Hey Gary,

If I'm understanding yo correctly, one way you could abstract out this
rotation to make it a bit more clear is to project the cubic environment
through a sixpack (cubic camera) setup and then you can just parent the
setup to an Axis to do the master rotation.

Check this nice tutorial Frank R did a while back for some pointers on a
latlong>cubic>projection workflow.

http://www.youtube.com/watch?v=Uq0kcUJ_XA8




On 26 March 2013 11:03, Gary Jaeger <[email protected]> wrote:

> 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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