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 CAD / Ray-Tracing / 1154
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Subject: 
Re: Request for Comment on my L3P camera tutorial
Newsgroups: 
lugnet.cad.ray, lugnet.cad.dev.org.ldraw
Date: 
Wed, 30 Jan 2002 02:25:34 GMT
Viewed: 
999 times
  
In lugnet.cad.ray, Jeremy H. Sproat writes:
In lugnet.cad.ray, Don Heyse writes:
Wow, lots of good stuff in there!  I especially liked the way you
broke up the sky vector in the "How to roll the camera" section, and
the way the camera_range declaration really clears up what the PCT
values are doing.  Perhaps we should add those to ever growing list
of enhancement requests for l3p?  :^)

I shouldn't really second-guess Lars Hassing, but judging from a recent post
he might be doing just that.

http://news.lugnet.com/cad/dev/?n=6732

Yeah I guess he might, although I think the camera_range thing is a bit
easier to follow than redefining L3Location in terms of itself.  That
made my head spin until I worked it out on paper.  Perhaps if l3p
put a comment before these lines it might be easier to follow:

// Set the camera location.
#declare L3Location = <42.2688,-38.6915,-42.2688>;
// Set the lookat point.
#declare L3LookAt = <0.251318,-4.38439,-0.251318>; // Calculated (not -cla)
// Move the camera PCT percentage of the distance between it and L3LookAt.
#declare L3Location = L3Location + PCT/100.0*(L3Location-L3LookAt);

#if (STEREO = 0)
  location L3Location // No stereo so don't wiggle the camera.
#else
  // Move the camera by the amount needed to put L3LookAt at the origin
  // Rotate about vector <-0.353553,-0.866025,0.353553> by STEREO angle.
  // Then move the camera by the amount needed to put L3Lookat back.
  location L3LookAt + vaxis_rotate(L3Location-L3LookAt,
               <-0.353553,-0.866025,0.353553>, STEREO)
#end

Where's that <-0.353553,-0.866025,0.353553> vector come from anyways?
I suspect it's actually the true sky vector.  Perhaps this would work:

#declare L3Sky = <-0.353553,-0.866025,0.353553>
location L3LookAt + vaxis_rotate(L3Location-L3LookAt, L3Sky, STEREO)
sky L3Sky

Although that doesn't give us the nifty ROLL stuff from your tutorial.

My only suggestion for improvement would be to move the "How can I
re-create the extra stuff L3P puts in the location line?" section to
right after the "How to move the camera without generating a new POV
file" section.  I think it flows better that way.

I've been thinking on that, actually.  I initially put it in the back since
it's slightly more advanced than the other camera-moving stuff...is it?  Hmmm.

I don't think it's all that much more advanced.  Besides it's harder
for me to get thinking about the location line, only to be distracted by
the angle and the sky and all, so that by the time the article finishes
up on the location line I forgot what I already learned about it.  Better
to work one topic all the way to it's conclusion before changing the
subject.

Don



Message has 1 Reply:
  Re: Request for Comment on my L3P camera tutorial
 
(...) I'm not entirely sure. It's actually a line segment with an emplied endpoint of <0,0,0>. I tried to duplicate the math that went into that vector, got stumped (I think there's at least one more assumption that POVRay makes with vaxis_rotate() (...) (22 years ago, 30-Jan-02, to lugnet.cad.ray, lugnet.cad.dev.org.ldraw)

Message is in Reply To:
  Re: Request for Comment on my L3P camera tutorial
 
(...) I shouldn't really second-guess Lars Hassing, but judging from a recent post he might be doing just that. (URL)My only suggestion for improvement would be to move the "How can I (...) I've been thinking on that, actually. I initially put it in (...) (22 years ago, 30-Jan-02, to lugnet.cad.ray, lugnet.cad.dev.org.ldraw)

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