For what it's worth, here are the LDX camera settings for the scene so it is zoomed to fit at a similar angle, with a 35 degree vertical FOV, set up for a 16:9 aspect ratio output:
And here is the camera itself (angle is the only thing that should vary; I think I'll pull that out into a variable also, so the camera section is always the same, and the only thing that varies is the "Camera Settings" section):
Code:
// Camera settings
#declare LDXCameraLoc = < 13594.801758,-6095.160156,-15380.354492 >; // Camera Location vector
#declare LDXCameraLookAt = < -342.94620243551617022604,2271.64038036753117921762,-1442.60908459125130320899 >; // Camera look-at point vector
#declare LDXCameraSky = < -0.27628840440359375696,-0.92050493555211576613,0.276288583217460193 >; // Camera sky vector (<0,-1,0> will usually work for standard "up")
And here is the camera itself (angle is the only thing that should vary; I think I'll pull that out into a variable also, so the camera section is always the same, and the only thing that varies is the "Camera Settings" section):
Code:
// Camera
#ifndef (LDXSkipCamera)
camera {
#declare LDXCamAspect = image_width/image_height;
location LDXCameraLoc
sky LDXCameraSky
right LDXCamAspect * < -1,0,0 >
look_at LDXCameraLookAt
angle 58.54398
}
#end