Camera mapping at stand alone version ?
Forum rules
Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB
Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB
I would have the exact same question.
Is it possible to do a camera mapping with octane standalone ?
at the moment i can't find a way to connect the perspective projection to the camera transform info.
in C4D the perspective projection contain a slot to plug the camera use for projection.

I can't replicate that for the moment.
Thanks for your Lights !
Cheers
E
Is it possible to do a camera mapping with octane standalone ?
at the moment i can't find a way to connect the perspective projection to the camera transform info.
in C4D the perspective projection contain a slot to plug the camera use for projection.

I can't replicate that for the moment.
Thanks for your Lights !
Cheers
E
It looks that it 's not possible to connect a cam to the perspective projection with octane standalone.
It's only possible with a LUA script that query the xform + focal info of the viewing cam and copy them in the transform value of the perspective projection.
viewtopic.php?f=73&t=38160&hilit=camera+projection
It's only possible with a LUA script that query the xform + focal info of the viewing cam and copy them in the transform value of the perspective projection.
viewtopic.php?f=73&t=38160&hilit=camera+projection
if you need camera mapping from the current camera you can use this simple OSL projection :
viewtopic.php?f=21&t=65575
viewtopic.php?f=21&t=65575
Pascal ANDRE
Hi Calus ,
Many thanks for your OSL voodoo, it looks really great, and i find this far better to have OSL node in the graph instead of executing a script.
I would have one question concerning your camMap_geo script.
At the moment it looks that the script use the info store in the camera connected to the render target ?
So if i am correct this mean that if the camera is animated the projection will also move and follow the camera ?
I would need to be able to select a projection frame and then having the projection to not move with the camera but to stick at the chosen frame.
I think that it would be far better if the osl node could contain directly an input slot where we would be able to directly plug a camera .abc
In fact when doing camera mapping you often use multiple camera projection that you blend with an alpha mix to fill all the area of distorsion.
How would you proceed to achieve the following scenario in octane standalone ?
- i have Camera_Shot which is the animated camera of the shot that i want to plug in the rendertarget
- i have Camera_Proj_A which is a static camera that i want to use as a projector for a certain area of my camap
- i have Camera_Proj_B which is a static camera that i want to use as a projector for an other area of my camap
- i have Camera_Mixer which is a static camera that i want to use as a projector to project the alpha texture that i will use to blend the two projection in a mix_texture node
How would you achieve such scenario ?
The most logical imo would be to have
- natively an input slot in the perspective projection node to plug directly an abc / thin lens / obj cam
- OR in your OSL CamMap_Geo an input slot where you can plug directly an abc / thin lens / obj cam
Thus you are not restricted to one camera , but you can use as much projection as you want to fill all the area, this would be extremely useful for enviroment works and Matte painting.
Thansk again for your lights !
Cheers
E
Many thanks for your OSL voodoo, it looks really great, and i find this far better to have OSL node in the graph instead of executing a script.
I would have one question concerning your camMap_geo script.
At the moment it looks that the script use the info store in the camera connected to the render target ?
So if i am correct this mean that if the camera is animated the projection will also move and follow the camera ?
I would need to be able to select a projection frame and then having the projection to not move with the camera but to stick at the chosen frame.
I think that it would be far better if the osl node could contain directly an input slot where we would be able to directly plug a camera .abc
In fact when doing camera mapping you often use multiple camera projection that you blend with an alpha mix to fill all the area of distorsion.
How would you proceed to achieve the following scenario in octane standalone ?
- i have Camera_Shot which is the animated camera of the shot that i want to plug in the rendertarget
- i have Camera_Proj_A which is a static camera that i want to use as a projector for a certain area of my camap
- i have Camera_Proj_B which is a static camera that i want to use as a projector for an other area of my camap
- i have Camera_Mixer which is a static camera that i want to use as a projector to project the alpha texture that i will use to blend the two projection in a mix_texture node
How would you achieve such scenario ?
The most logical imo would be to have
- natively an input slot in the perspective projection node to plug directly an abc / thin lens / obj cam
- OR in your OSL CamMap_Geo an input slot where you can plug directly an abc / thin lens / obj cam
Thus you are not restricted to one camera , but you can use as much projection as you want to fill all the area, this would be extremely useful for enviroment works and Matte painting.
Thansk again for your lights !
Cheers
E
Correct, Indeed we can get infos about only the current rendering camera in Octane OSL shaders.fantome wrote: At the moment it looks that the script use the info store in the camera connected to the render target ?
So if i am correct this mean that if the camera is animated the projection will also move and follow the camera ?
These OSL shaders are usefull when you need to integrate 3D with a live shot for example.
The LUA script is perfect for your case I think because camera matrix is copied only once at the frame you are and doesn't update later.fantome wrote: How would you proceed to achieve the following scenario in octane standalone ?
- i have Camera_Shot which is the animated camera of the shot that i want to plug in the rendertarget
- i have Camera_Proj_A which is a static camera that i want to use as a projector for a certain area of my camap
- i have Camera_Proj_B which is a static camera that i want to use as a projector for an other area of my camap
- i have Camera_Mixer which is a static camera that i want to use as a projector to project the alpha texture that i will use to blend the two projection in a mix_texture node
How would you achieve such scenario ?
Pascal ANDRE
