Camera Scale
2544 7 0- jparker
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- jason_iversen
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I'd imagine any camera scaling would affect all renderers in different, subtle and sometimes not-so-subtle ways. I'm not aware of any comprehensive standard for it, myself. I would just say, as always, JUST DON'T DO IT!
Edited by jason_iversen - Nov. 25, 2020 15:11:41
Jason Iversen, Technology Supervisor & FX Pipeline/R+D Lead @ Weta FX
also, http://www.odforce.net [www.odforce.net]
also, http://www.odforce.net [www.odforce.net]
- jparker
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It was nice of Mantra to do that, yes Renders have all sorts of sampling biases, variances and thresholds that are based on different spaces that you may or may not expect a scaled camera to affect, that I would do whatever it takes to apply a camera ‘harness’ and keep it at identity as much as possible.
Jason Iversen, Technology Supervisor & FX Pipeline/R+D Lead @ Weta FX
also, http://www.odforce.net [www.odforce.net]
also, http://www.odforce.net [www.odforce.net]
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- xilofoton
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- xilofoton
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I was wrong, it doesn't work in LOPs, just in geo/SOPs… but now:
Light and Camera LOPs now have a “Guide Scale” parameter which controls the size of the guide geometry for these primitives in the viewport. The default value for these parameters sets the value to the inverse of the meters per unit value of the stage, producing a consistent real-world size for these primitives. The camera LOP also has a parameter that can hide the camera from the viewport camera menu (in cases where the camera is for utility purposes, not meant for looking through).https://www.sidefx.com/changelog/?journal=&categories=&body=&version=18.5&build_0=417&build_1=417&show_versions=on&show_compatibility=on&items_per_page= [www.sidefx.com]
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