Hi, Get an implicit cube. Link your camera's ink shader parameter to the visibility of the cube! Hide the cube in a partition when you don't want ink, have it visible when you do!
Cheers Lawrence On 6 Mar 2014, at 13:58, Francois Lord <[email protected]> wrote: > It seems you are right, Morten. You cannot change even the angle of the > camera with an override. > However, if you only want to change the lens shader, there is a parameter on > the pass to do this (last tab, last parameter down). You can append a camera > shader or you can override it entirely. > Does it do what you want? > > > On 06-Mar-14 05:41, Morten Bartholdy wrote: >> Life goes on and I have a quick question regarding camera overrrides. I have >> tried forwards and backwards now without succes - am I right in assuming I >> can't create a pass overrride on a camera? Camera does not want to be in a >> partition and so an override applied to the camera sticks there through all >> passes. Can someone confirm this, and is there perhaps a different way? >> >> My current workaround is to duplicate the camera and change the parameter >> (Ink Lens Shader) for the duplicate camera , which is not so elegant. >> >> >> Thanks. >> >> Morten >> >> >

