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How do I force perspective of a subtree?
Posted: 12 Jul 2018, 00:08
by robertwinter
How can I force perspective of a subtree?
Here's a simple example. I have three rectangles that I have rotated slightly about the Y axis. Each rectangle is at a different location on the Y axis. As you can see, the perspective is based on the same view for all rectangles.
But I want each of the rectangles to have the perspective as the one in the center of the screen. Like below. (see next post)
How do I achieve this?
Re: How do I force perspective of a subtree?
Posted: 12 Jul 2018, 00:10
by robertwinter
Re: How do I force perspective of a subtree?
Posted: 12 Jul 2018, 10:33
by chriss0212
Hi Robert
i would say: if you need different views, you need different cameras. Each camera should have an offset in y.
Greetings
Christian
Re: How do I force perspective of a subtree?
Posted: 13 Jul 2018, 10:34
by lerou
Actually you need a different viewport transformation. Use the viewport node... oh, it's not V4 any more. V5. Ok. Well, use a different layer for each of the elements and then use the layer layout to shift the content (i.e. change the viewport transformation).
Let me guess: putting the content into different layers is not a feasable solution in your case?
Re: How do I force perspective of a subtree?
Posted: 13 Jul 2018, 11:38
by Dennis
Couldnt this be solved by using stencils?
Use Inkscape in the end to create a SVG, which is already correctly deofrmed?
or the least would be to misuse a 3d artist to create geometries...
reg
Arts
Dee

Re: How do I force perspective of a subtree?
Posted: 13 Jul 2018, 11:47
by lerou
I think his rectangles were just a means to illustrate what he is intending to do.
Re: How do I force perspective of a subtree?
Posted: 13 Jul 2018, 12:05
by Dennis
lerou wrote: ↑13 Jul 2018, 11:47
I think his rectangles were just a means to illustrate what he is intending to do.
Thanks for that...
another very useful way to create such rectangles without Inkscape or a 3dtool just inside of ventuz is:
Create a rectangle, add a material node, add a Vertex noise stage and adjust the XY Values for the Frequency and amount.. leaving the Z at 0.
Or just deform the Y values.
copy the stuff and you have exactly the same mesh and shape...
regArts
Dee
