clipka <ano### [at] anonymousorg> wrote:
> Am 07.12.2018 um 23:18 schrieb Matthias:
> There's a conceptual problem with this: It is the camera that defines
> where a ray originates and in which direction it goes. So you have to
> associate a camera /before/ you test which object(s) the ray hits.
I haven't played around much with the different types of cameras, but perhaps
you could do on or both of two things.
I know that people have been playing around with stereograms and anaglyphs -
since those "overlay two slightly different views", then perhaps that's a way to
do what you want - only with two very different views.
You may also want to investigate the mesh camera and user-defined camera in
Also, I recall that with hgPOVRay, Jerome Grimbert (LeForgeron) and others were
experimenting with multiple camera views in a single render - it might have been
MegaPOV or UberPOV....
Perhaps check out one of those forks and see if that gets you what you need.
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