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Subject: 
Re: Free-Form Camera Positioning with MLCAD, L3P, and POV-RAY
Newsgroups: 
lugnet.cad.ray, lugnet.cad.mlcad
Date: 
Sat, 16 Dec 2000 05:57:30 GMT
Viewed: 
5317 times
  
I've never tried to use camera options until now, but I think we can enhance
that if we have a camera-file (like the light.dat) which L3P counts in. This
way it's easy to define the camera - position and orientation ...

Regarding the description from the MLCad point of view it looks fine.

Michael
--
================================
Ing Michael Lachmann
Individual software development
Tel.: +43 676 406 86 95
e-mail: michael.lachmann@lm-software.com
http: www.lm-software.com

Brad Hamilton <bhamilto1@home.com> schrieb in im Newsbeitrag:
G5L8sw.2Mp@lugnet.com...
> Hi,
> 
> This is a little write-up I did on free-form positioning of the camera. • It
> is taken from several posts by myself and others on LUGNET.  Tim Courtney
> has asked for new material for www.ldraw.org focusing on MLCAD, L3P and
> POV-RAY, so I offered to write up a little blurb on camera positioning.
> I'll incorporate people's ideas for about a week and then send Tim the • final
> copy.
> 
> If you could comment on any errors (content, spelling, or grammar), I'd
> really appreciate it.  Any additional suggestions would be great as well. • I
> realize that there are other methods for camera positioning, but I felt • that
> this one was simple and powerful.
> 
> thanks
> 
> 
> 
> 
> Free-Form Camera Positioning with MLCAD, L3P, and POV-RAY
> 
> One of the hardest issues to grasp when starting out with MLCAD, L3P, and
> POV-RAY is figuring out how to position the camera to get the desired • shots.
> Various techniques exist for camera positioning, but this article seeks to
> discuss one of the easiest and most powerful.
> 
> Background
> MLCAD describes 3D points using three different coordinates: (x,y,z).  If
> you are looking at the front of a model, the X axis defines how far a • point
> is to the left or right.  The Y access defines how high a point is (i.e.
> up/down).  The Z access defines how far the point is away from the viewer
> (i.e. in and out). L3P converts these coordinates into a somewhat • different
> system used by POV-RAY.  The nice thing is that the reader need not
> understand the POV-RAY system to position the camera.
> 
> Finding a Point in MLCAD
> A key to this technique is to locate the position of the camera and the
> position of the "subject.'  The subject is a point at which you want the
> camera to point or "look at."
> 
> To locate a point, load up the desired model in MLCAD.  Typically, the
> upper-left view shows the front.  If it is set to something else, reset it
> to show the front.  The lower-left view should show the model from above.
> Make sure this view is set to show the model from above..
> 
> Now, move the cursor onto the upper-left view and position it where you
> would like the camera to be.  At the lower-left of the application window
> (in the status bar), MLCAD displays the coordinates of that point.  You • can
> only register two of the coordinates in any one view.  Notice how the
> coordinates change as you move the cursor.  Write down the X and Y
> coordinates based on the cursor position.
> 
> Next, move the cursor onto the lower-left view, again where you want the
> camera.  This is necessary to get the third coordinate.  When you've found
> the spot, write down the Z coordinate.
> 
> Repeat this process to find a second point at which you want the camera to
> look.  Often, the center of the model is an ideal spot.
> 
> Keep MLCAD running while completing the rest of the process, as the
> procedure can be repeated to find different camera locations.
> 
> L3P
> The L3P utility is used to generate a POV-RAY file from the MLCAD output.
> Although L3P supports some camera positioning options, this technique • doesn'
> t use them.  Just generate a POV-RAY file for your model using the default
> options.
> 
> Using the Point in POV-RAY
> Load up the POV-RAY file.  Scroll down to the bottom of the text
> representation of the file. Near the bottom, you will see something like • the
> following:
> 
> // Camera (Latitude,Longitude,Radius = 0,180,0)
> camera {
>  #declare PCT = 0; // Percentage further away
>  #declare STEREO = 0; // Normal view
>  file://#declare STEREO =  degrees(atan2(1,12))/2; // Left view
>  file://#declare STEREO = -degrees(atan2(1,12))/2; // Right view
>  location vaxis_rotate(<80,-600,-1400> + PCT/100.0*<0,0,3106>,
>                        <0,-9.64724e+006,0>,STEREO)
>  sky      -y
>  right    -4/3*x
>  look_at  <300,-150,0>
>  angle    40
>  rotate   <0,1e-5,0> // Prevent gap between adjecent quads
>  file://orthographic
> }
> 
> It's not really necessary to understand the specifics of what this does.
> You just need to plug in the appropriate values in the correct locations.
> 
> Put the three camera coordinates found earlier into the
> ".vaxis_rotate(<X,Y,Z>.." construct.
> 
> Put the three coordinates where you want the camera to point into the
> "look_at<X,Y,Z>" construct.
> 
> Now, save the file and do a test run.  The procedure can be repeated over
> and over to refine the shot or to create new ones.  It is not necessary to
> re-run the model through L3P each time.  Just change the coordinates in • the
> final POV-RAY file and re-run.
> 
> Camera Lens
> It is possible to simulate just about any camera lens. The zoom of the • lens
> is controlled by the "angle" construct (see above).  L3P generates a
> standard view with this set to about 64.  A telephoto lens (close-up shot)
> is simulated by a value of about 40.  A wide-angle shot is simulated by a
> value of 100.  Setting this to about 120 provides a super-wide-angle shot
> with some "fish-eye" effect.
> 
> Doing a Photo Shoot
> When doing many shots, it is often nice to save the camera positions. • This
> is useful because you may want to enhance the model and then re-run the • same
> series of shots.  To do this, copy the above snippet from the POV-RAY file
> into a text file using notepad, Word, or any other editor.  You can • comment
> your shot by adding a line prior to it that starts with "//" • (slash-slash).
> Then, when you want to re-run the shot, just copy the text from the text
> file and replace that text block in the POV-RAY file.
> 
> 
> 



Message has 1 Reply:
  Re: Free-Form Camera Positioning with MLCAD, L3P, and POV-RAY
 
Yes - It would be great to have a camera file. We would need a "lookat" file as well. Thanks again Michael for such an excellent piece of software. I have to say that (besides LEGO), its one of the best toys I've ever had! Brad Michael Lachmann (...) (26 years ago, 16-Dec-00, to lugnet.cad.ray, lugnet.cad.mlcad)

Message is in Reply To:
  Free-Form Camera Positioning with MLCAD, L3P, and POV-RAY
 
Hi, This is a little write-up I did on free-form positioning of the camera. It is taken from several posts by myself and others on LUGNET. Tim Courtney has asked for new material for www.ldraw.org focusing on MLCAD, L3P and POV-RAY, so I offered to (...) (26 years ago, 15-Dec-00, to lugnet.cad.ray, lugnet.cad.mlcad)

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