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  • array) and for each one calculate the camera location (fixed to ====The Camera-setup====
    20 KB (3,262 words) - 08:21, 3 June 2011
  • camera { location <14.9, 1, -8> look_at -z angle 70 } ...ing time and memory use, but in a radiosity scene, also objects behind the camera can slow down the rendering process. See the section [[Reference:Radiosity#
    59 KB (8,732 words) - 14:31, 9 June 2021
  • (like a plane with a pigment on it) and a camera, nothing else.</p> camera { orthographic location -z*2 look_at 0 }
    34 KB (5,423 words) - 12:00, 1 July 2012
  • ::* [[Documentation:Tutorial Section 2#Adding a Camera|Adding a Camera]] :* [[Documentation:Tutorial Section 2.2#Using the Camera|Using the Camera]]
    22 KB (2,482 words) - 09:59, 26 June 2017
  • ...Cylindrical projection|:cylindrical|cylindrical]] camera. The orthographic camera uses parallel rays and thus you will only see a very small part of the sky
    4 KB (599 words) - 18:09, 17 July 2012
  • ==Animating the camera== ...count gravity, speed and acceleration, so you can adjust the 'roll' of the camera according to the current down direction.
    10 KB (1,610 words) - 10:24, 21 June 2008
  • camera{ camera{
    4 KB (578 words) - 21:41, 19 July 2009
  • The problem arises when the camera ray is inside any non-hollow object. In POV-Ray has to determine whether the camera is inside any object prior to
    23 KB (3,669 words) - 14:11, 16 November 2021
  • *You've forgotten to add a camera to your scene. *Your camera is pointing away from your scene.
    623 bytes (108 words) - 16:33, 26 July 2010
  • <p>Whenever you use the fog feature and the camera is inside a non-hollow either making sure the camera is outside these objects (using the <code>[[Reference:Inverse Object Modifi
    20 KB (3,019 words) - 17:04, 17 December 2016
  • workaround. The best bet is to slightly joggle the camera position <li>For example, if the camera is inside the
    24 KB (4,181 words) - 16:01, 23 June 2009
  • ...eloper 1993-, team leader 1999-, Windows version, SMP implementation, mesh camera, BSP bounding, too many other contributions to list here<!--</dd>---> <dd>Spherical camera, Media method 2, uv_mapping for bicubic_patch<!--</dd>--->
    52 KB (8,130 words) - 15:31, 9 June 2021
  • CAMERA | ...n [[Reference:Object|:Object|Objects]], section [[Reference:Camera|:Camera|Camera]], section [[Reference:Atmospheric Effects|:Atmospheric Effects|Atomospheri
    2 KB (313 words) - 23:26, 3 May 2016
  • camera { location -z*8 look_at 0 angle 35 } camera { location -z*12 look_at 0 angle 35 }
    23 KB (3,978 words) - 02:27, 11 April 2021
  • The simplest way to perform this in POVRay is to move the camera (and viewpoint) using the clock variable. ...0> look_at < clock - 0.5, 0, 0> }''' in your scene, which will move the camera by one unit between shots.
    4 KB (680 words) - 00:54, 28 April 2010
  • camera { location y*4-z*5 look_at 0 angle 35 } camera { location &lt;8,20,-10&gt;*.7 look_at x*.01 angle 35 }
    40 KB (6,285 words) - 14:20, 16 December 2016
  • <p>You could use these keywords to set the camera ratio (up and right vectors) correctly. The viewing angle of the camera covers the full width of the rendered image. The camera ratio will always
    33 KB (5,379 words) - 14:34, 9 June 2021
  • camera { camera {
    19 KB (3,034 words) - 14:24, 16 December 2016
  • scene but not visible to the camera (which confuse the auto-computation), or by <li>Moving the camera is <em>always</em> safe.</li>
    27 KB (4,555 words) - 18:30, 16 December 2016
  • camera { location -z*8 look_at 0 angle 35 } camera { location -z*12 look_at 0 angle 35 }
    22 KB (3,786 words) - 15:57, 23 June 2009

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