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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