Can someone give me a sanity check on what to expect with the SphericalTransform node? I'm doing something I *think* should work fine, but isn't.
Imagine we want to take projectors and project onto the ceiling, walls and floor of a room. Pretend our room is a cube, and we can get the projectors into position such that their 90 deg FOV maps perfectly to walls, ceiling and floor. Our approach has been to render a vray 360 cube and crop it 6x (or just render individual cameras) , run those through SphericalTransform nodes to break out the -x, +x etc and then pipe those into a separated cube mesh to "check our work" as it were. We enter values (-90, 180, etc) in the output rotation fields to spin the -x to the LEFT etc. All good so far, and things look correct. The sides are all in their correct places. The trouble comes when we want to rotate that cubic SphericalTransform to spin the content on the surface of our cube mesh. It seems like we should be able to rotate the output rotation values and have the imagery spin on the "walls". We expression tied the output rotations together (we also tried the input rotations) so we could "spin" all 6 together. It "works" in the sense that the imagery spins, but the imagery gets all split up. It feels like maybe a rotation order thing, or we just doing something fundamentally wrong. We *should* be able to do this, right? Gary Jaeger // Core Studio 249 Princeton Avenue Half Moon Bay, CA 94019 650 728 7060 http://corestudio.com
_______________________________________________ Nuke-users mailing list [email protected], http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
