Houdini 20.0 Nodes Shader nodes

VR Lens shader node

Lens shader supporting VR image rendering.

Since 15.5

This lens shader enables the rendering of VR images. There are a range of projection formats offering stereoscopic output for different devices.

Inputs

Mode

Selects the layout of stereo pairs. Stereo outputs pairs side-by-side. Left Over/Right Under outputs pairs with left on top and right on bottom. Right Over/Left Under outputs pairs with right on top and left on bottom. Left Eye outputs only the left eye. Right Eye outputs only the right eye.

Projection

Selects the type of projection to use for stereo pairs. Latlong uses a spherical projection. Perspective uses a standard perspective projection. Cube Map - NVIDIA uses a cube format like the 'NVIDIA Texture Tools' utility. Cube Map - 3×2 uses a stacked cube format.

Preserve Aspect Ratio

Toggling this parameter will keep the camera’s image aspect ratio the same independent of the Projection type.

Merge Mode

The type of correction to apply at the poles of the projection. None disables correction. Linear blends the correction between Merge Angle and the poles. Smooth blends the correction using a smooth curve between Merge Angle and the poles.

Merge Angle

The angle (in degrees) from the poles beyond which correction is applied.

Field Of View

When Projection is set to Perspective this controls the field of view of the camera.

Near Clipping

When Projection is set to Perspective this controls the near clipping plane of the camera.

Far Clipping

When Projection is set to Perspective this controls the far clipping plane of the camera.

Distortion

When Projection is set to Perspective this controls the distortion of the lens. Positive values result in a “barrel” distortion effect. Negative values result in a “pin-cushion” distortion effect.

Cubic Distortion

When Projection is set to Perspective this controls the cubic coefficient of the lens distortion.

Eye Separation

Determines the distance between left and right eyes, or “interpupillary distance” (IPD), of the viewer. This should be set according to the scale of your scene. The default value is set based on average human metrics in meters.

Eye To Neck Distance

Determines the distance from the eyes to the neck of the viewer. The camera will be offset in Y along this distance, and if rotated will pivot from the base of the neck, not the eye-nodal point. This should be set according to the scale of your scene. The default value is set based on average human metrics in meters.

Shader nodes