|  |  | 
|  |  |  |  | 
|  |  | 
|  |  | 
|  |  |  |  | 
|  |  | 
|  |  | 
|  |  | I want povray to produce images in both correct and reversed aspect(mirror).
I thought I saw the keyword "invert" somewhere in the documentation but maybe it
was a dream. how can I reverse my output images or get my camera to behave like
a  mirror?
Q) Why?
A) Because <REASONS>
 Post a reply to this message
 |  | 
|  |  | 
|  |  | 
|  |  |  |  | 
|  |  | 
|  |  | 
|  |  | "Molly-J" <nomail@nomail> wrote:
> I want povray to produce images in both correct and reversed aspect(mirror).
> I thought I saw the keyword "invert" somewhere in the documentation but maybe it
> was a dream. how can I reverse my output images or get my camera to behave like
> a  mirror?
>
> Q) Why?
> A) Because <REASONS>
suppose you want to reverse everything left-right.
instead of "right x" use "right -x" to reverse the camera view frustrum vector.
https://wiki.povray.org/content/Reference:Camera
 Post a reply to this message
 |  | 
|  |  | 
|  |  | 
|  |  |  |  | 
|  |  | 
|  |  | 
|  |  | On 30/03/2022 6:26 pm, Bald Eagle wrote:
> "Molly-J" <nomail@nomail> wrote:
>> I want povray to produce images in both correct and reversed aspect(mirror).
>> I thought I saw the keyword "invert" somewhere in the documentation but maybe it
>> was a dream. how can I reverse my output images or get my camera to behave like
>> a  mirror?
>>
>> Q) Why?
>> A) Because <REASONS>
> 
> suppose you want to reverse everything left-right.
> 
> instead of "right x" use "right -x" to reverse the camera view frustrum vector.
> 
> 
> https://wiki.povray.org/content/Reference:Camera
> 
> 
To mirror an object (with image map):  scale<1,1,-1>
m@
 Post a reply to this message
 |  | 
|  |  | 
|  |  | 
|  |  |  |  | 
|  |  | 
|  |  | 
|  |  | "Bald Eagle" <cre### [at] netscape net> wrote:
>
> instead of "right x" use "right -x" to reverse the camera view frustrum vector.
>
That is simple and elegant! And never occurred to me. It also works correctly
even if the camera has an added 'rotation', like...
camera {
  perspective
  location  <-.15, 1.48, -2>
  look_at   <.35, 1.48,  0>
  right     -x*image_width/image_height
  angle 29
  rotate 45*y
}
----
I'm thinking that it would be nice to be able to render *both* standard and
reversed views at the same time, side by side in the same image, but I have no
idea how it could be done. I seem to recall that such a dual-camera(?) render
may have been explained in an old newsgroup post... or maybe it's just my faulty
old memory playing tricks on me... Post a reply to this message
 |  | 
|  |  | 
|  |  | 
|  |  |  |  | 
|  |  | 
|  |  | 
|  |  | "Kenneth" <kdw### [at] gmail com> wrote:
> "Bald Eagle" <cre### [at] netscape  net> wrote:
> >
> > instead of "right x" use "right -x" to reverse the camera view frustrum vector.
> >
>
> That is simple and elegant! And never occurred to me. It also works correctly
> even if the camera has an added 'rotation', like...
>
> camera {
>   perspective
>   location  <-.15, 1.48, -2>
>   look_at   <.35, 1.48,  0>
>   right     -x*image_width/image_height
>   angle 29
>   rotate 45*y
> }
Yeah, well, when I've screwed up the camera setup and/or position enough times,
I get to have a deeper appreciation of my little oopsies.  I've also had to
convert between the z-up and y-up vector spaces when modeling things, so that
"helped" too.  ;)
Playing with transforms and basis vectors let me sorta flesh all that out a bit.
Try:
up <1, 1, 0>
> ----
> I'm thinking that it would be nice to be able to render *both* standard and
> reversed views at the same time, side by side in the same image, but I have no
> idea how it could be done. I seem to recall that such a dual-camera(?) render
> may have been explained in an old newsgroup post... or maybe it's just my faulty
> old memory playing tricks on me...
That might have been a feature in Uberpov or Megapov ...
What I guess you could do is create a whole scene inside of a union:
#declare Scene = union {...}
And then do:
#declare Left  = object {Scene translate -x*VALUE}
#declare Right = object {Left scale <-1, 1, 1>}
object {Left}
object {Right}
To get both "views" in the same render. Post a reply to this message
 |  | 
|  |  | 
|  |  | 
|  |  |  |  | 
|  |  |