I have a basic material to calculate the WPO based on the pixel distance.X from the camera.
But it seems to only work on the one side, if the pixelPos.X > cameraPos.X.
If the pixelPos.X < cameraPos.X, then there is no offset at all…
???
I have a basic material to calculate the WPO based on the pixel distance.X from the camera.
But it seems to only work on the one side, if the pixelPos.X > cameraPos.X.
If the pixelPos.X < cameraPos.X, then there is no offset at all…
???
Power node, it squares everything
So, for example, for the cameraPos.X = 0 and pixelPos.X = 2, the offset = 2^2 = 4.
For the camera Pos.X = 0 and pixelPos.X = -2, the offset = (-2)^2 = 4 (is expected to be).
So the plane should be bent on the left and the right side of the X-axis, but it isn’t.
Apparently, for the pixels positions < camera positions the offset is 0.
Why is that?
But is the camera at 0 here?
Would a distance node work better there? ( instead of subtraction ).
yes, Distance(AWP, CP) gives you that equidistant, circular boundary you would expect, otherwise other maths can be skewed in their result.
Run your distance gradients on CustomUVs.
Oh, where did that go?
I’ve found on a number of occasions that ‘distance’ works where a subtract should have…
undeleted the post
Yes, I have NO idea why that works, did you try distance?
No, I haven’t.
But using the sign node essentially gives me the distance to the pixel from the camera along X-axis and it is always a positive value and this solves the problem.
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