In order to do a camera projection I am using the uv texture node and changing the perspective type to projection through camera. I then assign a constant shader with the image that I want to project.
However, the projected image becomes distorted if the geometry has a low resolution. This occurs even on a simple grid and I can't quite understand why it happens.
Does anybody know what causes this and if the is a way around it without subdividing the geometry?
thanks a lot.
camera projection distortion
3545 3 2- jimbob8s
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- jacob clark
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Sorry for bringing back an old discussion but this caused me lots of headaches and I thought others might like to get the info.
For rendering we must use a shader that convert the P rest world space to NDC but even with this method it still has some artifact if the geometry is not very uniformly divided.
What I had to do to make it work is to force the “Rendering Engine” menu to “Raytracing” on the Mantra Rop.
François
For rendering we must use a shader that convert the P rest world space to NDC but even with this method it still has some artifact if the geometry is not very uniformly divided.
What I had to do to make it work is to force the “Rendering Engine” menu to “Raytracing” on the Mantra Rop.
François
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