How to make stereo pairs like this:
One can do by executing the command:
But first we need to setup POV-Ray scripts.
Setup the Left camera by foloowing "render_left.pov" script:
#declare WIDTH = 846;
#declare HEIGHT = 600;
#declare EYESEP = -0.2;
camera {
location <EYESEP/2,0,-3>
up y
right WIDTH*x/HEIGHT
angle 62.932538
sky <0,1,0>
look_at <EYESEP/2,0,0>
}
#include "geometry.pov"
Setup the Right camera by foloowing "render_right.pov" script:
#declare WIDTH = 846;
#declare HEIGHT = 600;
#declare EYESEP = 0.2;
camera {
location <EYESEP/2,0,-3>
up y
right WIDTH*x/HEIGHT
angle 62.932538
sky <0,1,0>
look_at <EYESEP/2,0,0>
}
#include "geometry.pov"
Setup the "geometry.pov" by foloowing script:
#include "colors.inc"
#include "textures.inc"
#include "metals.inc"
#include "glass.inc"
global_settings { max_trace_level 90 }
light_source {
<0,5,0>
color rgb <1,1,1>
media_interaction off
media_attenuation off
}
light_source {
<5,5,0>
color rgb <1,1,1>
media_interaction off
media_attenuation off
}
#declare boxtexture = texture {
pigment {
rgbf 1
}
}
#declare col_map=color_map {
[0.0 rgb 0]
[0.3 rgb <0,0,1>]
[1.0 rgb 2]
}
#declare Container_T= texture {
pigment {rgbt <1,1,1,1>}
finish {ambient 0 diffuse 0}
}
#declare box_map=color_map{
[0.0 rgb 0.0]
[0.1 rgb <0.2,0.2,0.3>]
[0.2 rgb <0.3,0.3,0.5>*1]
[0.22 rgb <0.5,0,0>*2]
[0.3 rgb <0.5,0.5,0.1>*2]
[0.7 rgb <1,1,0.0>]
[1.0 rgb 100]
}
#declare boxinterior = interior {
media {
intervals 500
samples 1,500
emission 20
scattering { 1,<1,0,0> }
density {
density_file df3 "GASsm.df3"
color_map {box_map }
}
}
}
#declare box_pigo=pigment {
gradient x
color_map{box_map }
}
#declare Container_T= texture {
pigment {rgbt <1,1,1,1>}
finish {ambient 0 diffuse 0}
}
#declare copper = texture {
pigment { P_Copper5 }
finish { F_MetalC }
}
#declare sphereradius = 0.05;
#declare silver = texture {
pigment { P_Silver3 }
finish { F_MetalC }
}
#declare cylinderradius = 0.02;
#declare blueglass = texture {
finish { F_Glass4 }
pigment { color rgbf <0.4, 0.4, 0.7, 0.5> }
}
#declare bbox =silver
union{
box {
<0,0,0>, 1
hollow
texture {Container_T}
interior {
boxinterior
}
translate <-0.5,-0.5,-0.5>
}
union{
sphere { <-0.51,-0.51,-0.51>, sphereradius }
sphere { <0.51,-0.51,-0.51>, sphereradius }
sphere { <-0.51,0.51,-0.51>, sphereradius }
sphere { <-0.51,-0.51,0.51>, sphereradius }
sphere { <0.51,0.51,0.51>, sphereradius }
sphere { <-0.51,0.51,0.51>, sphereradius }
sphere { <0.51,-0.51,0.51>, sphereradius }
sphere { <0.51,0.51,-0.51>, sphereradius }
texture { copper}
}
union{
cylinder { <-0.51,-0.51,-0.51>, < 0.51,-0.51,-0.51>, cylinderradius texture {bbox} }
cylinder { <-0.51,-0.51,-0.51>, <-0.51, 0.51,-0.51>, cylinderradius texture {bbox} }
cylinder { <-0.51,-0.51,-0.51>, <-0.51,-0.51, 0.51>, cylinderradius texture {bbox} }
cylinder { <0.51,0.51,0.51>, <-0.51, 0.51, 0.51>, cylinderradius texture {bbox} }
cylinder { <0.51,0.51,0.51>, < 0.51,-0.51, 0.51>, cylinderradius texture {bbox} }
cylinder { <0.51,0.51,0.51>, < 0.51, 0.51,-0.51>, cylinderradius texture {bbox} }
cylinder { <-0.51,-0.51,0.51>, < 0.51,-0.51,0.51>, cylinderradius texture {bbox} }
cylinder { <-0.51,-0.51,0.51>, <-0.51, 0.51,0.51>, cylinderradius texture {bbox} }
cylinder { <0.51,0.51,-0.51>, < 0.51,-0.51,-0.51>, cylinderradius texture {bbox} }
cylinder { <0.51,0.51,-0.51>, <-0.51, 0.51,-0.51>, cylinderradius texture {bbox} }
cylinder { <-0.51,0.51,-0.51>, <-0.51, 0.51,0.51>, cylinderradius texture {bbox} }
cylinder { < 0.5,-0.51,-0.51>, < 0.51,-0.51,0.51>, cylinderradius texture {bbox} }
}
}
And finally setup the "render_right.ini" by:
Input_File_Name=render_right.pov
Output_File_Name=Right.png
Output_File_Type=N
Width=800
Height=600
Antialias=on
Display=off
Quality=10