|
![](/i/fill.gif) |
On Tue, 19 Jun 2001 16:08:45 +0100, Thomas wrote:
>I know that I get that because the camera is pointing upwards. But in
>real life there are lenses available that can be shifted a bit ( I have
>no clue what the official name for this is) so that this doesn't happen,
>are there any ways that this can be simulated in pov or are there any
>other ways around this?
You might be able to get the desired effect by messing with the right, up,
and direction vectors so they're not perpendicular. POV will give you
a warning, and will give you an error if you don't specify -UV on the
command line (or in the INI file) but it should still work. Something like
this:
camera {location 10*z right 4*x up 3*y direction y-.5*z}
is what I envision. Basically, you're saying the film plane is parallel
to the XY plane, but the camera is pointed slightly upward. It's like moving
the lens on an old-style view camera without moving the film plane.
--
#local R=<7084844682857967,0787982,826975826580>;#macro L(P)concat(#while(P)chr(
mod(P,100)),#local P=P/100;#end"")#end background{rgb 1}text{ttf L(R.x)L(R.y)0,0
translate<-.8,0,-1>}text{ttf L(R.x)L(R.z)0,0translate<-1.6,-.75,-1>}sphere{z/9e3
4/26/2001finish{reflection 1}}//ron.parker@povray.org My opinions, nobody else's
Post a reply to this message
|
![](/i/fill.gif) |