POV-Ray : Newsgroups : povray.animations : Math Question : Re: Math Question Server Time
1 Jul 2024 02:18:33 EDT (-0400)
  Re: Math Question  
From: Jaap
Date: 13 Oct 2005 15:30:00
Message: <web.434eb5471fdfabe8a8399d8d0@news.povray.org>
"Jaap" <jws### [at] yahoocom> 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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