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Blender represents locations in a scene by their coordinates. The coordinates of a location consist of three numbers that define its distance and direction from a fixed origin.

3 votes
Accepted

Blender Cycle's z-coordinate vs. camera-centered z-coordinate (orthogonal distance)

The aforementioned formula is the correct, only that Blender provides the depth at $(x+0.5, y+0.5)$ at pixel $(x, y)$. The general solution is $$z_c=\frac{fz_s}{\sqrt{f^2+((c_x-x)^2+(c_y-y)^2)d^2}}$ …
Scott Milner's user avatar
  • 4,513
5 votes
1 answer
458 views

Blender Cycle's z-coordinate vs. camera-centered z-coordinate (orthogonal distance)

the camera sensor (y_size [m] / y_size [px]) f [m]: focal length zs [m]: length of the 'sight ray' zc [m]: orthogonal distance to lense's plane (z-coordinate in camera centered coordinates
3 votes
2 answers
7k views

Camera View Coordinates and Z-depth values

In my understanding the z-coordinate of the camera's view looks at the observer, away from the image plane. This is consistent with the camera angles of (0, 0, 0) while the camera looks down and the c …