Camera Trigonometry
Here is a scribble for some camera trigonometry.
Keep in mind that if you have an image / image sequence that corresponds to the camera (i.e. match move), then the horizontal aperture and vertical aperture need to reflect the image aspect, otherwise your render won't match the scans.
Comments
well, is there any tutorial explaining how this can be used in practice? In Nuke
"((width/height)*haperture)/(haperture/vaperture)"
for X:
cam = nuke.toNode('Camera1')
axis = nuke.toNode('Axis1')
wm = axis['world_matrix'].valueAt(nuke.frame())
xform = nuke.math.Vecto r3(wm[3], wm[7], wm[11])
ret = nukescripts.sna p3d.projectPoin t(cam, xform).x
and Y:
cam = nuke.toNode('Camera1')
axis = nuke.toNode('Axis1')
wm = axis['world_matrix'].valueAt(nuke.frame())
xform = nuke.math.Vecto r3(wm[3], wm[7], wm[11])
ret = nukescripts.sna p3d.projectPoin t(cam, xform).y
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