I mentioned last time that a big draw for me with POV-Ray is the ability to create three-dimensional scenes and move around them. Having lots of camera positions is part of that; I want to see my scene from multiple angles. (Moving about a 3D space was often a big part of what little interest I ever had in video games. I especially liked flying games.)
From the very beginning, knowing that POV has support for animation, I’ve wanted to take it to the next level and make 3D movies. Rather than frozen snapshots taken from a bunch of (hopefully) well-chosen points, I wanted a fluid movement through the space.
Today I thought I’d write about some tricks I use to do that.
I’ve been mentioning, and even writing about, POV-Ray for a while now. It and I go back quite a few years, and — as with may of my long-time hobbies — it’s something I’ll pick up and get really into for a while. Then, after some period, which varies considerably, I’ll exhaust my interest, and back it goes onto the shelf (which is not the same as onto the back burner).
This is the fourth or fifth time I’ve picked it up, but the first time I’ve really gotten into it. It’s been fun and very productive (all this retirement free time is awesome). I make no claim for being any good at creating mind-blowing scenes (but I’m working on it). I do, however, have a couple process tricks that have made my life easier, and I thought I’d share them.
This first one is about managing camera positions.