Thank you for sharing the fisheye.orbx to experiment.mojave wrote:Hi guys,
I'm posting a sample scene setup using a hemisphere geometry to render a fisheye camera using the baking camera functionality and the "Revert baking" option.
I hope it helps
To better understand
- what exactly the geometry hemisphere is doing
- and how we actually control that Backed Camera position
I tried to create a test scene with actual geometry using basic primitives.
Test Scene setup:
use the provided hemisphere with the inverted baked camera to look at a test scene with actual geometry.
Therefore I tried to create a simple test scene with a
- 100m ground plane
- cone 1m
- cube 1m
- display plane 3m
- sphere 1m
The test scene viewed from the "Default Camera" in the OcDS plugin viewport.
Test Scene imported in OR standalone
I exported the test scene from OcDS to OR standalone and imported the provided fisheye.orbx to the scene as well.
A placement node was used to move the primitives test scene 2m back and 1.5m down so the cone and the ground plane do not intersect with the hemisphere .obj of the fisheye.orbx
The provided hemisphere .obj of the fisheye.orbx seems to be similar like a sphere cut in half.
To make it appear in a perspective view of the test scene I colored it blue and toggled camera visibility on.
Feel free to download the merged test scene to experiment:
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Test scene viewed trough the provided fisheye hemisphere:
This is what you get with the default settings with baking camera reverted activated:
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Baking Postion:
It seems by default the geometry that is intended to be used as camera needs to be located at the origin of the scene (x,y,z / 0,0,0).
This is where the hemisphere.obj is located.
We can adjust the X, Y, Z values of the baking position.
If you switch the Baking Position off you get this:
If you switch backface culling on you get this:
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Tests with other geometry at origin
After all that I am still not sure if I understand exactly what the "reverted" baking camera does.
It seems to use the geometry at the origin (x,y,z / 0,0,0). to determine how the scene is looked at.
When I hook up my test scene directly with the baking camera the cone is in the origin postion.
I assume the geometry that is used as camera "lens" needs to have some kind of lens like attributes?
- open half sphere?
- normal direction?
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Questions:
Can anyone provide scene examples or screenshots how Reverted Baking is used
1) with other geometry?
2) with Baking Position off
3) backface culling on?
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