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
>> 
>> 
> 

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