Get non-render camera render pixels
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 21/04/2009 at 03:07, xxxxxxxx wrote:
In what context do you want to get the pixels, in a shader, post effect etc.?
cheers,
Matthias -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 21/04/2009 at 06:13, xxxxxxxx wrote:
Shader for sure.

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On 21/04/2009 at 23:48, xxxxxxxx wrote:
Quote: Originally posted by c4dJack on 17 April 2009
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> * * *
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> Oh, I always wanted to do the same thing! The CamShader
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> * * *guess how an old plugin of mine is called

I didn't finish it though...i took a camera (or an other object) and spawned new rays from those coordinates
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On 22/04/2009 at 09:11, xxxxxxxx wrote:
Why didn't you finish it? Would you be willing to share your code?

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On 22/04/2009 at 09:11, xxxxxxxx wrote:
yeah, that would be really cool...
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 23/04/2009 at 00:06, xxxxxxxx wrote:
I didn't have the time to finish it, and wasn't able to reproduce the focal options of the camera at that time. Here is a part of the code
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\> Vector CamShaderData::Output(PluginShader \*chn, ChannelData \*cd) \> { \> ... \> Ray ray; \> ray.p = LV(m.off); \> m.off = 0.0; \> Vector dest = Vector(cd->p.x-0.5, 0.5-cd->p.y, 1.0); \> dest = dest\*m; \> ray.v = LV(dest); \> \> SurfaceIntersection si; \> Vector v; \> if(cd->vd) \> v = cd->vd->TraceColorDirect(&ray;, MAXREAL, cd->vd->raydepth, cd->vd->raybits, 0, &si;); \> ... \> } \> -
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On 23/04/2009 at 07:24, xxxxxxxx wrote:
That is very close to the direction my code was going but the result was always black. In my case though, I was trying to get the camera 'rays' so that the camera options would be already considered. If your code works, that'll be a step in the correct direction.

Thanks,
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On 23/04/2009 at 11:27, xxxxxxxx wrote:
I also notice that this is very close to Per Anders' solution for a camera shader but it was restricted to the active render camera. Were you ever able to work this with *any* camera? That's the main problem for me.
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On 23/04/2009 at 12:56, xxxxxxxx wrote:
Okay. That works basically - you should have mentioned that Matrix m = cam->GetMg() but that makes sense.

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On 23/04/2009 at 23:33, xxxxxxxx wrote:
ah, yes m is the Camera Matrix, but in my code it doesn't have to be a camera it may be any object.