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"Jaap" <jws### [at] yahoo com> wrote:
> i'll try to find some old code of mine.
copy-pate of the intersting parts:
// Render instructions:
// half:
// +w360 +h200 +a0.3 -j +kff100 +SF1 +EF99 +MB0 +UA +FN
// full:
// +w720 +h400 +a0.3 -j +kff100 +SF1 +EF99 +MB0 +UA +FN
// render settings:
// +w720 width (overwrites other size settings) (also set camera
width/height ratio if needed)
// +h400 height (overwrites other size settings) (also set camera
width/height ratio if needed)
// +a0.3 use sub-sampling when difference between pixels > 0.3
// -j disable pixel jitter
// +kff100 render a 100 frame animation
// +SF1 start with frame 1
// +EF99 last frame = 99
// +MB0 set bounding box threshold to 0. (see: explode.htm)
// +UA leaf sky transparent (black) in output image. (sky and clouds are
still used for radiosity!)
// ------------------------------------------------------------------------
// | CAMERA POSITION: |
// ------------------------------------------------------------------------
// PAN = camera field of view in degrees (smaller= zoom in, bigger = zoom
out)
// PdV = camera location
// PdA = camera "look at"
//#declare PAN=30; #declare PdV=<10000,-4000,250>; #declare PdA=<0,0,4900>;
// dichtbij
#declare camerPosSpline =
spline {
cubic_spline
-.25, <32000,-1000,250>
0.00, <32000,-1000,250> // camera starting point
0.50, <35000,-1000,250>
1.00, <35000,-15000,250> // camera end point
1.25, <35000,-15000,250>
}
#declare camerLookAtSpline =
spline {
cubic_spline
-.25, < 0,0,4500>
0.00, < 0,0,4600> // camera starting point
0.50, <500,0,4600>
1.00, < 0,0,5000> // camera end point
1.25, < 0,0,5100>
}
// get a point on the spline, depending in the "clock"
#declare PAN=30;
#declare PdV=camerPosSpline(clock);
#declare PdA=camerLookAtSpline(clock);
camera {
location PdV
//direction y*2.3
sky z
//up z
//right x*(4/3) // "normal" ratio
//right x // sqare vield of view.
right x*(720/400) // widescreen ratio
look_at PdA
angle PAN
}
// --- your code here. ---
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