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Re: Understanding x, y, z, zoom, and focus interaction.

by Gregory Sogorka :: Rate this Message:

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If this is the fact, I am interested to know what unit is used to
measure focal length.  For instance, you state that a focus value of
28 is a fisheye lens when is terms of miillimeters a 10-15mm lens is a
fisheye lens.  How do mm values of real lens translate in the
papervision world ?

G

On 11/3/07, o renken <renkster@...> wrote:

> hm... focus is the focal length of the camera-lens. think about an objective
> for a normal camera. around 28 youve got a fisheye-lens. around 155 youve
> got a tele-objective (its the german name for it, i dont know in english) .
> as smaller the angle, as wider the field-of-view, the visible area you will
> se throught your lens. as smaller the angle, as more perspective.
> use more than one cube and try
> focus=100
> focus=5000 or more (gets close to isometric displaying)
>
> and the zoom makes the things look bigger. think again at the ordinary
> digital-camera. the most of them has zoom.
>
> maybe this may help you a little bit... ?
>
> olee
>
> 2007/11/2, Gregory Sogorka <blackberryoctopus@...>:
> >
> > I am trying to wrap my head around the relevance and interaction of
> > these values.  So it seems to me there are a number of values
> > affecting a Camera3D object which when insulated I think I understand.
> > But when these values begin to interact with dimension passed to
> > constructors such as cubes my understanding becomes a bit hazy.
> >
> >
> >
> > Let me be a bit more descriptive:
> >
> > 1. I have a cube that I am creating with constant dimensions 100x100x100
> >
> > :::: new Cube ( _ml, 100, 100, 100 )
> >
> > 2. I have read through the classes for the Camera3D object and think I
> > understand the differences between zoom and focus. As the class
> > states, the zoom is the scale at which the 3D objects are rendered;
> > and the focus is the closest a camera can be to any object.
> >
> >
> > Now I have run some tests and rendered the cube and measured it
> > dimensions with a pixel ruler tool from Art Directors Toolkit.
> >
> > constants throughout my experiment were:
> >
> > camera3d.x = 0;
> > camera3d.y = 0;
> > camera3d.zoom = 2; ( as set by the constructor )
> > camera3d.focus = 100; ( as set by the constructor );
> >
> >
> >
> >
> >
> >
> > with those constant values I altered the z value of the camera3d
> > object and measured the width of the resulting cube:
> >
> > z = 50 width = 200;
> > z = 75 width = 165;
> > z= 100 width = 142;
> > z = 125 width = 125;
> > z = 150 width = 112;
> > z = 175 width = 100;
> >
> >
> > So my question is  why does the z of 175 result in the actual pixel
> > width sent to the cube constructor being rendered on teh screen.  I am
> > looking for some sort of pattern in the changes but  cant seem to
> > grasp it. Could anyone help me out with some illumination to this
> > simple concept and the broader picture of how all these values
> > interact with one another ? or point me to a tutorial that maps these
> > things out clearly.
> >
> >
> > All the best.
> > G
> >
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> > Papervision3D@...
> >
> http://osflash.org/mailman/listinfo/papervision3d_osflash.org
> >
>
>
>
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