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  • {{#indexentry:keyword, camera}} <p>The camera definition describes the position, projection type and
    50 KB (8,005 words) - 20:51, 2 July 2021

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  • {{#indexentry:keyword, camera}} <p>The camera definition describes the position, projection type and
    50 KB (8,005 words) - 20:51, 2 July 2021
  • :::1.2.1.3 [[Documentation:Tutorial Section 2#Adding a Camera|Adding a Camera]] ::1.2.6 [[Documentation:Tutorial Section 2.2#Using the Camera|Using the Camera]]
    89 KB (9,046 words) - 08:15, 17 June 2021
  • :* [[Reference:Camera|Camera]] ::* [[Reference:Camera#Placing the Camera|Placing the Camera]]
    33 KB (3,799 words) - 08:11, 17 June 2021
  • <p>First, we have to tell POV-Ray where our camera is and where it is looking. To do this, we use 3D coordinates. The usual co ...ordinate system and rotations. See the detailed description in [[Reference:Camera#Handedness|:Handedness|handedness]] for more information.</p>
    31 KB (5,079 words) - 14:03, 16 December 2016
  • ...ss="Question">How do I make a visible light source? or: Although I put the camera just in front of my light source, I can't see anything. What am I doing wro <p class="Question">How do I move the camera in a circular path while looking at the origin?</p>
    63 KB (10,871 words) - 12:16, 3 January 2012
  • <code>[[Reference:Camera#Placing the Camera|:angle|angle]]</code><br> <code>[[Reference:Camera#Focal Blur|:aperture|aperture]]</code><br>
    44 KB (6,152 words) - 11:29, 2 October 2018
  • of a camera also described in the text file. Ray-tracing is not a fast and enter our eyes (or perhaps a camera). However, most of the rays never reach
    38 KB (5,895 words) - 20:53, 2 July 2021
  • camera { camera {
    54 KB (8,887 words) - 10:13, 29 September 2020
  • ...place objects and textures right in front of the camera. When you move the camera, the objects placed with screen.inc will follow the movement and stay in th ...default camera definition for you when it is included. All aspects of the camera can than be changed, by invoking the appropriate 'Set_Camera_...' macros in
    3 KB (621 words) - 19:08, 15 March 2012
  • ...ck is to leave the scene with a very dim lighting while the shutter of the camera is open and right at the end, ie. just before the shutter closes, light the ...is means that, for example, if you are moving a flashlight in front of the camera (and using this trick), the handle will have a very dim trace behind it but
    26 KB (4,552 words) - 01:24, 28 April 2010
  • ===Using the Camera=== {{#indexentry:Camera, using the}}
    33 KB (5,190 words) - 17:41, 10 February 2020
  • camera { camera {
    67 KB (10,475 words) - 15:22, 9 June 2021
  • ...them seem almost personal with each other, and then you can mess with the camera angle some more to better get your emotion across. ===Camera Angle===
    7 KB (1,285 words) - 07:35, 12 December 2007
  • camera { camera {
    36 KB (5,508 words) - 14:09, 16 December 2016
  • <p>The problem is that the camera is set to an aspect ratio of 4/3, while the <p>You can set the aspect ratio with the 'right' keyword in the camera block.
    27 KB (4,754 words) - 15:50, 17 October 2009
  • ...threads then start rendering the same frame again, optionally changing the camera first, if clockless animation is enabled. </p> ...urns out to be popular enough, we might investigate the possibility of the camera selection being keyed by elapsed time rather than frame count. This would a
    18 KB (2,989 words) - 13:09, 4 July 2017
  • the y-direction, and we wanted everything to face toward the camera we confusing. Here is a simple example. We use our standard includes, camera and
    36 KB (5,495 words) - 14:23, 16 December 2016
  • ...r ODS image require an alpha version of POV-Ray, that support user_defined camera. Download from [https://github.com/POV-Ray/povray/releases/tag/v3.7.1-alpha camera {
    10 KB (1,389 words) - 20:55, 17 May 2016
  • ...e in neighboring tabs contextually depending on selected object (geometry, camera, light...) || Front/Camera Mapping
    42 KB (6,180 words) - 17:11, 5 August 2020
  • ...ure your camera code to make it compatible with "screen.inc". Here is some camera code I created for a test scene: ...very simple sample scene I created for this tutorial, using a perspective camera:
    11 KB (1,548 words) - 18:31, 28 May 2019
  • 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 &lt;14.9, 1, -8&gt; 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
  • ...Tips#Topic 1|How do I make a visible light source? or: Although I put the camera just in front of my light source, I can't see anything. What am I doing wro :<li>[[KB:Language Questions and Tips#Topic 3|How do I move the camera in a circular path while looking at the origin?]]</li>
    10 KB (1,714 words) - 02:33, 11 April 2021
  • <p>This section details settings, camera types, objects, and textures used in POV-Ray scene files. It is divided int <li>[[Reference:Camera|Camera]]</li>
    587 bytes (77 words) - 13:11, 8 August 2012
  • generally the same as the camera's up vector. All calculations done <p class="Note"><strong>Note:</strong> The fog feature will not work if the camera is inside a
    6 KB (972 words) - 19:27, 23 July 2012
  • [[Documentation:Tutorial Section 3.10#The Camera-setup|The Camera-setup]]</td>
    1 KB (197 words) - 14:28, 16 December 2016
  • atmospheric media. If you place a camera on the &quot;inside&quot; half of they have accidentally placed a camera inside a sphere or box but
    3 KB (577 words) - 18:09, 17 July 2012
  • // perspective (default) camera camera {
    14 KB (2,163 words) - 18:19, 10 February 2020
  • camera { right x*4 location &lt;0,1,-5&gt; look_at 0 angle 35 } ...m happens when the normal vector of the triangle is pointing away from the camera, then you guessed&nbsp;right.)</p>
    7 KB (1,213 words) - 18:28, 5 September 2009
  • ...extreme super-sampling possible. See the distribution file <code>~scenes/camera/mesh_camera/ess/README.txt</code> for additional information.</p>
    35 KB (5,804 words) - 13:21, 27 July 2020
  • // -- The bare necessities are here : Camera & light -- camera {
    1 KB (186 words) - 20:02, 13 May 2021
  • camera camera
    5 KB (823 words) - 18:07, 28 May 2019

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