jasoncartiver Posted October 26, 2010 Share Posted October 26, 2010 Hi guys! I like to ask if anyone knows how to set the overscan in Houdini like how maya does it? Or the terminology in Houdini might be different. Basically its to see thru the camera but see more of it through overscan. Any help rendered would be greatly appreciated! Thank you! Jason Quote Link to comment Share on other sites More sharing options...
clown Posted October 26, 2010 Share Posted October 26, 2010 (edited) If i get what you are talking about, then you probably want the "aperture" parameter in the cameras view settings. If that isn't what you were looking for, try focal length or screen window size Edited October 26, 2010 by clown Quote Link to comment Share on other sites More sharing options...
hopbin9 Posted October 27, 2010 Share Posted October 27, 2010 Overscan Math I think you have to write an expression in the camera parameters to do overscan. It's not a feature that I can find in Houdini. Maybe the above math will help? Quote Link to comment Share on other sites More sharing options...
brianburke Posted October 31, 2010 Share Posted October 31, 2010 houdini actually makes this really easy with the 'screen window size' parameter on the camera. if you modify this parameter and scale the resolution the same amount you get a correctly overscaned render. here's an example that uses an 'overscan' parameter slider on the camera to concurrently scale the resolution and the screen window size. gl dude -b overscan_example.hip 3 Quote Link to comment Share on other sites More sharing options...
thekenny Posted November 3, 2010 Share Posted November 3, 2010 Thank goodness... i thought i was crazy but i remember the window size parameter... and miss it terribly in Maya... I cannot understand why it isn't as easy. I just haven't had time to go and do the same test... (silly stereo work). thanks brian! -k houdini actually makes this really easy with the 'screen window size' parameter on the camera. if you modify this parameter and scale the resolution the same amount you get a correctly overscaned render. here's an example that uses an 'overscan' parameter slider on the camera to concurrently scale the resolution and the screen window size. gl dude -b Quote Link to comment Share on other sites More sharing options...
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