You can enter the distortion data per loaded 'clip' in the 'Track' panel of Movie Clip Editor (N) and use a Movie Distortion node in the Compositor to distort your image based on the values:
I'd suggest go to the 'Compositing' workspace, enable 'Use Nodes', switch the editor type of the 'Timeline' to 'Movie Clip Editor', load any arbitrary image with the ...
There's no need to look through a camera to make it active.
Simply click the green camera icon and go View > Align View > Align Active camera to view.
The shortcut Ctrl + Numpad 0 automatically looks through active camera, which isn't what you want here.
The operator does not poll in 'CAMERA' view.
Conveniently when using an operator that relies on another, can use the others poll method as our own.
The button will now be disabled when the operator does not poll, and avoid the error above. The operator is also disabled in the Align View menu
Button disabled in Camera Perspective View
This is perhaps a ...
In case anyone needs a full working example, here is a minimal code snippet which casts rays from the camera into the scene.
from mathutils import Vector, Quaternion
import numpy as np
# objects to consider
obj = bpy.data.objects['suzanne']
background = bpy.data.objects['plane']
targets = [background, obj]
# camera object which ...
I want to thank you for this question because I learned something in researching the answer.
Things have changed. Here's how you can do this easily in 2.8.
There is a backface culling option when in Edit Mode from the Viewport Shading Menu pulldown, BUT this is NOT what you want. Leave it alone. :)
THere is another backface culling option in the Materials ...
TLDR; create a camera with the settings you need and duplicate it when you need a new camera, so you'll have the right setting already there.
LONGER ANSWER AND PROCESS:
You can create a template .blend file where you have a set of cameras with the configuration you want to use (the same for objects).
Set this blend file as the default one (FILE > DEFAULT >...
The 2nd image is in orthographic view instead of perspective view.
You can change it to perspective view simply via clicking the grid icon like button
If you are not sure what orthographic and perspective views are you can read about it here
What are the differences between Orthographic and Perspective views?
I think it's a problem of contrasts, you need to either:
Push up the black levels of your planet
Or decrease the medium values of your background so that the 2 elements work together.
Also, maybe it's weird that some fresnel comes on the edge of the planet that faces the darkest side of space, try to rotate it (not sure about that but it may work on the ...
If you mean how can I change the position of the camera while animating another object then you can simply select the camera and move it around inset key frame and step some key frames and repeat.
I hope this helps you.
Yes, you can make the armature match the position of a bezier curve with a spline IK constraint. Setting it up is a lot like making an IK constraint but with a couple extra steps.
1) Setup your bones. It looks like you have done that already, though be warned: since it is an IK constraint it works from the tip of the hierarchy towards the Root, not the ...
After creating the keyframes for the camera position, you need to open the camera properties, open the Motion Paths section, and click the "Calculate" button.
Then your camera will move as you want! Enjoy.
You can render a depth buffer of your scene into a bpy.types.Image / OpenGL texture and sample it later on for depth data. I think this approach will be more effective than raycasting to each (!!!) pixel.
This can be done this way:
Example 1: Rendering to Image. Only good for visualizing depth as this way we loose actual depth value due to linearization ...