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Hello,
On school we are busy whith an project. in this project we use a real-time
renderer (Quest3D) to walk through a scene. But when the user presses the
render button our program needs to render the scene.
So there is an user walking through our virtual environment and when he hits
the button, pov-ray must render what the user sees.
In Quest3D the camera has some properties like the position vector(x,y,z)
and the heading and the pitch. The heading and the heading can be seen as
the x-rotation and the pitch as the x-rotation.
Does the pov-ray camera support these properties?
what we want to do is this:
When the user hits the button, a script in Quest3D looks what the properties
are from the camera (position, rotation) and writes these to a pov-ray
file.
Can we do this? or do we need to calculatie new properties for the pov-ray
camera?
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Just define the camera like this:
camera
{ location 0 look_at z
rotate <Heading, Pitch>
translate Location
}
--
#macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
-1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// - Warp -
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"Warp" <war### [at] tagpovrayorg> wrote in message
news:41af3364@news.povray.org...
>
> camera
> { location 0 look_at z
> rotate <Heading, Pitch>
> translate Location
> }
Not sure if this is right. Possible that Heading could be y rotation,
instead, since both were given as "x" by mistake. And there's also the
possibility world coordinates differ, Quest3D being unlike POV-Ray (I
couldn't find that out), such as y=z and vice versa, in which case the two
value vector <x,y> will be incorrect.
Usually POV scenes use x rotation for a "pitch" and y rotation as a
"heading", z can tilt but would need to be done as separate rotation first.
This is the way it would be for Warp's example, looking at +z from location
0.
Bob H.
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"Bob Hughes" <omn### [at] charternet> wrote:
> "Warp" <war### [at] tagpovrayorg> wrote in message
> news:41af3364@news.povray.org...
> >
> > camera
> > { location 0 look_at z
> > rotate <Heading, Pitch>
> > translate Location
> > }
>
> Not sure if this is right. Possible that Heading could be y rotation,
> instead, since both were given as "x" by mistake. And there's also the
> possibility world coordinates differ, Quest3D being unlike POV-Ray (I
> couldn't find that out), such as y=z and vice versa, in which case the two
> value vector <x,y> will be incorrect.
>
> Usually POV scenes use x rotation for a "pitch" and y rotation as a
> "heading", z can tilt but would need to be done as separate rotation first.
> This is the way it would be for Warp's example, looking at +z from location
> 0.
>
> Bob H.
I tryd the following code:
camera
{ location 0 look_at z
rotate <0, 0>
translate Location
}
but I get an error when I render the scene.
"Parse error: Expected 'numeric expression', undeclared identifier
'Location' found instead".
Maybe I make a stupid mistake, but I'm new to Pov-Ray.
Somebody knows what is wrong?
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wap### [at] hotmailcom <wap### [at] hotmailcom> wrote:
> but I get an error when I render the scene.
> "Parse error: Expected 'numeric expression', undeclared identifier
> 'Location' found instead".
Well, the error couldn't be more clear.
What is unclear to you?
--
plane{-x+y,-1pigment{bozo color_map{[0rgb x][1rgb x+y]}turbulence 1}}
sphere{0,2pigment{rgbt 1}interior{media{emission 1density{spherical
density_map{[0rgb 0][.5rgb<1,.5>][1rgb 1]}turbulence.9}}}scale
<1,1,3>hollow}text{ttf"timrom""Warp".1,0translate<-1,-.1,2>}// - Warp -
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Wasn't it Warp who wrote:
>wap### [at] hotmailcom <wap### [at] hotmailcom> wrote:
>> but I get an error when I render the scene.
>> "Parse error: Expected 'numeric expression', undeclared identifier
>> 'Location' found instead".
>
> Well, the error couldn't be more clear.
> What is unclear to you?
Perhaps he's used to working in languages that aren't case specific and
didn't spot the fact that "Location" and "location" are two completely
different things as far as POV is concerned.
--
Mike Williams
Gentleman of Leisure
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