Camera projection in R26 with latest Octane

Maxon Cinema 4D (Export script developed by abstrax, Integrated Plugin developed by aoktar)

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cahaldallett
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Hi,

Camera mapping in the latest octane on R26 doesn't seem to work? Anyone got any idea if this is a bug or if there's been a change to how it's implemented? Just opened up an older file (not very old) and the projection in the viewport looks correct, but it's totally busted when rendered.

Thanks.
Win 10 64 | Geforce GTX 1080 x 2 | i7 6850k | 64GB | Octane 3 for C4D
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aoktar
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What's latest Octane? 2021.1.5-R4 or 2022.1-XB2? Did you try to rebuild a setup for it? You can be sure there's a really problem or not without asking it!
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dermotfaloon
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aoktar wrote:What's latest Octane? 2021.1.5-R4 or 2022.1-XB2? Did you try to rebuild a setup for it? You can be sure there's a really problem or not without asking it!
Hi Aoktar, I have looked at this issue too - here is a test file that shows the issue. Tried both builds above. https://we.tl/t-rqxOEX5Mdp
Its not using any of octane projection nodes on the material- just passing thru C4Ds camera. It used to work and replicate the C4D viewport exactly but now doesnt. Not sure why as its so simple.
It is possible to use the material nodes and set up cam projection and transform node and fiddle around to get something similar but is not easy at all to get a similar result.
Any advice or help greatly appreciated.
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aoktar
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I can't understand what's wrong here. Could you please show your expected results?
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dermotfaloon
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Here is a pic of the old render (which matched C4D) and the way the same file looks now (viewport).
Thanks
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projection issue.png
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aoktar
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I'm checking it...
With old build we was using an emulation system by converting cameramapping to uvmapping by some internal functions. It had some handicaps like distorted results or usage limitations. Then I've added accurate and native way to do this by Octane Projection nodes. But convert function seems like that doesn't support camera FOV. Your camera has different numbers on FOV than default values. This is making that projected image seems different. You can see how I'm right by switching to default FOV. I'm looking for a formula to convert FOV to scale factor.
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