You probably have two different settings for your view port clipping and your rendering camera clipping.
To check the one in your view port (in Blender 2.8+): press
N , select View and you have Clip Start and Clip
To check the one used by your camera select the camera object, go to
green Object Data Properties and in the panel Lens.
By default, they ...
An alternative way, as I'm afraid using constraints will involve unwanted rotations.
Use the camera, the watch and an empty.
At the begining place these objects without any rotation. The empty at the camera origin and the watch at the center of the camera.
Parent the empty to the camera and parent the watch to the empty and below it
Then go in camera ...
d1 is the distance to the object viewed by the camera with a focal length f1
d2 is the wanted distance when the focal length is f2
d1 / f1 = d2 / f2
d2 = f2 * d1 / f1
If you want to focus on an object, you need to drive the camera on its local Z axis considering this distance shift. So we need to get the distance at the starting point ...
It seems that you are looking for a channel which describes the angle of a surface with respect to the camera view. This is achieved by the Layer Weight and Fesnel nodes, found in the Input node category. The mixing can be controlled using the facing or IOR values of the Layer Weight and Fresnel nodes as well as a Color Ramp or Map Range node further ...
The "real" cause of the issue, is the subdivision modifier:
As the subdivision levels does not match in viewport and render, the cloth cash is not valid when rendering.
Turn the *render subdivision levels" to 1 and that will be ok.
I found out how to use an equirectangular image as a projected texture for projection mapping type scenarios. Maybe it's helpful to someone else, so i'll share it here.
Render an equirectangular panorama of the scene. This needs cycles and the camera set to panoramic instead of perspective.
Save the rendered image.
go to the thing you want to project on, go ...
Blue background is not just a paper that is blue. It basically means that the scene is filled with blue light thus your object seems blue.
You can set a transparent background from Render Properties panel under Film from the Transparent checkbox.
Answer here relates wiki link in title to produce the matrix based on camera data.
How can I get the camera's projection matrix?
What is blender's camera projection matrix model?
3x4 camera matrix from blender camera
Blender by default uses mostly 4x4 matrices to transform 3d vectors. https://en.wikipedia.org/wiki/...
It looks like everything is working as correctly to me.
Your original viewport view isn't centered. It may look like that to you because the cube is near the center of your monitor, but it's actually down and to the right of the actual viewport itself.
To center your view on an object (or any number of selected objects), press "." on your numpad, ...