match camera with Vue
#1
Posted 09 January 2012 - 11:50 AM
It still doesn't look right. The two images are slightly off, like the perspective is a little different between the two. Has anyone run into a problem like this? What other things do I need to match? As far as I can tell I've got the correct position, orientation, and focal length.
#2
Posted 09 January 2012 - 02:10 PM
#3
Posted 12 January 2012 - 07:29 PM
#4
Posted 12 January 2012 - 07:40 PM
jim c, on 12 January 2012 - 07:29 PM, said:
Could it be a units thing? like going from cm -> m or soemthing?
Because what the world needs is people who have come alive.”
--Howard Thurman
#5
Posted 12 January 2012 - 07:42 PM
The pos and orientation seem to be OK. The problem is somewhere in the camera settings I think.
#6
Posted 12 January 2012 - 07:57 PM
jim c, on 12 January 2012 - 07:42 PM, said:
hmmm, how are you doing this by eye in the viewport?
Because what the world needs is people who have come alive.”
--Howard Thurman
#7
Posted 12 January 2012 - 08:59 PM
jim c, on 09 January 2012 - 11:50 AM, said:
Are you missing out on matching the Aperture width ? Its the dimension of image sensor, area of exposed film if you are working with physical cameras.
I don't know what its called in vue but often termed as film gate, film back etc.
#8
Posted 13 January 2012 - 03:32 AM
My blog
#9
Posted 13 January 2012 - 07:44 AM
One of the issues I stressed to the folks from Vue since Vue is a procedurally driven package some sort of reader/writer system for Houdini should be fairly straight forward.
This would be a great project and I wish I had time to work it.
Hope this helps....
#10
Posted 17 January 2012 - 10:14 AM
vectorblur, on 12 January 2012 - 08:59 PM, said:
I don't know what its called in vue but often termed as film gate, film back etc.
Possibly - I thought I had tried to look for stuff to match, but it's possible I missed this or misunderstood what I needed to map from Vue to Houdini or vice-versa.
#11
Posted 17 January 2012 - 10:16 AM
Chris3D, on 13 January 2012 - 07:44 AM, said:
Hope this helps....
#12
Posted 19 May 2012 - 01:54 PM
Vue has a set of FOV angles one for both vertical and horizontal. Houdini uses an aperture width, which I assumed, given the way it's laid out in the documentation diagram, to be horizontal. So with the help of a little trig (oh my rusty, rusty brain, I resorted to a web page to look this stupid stuff up, I'm such a little girl), we can take the following from Vue and convert to houdini.
tan( Vue Camera Horz FOV Angle / 2.0) * Vue Cam Focal Length = Houdini Aperture Width / 2
So the default cam in Vue:
tan( 54.4/2.0) * 35mm = 17.9875
Double this, and you get 35.975, that's you're Houdini Aperture value. Match the focal lengths (i.e. set to 35 mm). Match the output size and you're good to go. Don't forget to match aspect ratio.
Now the objects:
Default settings in Vue use Z for up, so to go from Vue to Houdini
z = Y
X = X
y = -Z
Rotation is slightly more fun
From Vue to H
Take a null , rotate it 90 on X
Parent the light (or whatever) to the null.
Vue Pitch = rx + 180
Vue Roll = ry
Vue Yaw = rz
I made a sample scene of a default cube in vue (6 X 6 X 6), default cam and light settings. Duped in Houdini.
After rendering both images and then comping them to check, it looked really damn close. Everything including shadows seemed to lined up. Can anyone tell me if this makes any sense or if I've made some completely idiotic assumption?
Edited by jim c, 19 May 2012 - 01:55 PM.
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