Hey gang! I have encountered a very very strange issue. I might have lost my mind but it does not make sense to me.
I am trying something where i create geometry in the camera frustum and it should be PERFECTLY fitting into it. Imagine a plane in the camera frustum at a certain depth kinda deal. So i create the geo and its all going fine. Here is the catch... if i make the plane fit perfectly in the 3D viewport aka in the camera gizmo it does not render fitting the camera. When i create the geometry i use the camera data like the horizontal and vertical aperture and focal length. So that works perfectly and in the 3d viewer it looks awesome... but it renders stretched in Y ? i changed the code so i am only using the horizontal data and re using it for the vertical. Now my geometry looks stretched in the 3d viewer but renders perfectly. I have a toggle for that now but i am wondering what is going on. Should a point that is perfectly fitting in the 3D frustum not be rendered exactly there?! Why does the scanline render node seemingly disregard the vertical aperture?! Basically its not possible to be sure that something in the frustum ( as displayed by nuke ) is actually rendered?! Or at least not knowing you have to use horizontal for vertical data? I looked into some foundry nodes and for example the deep to points node has the same issue. It does it according to my findings. It looks wrong on the 3D viewport ( stretched in the vertical direction ) but renders fine. What is going on here? It makes it very hard to for example use nukes 3d space to relight in deep... as the 3d position in the 3D viewer and in the rendered camera space is not consistent. here is a scene that describes my issue. I have a camera with a comically huge horizontal aperture. Eye matched a card to be snug in the camera frustum..in the 3d space... and it renders disregarding all that. WHY? Thanks for enlightening me! JO set cut_paste_input [stack 0] version 9.0 v1 Camera2 { inputs 0 translate {0 0 10} haperture 100 vaperture 20 name Camera1 selected true xpos -210 ypos -114 } Constant { inputs 0 color 1 name Constant1 selected true xpos 161 ypos -195 } Card2 { scaling {20 5.29 1} control_points {3 3 3 6 1 {-0.5 -0.5 0} 0 {0.1666666865 0 0} 0 {0 0 0} 0 {0 0.1666666865 0} 0 {0 0 0} 0 {0 0 0} 1 {0 -0.5 0} 0 {0.1666666716 0 0} 0 {-0.1666666716 0 0} 0 {0 0.1666666865 0} 0 {0 0 0} 0 {0.5 0 0} 1 {0.5 -0.5 0} 0 {0 0 0} 0 {-0.1666666865 0 0} 0 {0 0.1666666865 0} 0 {0 0 0} 0 {1 0 0} 1 {-0.5 0 0} 0 {0.1666666865 0 0} 0 {0 0 0} 0 {0 0.1666666716 0} 0 {0 -0.1666666716 0} 0 {0 0.5 0} 1 {0 0 0} 0 {0.1666666716 0 0} 0 {-0.1666666716 0 0} 0 {0 0.1666666716 0} 0 {0 -0.1666666716 0} 0 {0.5 0.5 0} 1 {0.5 0 0} 0 {0 0 0} 0 {-0.1666666865 0 0} 0 {0 0.1666666716 0} 0 {0 -0.1666666716 0} 0 {1 0.5 0} 1 {-0.5 0.5 0} 0 {0.1666666865 0 0} 0 {0 0 0} 0 {0 0 0} 0 {0 -0.1666666865 0} 0 {0 1 0} 1 {0 0.5 0} 0 {0.1666666716 0 0} 0 {-0.1666666716 0 0} 0 {0 0 0} 0 {0 -0.1666666865 0} 0 {0.5 1 0} 1 {0.5 0.5 0} 0 {0 0 0} 0 {-0.1666666865 0 0} 0 {0 0 0} 0 {0 -0.1666666865 0} 0 {1 1 0} } name Card1 selected true xpos 161 ypos -94 } push $cut_paste_input Reformat { name Reformat1 selected true xpos 8 ypos -163 } ScanlineRender { inputs 3 conservative_shader_sampling false motion_vectors_type distance name ScanlineRender1 selected true xpos 17 ypos -94 }
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