Yeah basically, it does just that. These are just new waters for me and if there's a way to do this without ICE, great, I'm just not familiar with what my options are. At least I have a working ICE solution.
-Tim

On 9/27/2013 11:13 AM, Ed Manning wrote:
Hey Tim --

Doesn't the position of the null == the "position in space where the ray from the camera intersects that surface" when you've snapped the null to the geo in the viewport?

This might be simpler although less cool than the ICE approach. You'd also easily be able to keyframe the null's position.


On Thu, Sep 26, 2013 at 5:15 PM, Tim Crowson <[email protected] <mailto:[email protected]>> wrote:

    But the distance I want is the distance between the camera and the
    closest point on an arbitrary geometric surface behind the target.
    Now maybe the easiest thing to do would be to snap the target to
    said surface and get that distance. But there again, I need to
    identify the position in space where the ray from the camera
    intersects that surface.

    -Tim


    On 9/26/2013 4:09 PM, Christian Freisleder wrote:
    Hey Tim,
    I would use a expression.
    open the exression editor-->Function-->Distance-->distance to camera
    the result would be something like
    ctr_dist_cam( null. )
    null. would be the object name you're using to mesure the distance.
    hope that helps
    christian

    On 26.09.2013 22 <tel:26.09.2013%2022>:58, Tim Crowson wrote:
    I'm trying to set up a camera rig that will let me use an item
    of some kind (null, curve...) to act as a kind of focal point
    that can be moved around the frame. Basically I want to have a
    control parented to the camera which I can move around the
    frame, and which can be used to create a vector between the
    camera and whatever surface is "behind" that focal control. I'd
    then get the distance between the camera and that point on the
    surface and pass that to my lens shader.

    I'm really a noob when it comes to ICE in general, so I'm
    wondering how best to do this. I suck with vectors...
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