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

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