Jeff Lait
jlait
About Me
EXPERTISE
Developer
Connect
LOCATION
WEBSITE
Houdini Skills
Availability
Not Specified
My Badges
SideFX Staff
Since Jul 2005
My Tutorials
Recent Forum Posts
The Transform3D node's perspective view is weird. Oct. 10, 2026, 7:59 p.m.
I've submitted a bug about the revert-to-factory. Default screen window size is 1,1 in the camera cop itself.
Default ortho cameras (which a random layer will have if you've not done default canvas) have a screen window of 2. The transform COP just toggles the perspective, leaving all the other settings to their ortho-relevant defaults. So I'm really thinking we should never had that toggle...
Default ortho cameras (which a random layer will have if you've not done default canvas) have a screen window of 2. The transform COP just toggles the perspective, leaving all the other settings to their ortho-relevant defaults. So I'm really thinking we should never had that toggle...
The Transform3D node's perspective view is weird. Oct. 8, 2026, 11:09 a.m.
I think it is quite questionable that we added that "Perspective Camera" toggle at all, as it leads to this confusion...
The toggle merely changes the layer's camera to perspective. So if your layer was already a camera, it will do nothing. And, as you note, the focal length and aperture offsets will all just inherit whatever the incoming values were...
With H22 we have a Camera COP that lets you setup a camera directly in COPs without needing to import an Object Camera.
The workflow I'd suggest is:
a) Use transform3d with rasterize OFF to position your card properly in 3d.
b) Use rasterize layer to image your card onto a camera - the camera is the first input, the 3d positioned layer the second.
Project on Layer does the opposite of rasterize layer - it shines the 3d card onto your camera plate using the projection of the card.
An important thing to note is that every layer in Copernicus is a camera - they all have an idea of how to "project". By default they are orthogonal cameras.
The toggle merely changes the layer's camera to perspective. So if your layer was already a camera, it will do nothing. And, as you note, the focal length and aperture offsets will all just inherit whatever the incoming values were...
With H22 we have a Camera COP that lets you setup a camera directly in COPs without needing to import an Object Camera.
The workflow I'd suggest is:
a) Use transform3d with rasterize OFF to position your card properly in 3d.
b) Use rasterize layer to image your card onto a camera - the camera is the first input, the 3d positioned layer the second.
Project on Layer does the opposite of rasterize layer - it shines the 3d card onto your camera plate using the projection of the card.
An important thing to note is that every layer in Copernicus is a camera - they all have an idea of how to "project". By default they are orthogonal cameras.
[h22] Can't create copnet in /obj Oct. 7, 2026, 9:39 a.m.
This is intentional. A "copnet" at /obj causes confusion as it isn't a proper object, so can't be displayed. Also, lacking an enclosing SOP network, a lot of workflows that work in 3D get tripped up, necessitating moving it to /obj/geo1/copnet later anyways.
If you want a copnet that isn't living in a 3d space, you can create one in /img.
If, however, you really need the copnet in /obj, it is still there, just hidden. In a textport,
cd /obj
opadd copnet
will create one. You can create a tool macro to make it as well if this is a common workflow.
But I would like to hear more about why /obj/copnet is required for your workflow, vs /img/copnet or /obj/geo1/copnet.
If you want a copnet that isn't living in a 3d space, you can create one in /img.
If, however, you really need the copnet in /obj, it is still there, just hidden. In a textport,
cd /obj
opadd copnet
will create one. You can create a tool macro to make it as well if this is a common workflow.
But I would like to hear more about why /obj/copnet is required for your workflow, vs /img/copnet or /obj/geo1/copnet.