The point (0,0,0), converted from Camera Space to World Space using a Vector Transform node, is the location of the camera in World Space.
If you subtract the object's World Space location from that, you get the WS vector from the object to the camera.
We're only interested in the direction of that vector, not its length, so we can Normalize that, and use ...
One way to approach this is to use the 1x1 plane centered at the origin as a guide (as you've already done visually here), and to programmatically fit the parameters of the orthographic camera to just-barely contain that plane. Assuming no shape keys or other complications to the vertex data are present, and that you have the reference 1x1 plane chosen as ...
If you have a camera in the scene, and you use and of the commands that align your view with a camera's view, then the 'nudge' mode numpad keys (2, 4, and 8) are "locked out". To be able to resume using them you can use numpad 0 as a toggle.
In 2.93 and later you can enable the 3D Navigation built in add-on
This adds the 3D Navigation tab to the ...
You mentioned doing it with multiple renders. This can be optimized beyond what you imagined (but still requires 3 images, in 2 separate renders, for every frame).
The first thing we'll do is set up an AOV. For our video monitor, we'll output UV in this AOV. For everything else, we'll output RGB 0,0,1.0. This will let us distinguish between the screen ...
Turning off border rendering (render region blender 2.8) in Rendering -> Properties -> Output properties
fixed it for me.
I recall playing with menus and the hypothesis is that I checked it somewhere along the way to cause that problem in the first place.
Note: it is a solution with picture for border rendering not supported issue which I encountered ...
Nothing is broken, here, this is an intended design.
Camera view allows you to zoom in or out without permanently moving the camera object so you can close in on details or inspect the scene without exiting camera view.
This allows you to keep your carefully crafted camera position, possibly even animated, while zooming in on a specific detail of your shot ...
you can check "lock to object" and choose your camera.
Then press "toggle to camera view"
so that you are looking through your camera.
Then parent your reference image to the camera and by this you will always the your referenced image as you want.
Finally made it work. Mistakes that I made on the way.
As Gordon Brinkman mentioned in the comments Cycles engine renders HDRI texture out of the box. Meanwhile, any scene sets Eevee engine as the default one. After switching to Cycles I was able to see my HDRI texture.
As it was mentioned by Gorgious, even setting the engine to Cycles the light seemed too ...
I have been searching for help about this for a long time. The answer would be "not using follow path", use "keyframe on camera transform" instead. Path is a set of points with no direction, while you need a 6 DOF description of camera motion.
Here's some Python scripts. Assuming you have camera pose in translation + quaternion format.
If you're using Cycles, this setup (Is Camera Ray output from the Light Path node plugged into the factor of a Mix Shader) applied to the skybox cube will make the material appear shadeless while not illuminating the scene.
so you need to go into Output Properties
and just change Resolution X (as marked in the screenshot) to a higher value
(or you can also change the Resolution Y to a lower value)
to scale down the camera on the Z-axis.
I hope this helped you.