Camera remapping and alternate render view

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Camera remapping and alternate render view

Postby cjd360 » 11 Mar 2016, 20:20

Looking for some insight on how camera outputs are prioritized.

I am trying to match a setup I have in C4D that consists of 3 cameras
- Cam1 that views my 3d scene
- Cam2 that matches same perspective and then perspective projected onto a 2D plane.
- Cam3 That renders a perpendicular top down view point of the camera remapped object.

I have gotten half way there in Ventuz and am able to remap my 3D scene onto a 2D plane which seems to be working properly.

See attached scene I am working on.

The goal is to use this so that I can project onto a flat plane with a projector and then update the perspective viewpoint for a live moving camera. Ultimately will have 3d camera tracking attached.

Any insight to getting this to work would be extremely appreciated. Perhaps there is another way to do this. I'm relatively new to Ventuz so be kind...

Thanks!
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TextureRemap12.vza
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Re: Camrea rempaing and alternate render view

Postby Dennis » 15 Mar 2016, 11:08

Hope this helps a bit

Enjoy
Dee

:ugeek:
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Re: Camrea rempaing and alternate render view

Postby cjd360 » 15 Mar 2016, 15:31

Thanks Dennis,

This was helpful and saw this in an earlier Archive Forum post... but did not solve the challenge.

It appears that if I have a camera in my master scene (which is needed to do the camera remapping) It will not use the camera data in the new scene with the Scene Port.

I attached another photo of the end result I am trying to achieve. This is a "top down" perspective of the pre-camera mapped texture which would be set to the desired viewpoint that would update based on broadcast camera location.

Thoughts?
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PerspectiveRemap.JPG
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Re: Camrea rempaing and alternate render view

Postby cjd360 » 15 Mar 2016, 21:07

Also... Open to looking at this in V5 as it seems there is more camera control here!
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Re: Camrea rempaing and alternate render view

Postby ErikB » 01 May 2016, 23:09

Hey CJ,

did you get this answered?

-E
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