all.
> >
>
> If you look in povray.binaries.scene-files, on 30 May 2008. Doctor John posted
> something for someone who wanted a Tilt/Shift lens. The thread is called
> "FieldCam for alex".
>
> I hope that this helps.
> --
>
> Regards
>      Stephen


Scuse me Stephen:

I downloaded the fieldcam.zip archive. Uncompressed the "fieldcam" archive,
without extension. I open it with a text processor and it is illegible. I do
not know to do whith this.

I am on windows.

Tony


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From: Stephen
Subject: Re: lens shift camera
Date: 9 Sep 2009 16:10:00
Message: <ur2ga55r15el7icvbukm8qcj20433i041f@4ax.com>
On Wed,  9 Sep 2009 15:30:12 EDT, "tony" <nomail@nomail> wrote:

>Scuse me Stephen:
>
>I downloaded the fieldcam.zip archive. Uncompressed the "fieldcam" archive,
>without extension. I open it with a text processor and it is illegible. I do
>not know to do whith this.
>
>I am on windows.

Hi Tony,
	I've not used the file myself I just remember Doctor John talking about
it one night when we were having a drink.

 "FieldCam.zip" and can be opened with winzip. Inside the archive are three
folders one each for Mac, Unix and Windows. In the windows folder you will find
a file called "FieldCam3.inc". This is an include file that should be put in one
of your PovRay library paths.
In your scene you include the line:
#include FieldCam3.inc
This will allow PovRay to access the macro FieldCam()
You will need to read the include file for instructions on how to use it.
BTW just looking at the file, it looks to me that there is a line wrap problem
and some lines have had a cr/lf added. This means that you will need to go
through it and correct this problem before using it.
Doctor John does come by now and again so he might be able to help.
-- 

Regards
     Stephen


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From: Warp
Subject: Re: lens shift camera
Date: 9 Sep 2009 17:18:13
Message: <4aa81b95@news.povray.org>
You can apply any transform to the camera, including shearing.

-- 
                                                          - Warp


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From: Stephen
Subject: Re: lens shift camera
Date: 9 Sep 2009 17:20:49
Message: <h07ga51t68q9gblogqgmoir0kill50i0hb@4ax.com>
On 9 Sep 2009 17:18:13 -0400, Warp <war### [at] tagpovrayorg> wrote:

>  You can apply any transform to the camera, including shearing.

And how would a new user do that?

-- 

Regards
     Stephen


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From: tony
Subject: Re: lens shift camera
Date: 9 Sep 2009 17:50:00
Message: <web.4aa8220cf237a03d15c9dce10@news.povray.org>
Thanks Stephen:

When decompressing "FieldCam.zip" -> FieldCam, I put the zip extension and
returned to decompress. So are the three folders.

I put FieldCam3.inc in the "include" folder.

To obtain the parameters of lens shift, I exported to yafaray who has
implemented. These are the parameters yafaray:

<camera name="cam">
 <aperture fval="0"/>
 <bokeh_rotation fval="0"/>
 <bokeh_type sval="disk1"/>
 <dof_distance fval="0"/>
 <focal fval="1.09375"/>
 <from x="7.48113" y="-6.50764" z="5.34367"/>
 <resx ival="800"/>
 <resy ival="600"/>
 <to x="6.82627" y="-5.89697" z="4.89842"/>
 <type sval="perspective"/>
 <up x="7.16376" y="-6.19517" z="6.23901"/>
</camera>


On Povray:

#declare CamPos=<7.48113,5.34367,-6.50764>;
#declare CamLook=<6.82627,4.89842,-5.89697>;

camera {
        FieldCam ()
        perspective
        location CamPos
        angle 49.1343
        //right 1.33333*x   blender parametter
        //sky <-0.31737,0.895343,0.312469> blender parametter
        up y <7.16376,6.23901,-6.19517>
        transform {NoFall}
        look_at CamLook
        }


I'm trying to render and make error in "up y" (Parse Error: No matching) in
'camera, <found instead.

I'm approaching the process but I do not know what is bad.

Greetings.

Tony


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