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Re: Camera projection problem
Posted: Mon Oct 22, 2018 12:52 pm
by noisyboyuk
aoktar wrote:noisyboyuk wrote:Well I'm even more confused now after looking at the Camera Projection example scene. In the values are totally different. I can't seem to work out the precise formula to get the projection to work accurately every time without having to manually dial in scale values and eyeball it.
Any advice would be amazing

Test and compared the both of C4D's camera mapping and Octane's perspective projection methods. These values are giving exactly same outputs.
I seem to be getting very different results for some reason. The project I'm working on is under NDA, do you mind if I message you privately so I can send you screen shots without them being public?
Thanks.
Re: Camera projection problem
Posted: Mon Oct 22, 2018 1:11 pm
by aoktar
It depends to output ratio. But send me, I'll try to check.
Re: Camera projection problem
Posted: Mon Oct 22, 2018 4:14 pm
by niestudio
This is a setup I've been using for a while to calculate exactly what Ahmet pointed out.
It still needs some work to be more user friendly, but it works for me.
If any xpresso gurus want to add to it, feel free. Ideally camera and render settings would only be loaded in the main attributes panel.
Re: Camera projection problem
Posted: Mon Oct 22, 2018 5:38 pm
by noisyboyuk
niestudio wrote:This is a setup I've been using for a while to calculate exactly what Ahmet pointed out.
It still needs some work to be more user friendly, but it works for me.
If any xpresso gurus want to add to it, feel free. Ideally camera and render settings would only be loaded in the main attributes panel.
Thanks for this dude.
I'd love it if there was a simple preset within the project node (like with the other projection methods) that just instantly gives you full a full screen projection like with C4D's own setup. My worry is that if I don't do this for a while in Cinema, I'll come back to it and totally forget how this was set up or that I used this XPresso set-up to get it working. Next thing you know it's back down the back of the internet again to try and work out how I had it working before (I literally had this all worked out last year but it's so complicated I had just forgotten how to set it up).
Also, I'll be honest, I still don't fully understand the logic behind the math. I can see the "how" I just don't understand the "why".
Also, do you mind me asking why the render settings need to be dragged into the field in the attributes manager? I can see it's taking the film aspect ratio for the division but I was just curious as to why it needs to be dragged in there manually?
Great work anyway dude and thanks a million for this - it's super useful!
Thanks

Re: Camera projection problem
Posted: Mon Oct 22, 2018 5:42 pm
by aoktar
Camera_mapping is simply like projecting a texture to screen. So It's fixing width of image to screen's left and right borders and adjusting the height from what ratio you give.
Re: Camera projection problem
Posted: Mon Oct 22, 2018 6:25 pm
by noisyboyuk
aoktar wrote:Camera_mapping is simply like projecting a texture to screen. So It's fixing width of image to screen's left and right borders and adjusting the height from what ratio you give.
Hi mate.
Might it be possible to add a more intuitive way of setting this up in Octane which doesn't require people to do math to get it working at all?
Cheers

Re: Camera projection problem
Posted: Mon Oct 22, 2018 7:14 pm
by aoktar
noisyboyuk wrote:aoktar wrote:Camera_mapping is simply like projecting a texture to screen. So It's fixing width of image to screen's left and right borders and adjusting the height from what ratio you give.
Hi mate.
Might it be possible to add a more intuitive way of setting this up in Octane which doesn't require people to do math to get it working at all?
Cheers

To be honest it's like a pain to do atm. Currently C4D camera mapping is supported by plugin as I describe on my previous message. But due uv-mapping method it's giving iteration problems on low res polygons. Another way is to implement similar method what you do with Octane perspective projection. But it will require a special type handling in material management. I'll think for that but not on first priority.