You've indicated a few details in your comments: you're using the perspective of the camera for your UV projector; you want to do this using only scriptable tools (no mouse strokes). For that, the linked answer you gave won't help you.
You need to make a mask for your projected image. As I indicated in comments, the easiest way to make this mask is just by ...
It depends on the Sensor Size of the camera
If you didn't scale your gizmo (object's scale = 1,1,1) you can se the formula:
Canvas distance = Focal Lenght / Sensor Size
Like all the objects you add to your scene, cameras have a default size of 1, measured on the X axis. You can clearly see that changing the focal lenght doesn't ...
In Preferences, search shortcuts by name and look in 3D View > 3D View (Global) > (scroll way down) View3D Walk Modal
It's odd that it doesn't appear in search results when typing "walk" or "jump".
The default jump key is V, but can of course be reassigned.
It may also be worth mentioning that once in the Walk Modal, Tab toggles ...
In user preferences, if you use "Emulate Numpad", it gives the regular 1-0 numbers the same functionality as the Numpad:
Of course, if you don't want to go to the trouble of remapping your keys, you can always just select it manually from the view menu:
Use Local Camera
Ther's a feature called Local Camera that allows you to specify a camera per viewport.
You can find it in the N bar under view. Just specify the camera for each viewport.
To enable the feature in 2.79 you must disable the lock local camera and layers toggle in the header (see cursor position below).
The accepted answer suffers from distorsion because it only ensures that the projection is correct at the vertices but not in the middle of faces, which is a problem for coarse meshes. Here is a shader that precisely does camera mapping with live update:
Usage: Use the Object output of the Texture Coordinates nodes with the object being set to the ...
As far as I know Blender works with a pinhole camera matrix. Where an image is created by a projection of the 3d coordinates into a 2d plane.
k1, k2 etc are radial distortion coefficients. Blender does not deal with tangential distortion.
For a deeper explanation refer to the following links:
You need to select the filter in your scene view window, and make sure that the camera is enabled. This allows you to make certain objects not render in the viewport.
If you have many different objects to turn off final render visibility on, select all objects you don't want to be rendered. Set the active object (yellow highlighted) in the scene ...
It's possible that you've got trackers tracking on frame 0, which you usually don't want. You can select all of the trackers on frame 1 with "A" and then clear before (the option is in the tracking dropdown).
I've attached the following picture to make it a bit clearer how to find this section (apologies for the messy, garish numbering). First, ...
Wide lenses tend to distort things a bit, it easier to make parallel lines point towards a vanishing point. Using longer lenses will help keeping parallel lines parallel. It is evident that the lens used in the original picture is longer than the one used for the reconstruction in blender.
But changing the lens is not the problem (that is very easy in ...
Ctrl+Numpad 0 sets an object as an active camera, but is not intended to change the point of view itself.
In order to view from the active camera, just press Numpad 0 or on the 3D Viewport's menu choose View> Viewpoint > Camera.
Or select View > Cameras > Active Camera
Incorrect perspective reconstruction
Your reconstructed camera in the blendfile has different orientation from the one used in the source image. Just look at the angle between the floor ad the camera's horizon: yours is totally parallel.
The narrow focal lenght of the camera is not helping either in hiding the little differences.
Here's my reconstruction in ...
This strange behavior is called gimbal lock. It is caused by the interdependency of the three rotation axes.
When the middle axis (Y in the case of XYZ rotation) is set to any value which results in a ±90° rotation, the first axis is aligned with the last. At this point, a change to the first or last axial rotation can only rotate around the last axis (Z in ...
The grease pencil strokes are aligned to the window in which you draw. Strokes will appear in a plane that is perpendicluar to the Z axis of the camera (or to whatever other view you want to draw in).
Here is an example that shows how to draw in camera view (press Numpad 0).
The distance to the camera, in which the grease pencil layer appears, is determined ...
I just had to reboot.
Things that might solve the problem:
this: Why is my camera pan not rendering
Adding a new camera to the scene.
Making sure you're not using a mesh as a camera (How can I make a camera the active one?)
PS: In order to work with the latest versions of Blender, the addon located at https://github.com/jomachim/Cycle-cameras needs to update its register and unregister functions to read:
after this it appears to work great in 2.91.
A single property
Think of a property layout akin to python's getattr If we want the value of foo.bar.foo it's getattr(foo.bar, "foo") never getattr(foo, "bar.foo")
Avoid using foo.bar["Foo"]
IMO get out of the habit of using, in this example
camera = bpy.data.objects['Camera']
which will fail (throw a KeyError) if there is no ...
you must use properties, please check the current API
please import all libraries you should need.
the class with the panel type and draw method allow create the UI.
in the draw method you should call the property.
Properties can be created in multiple places depending on the purpose. In this case I wrote it in the registry attached to the WindowsManager
Size and Focal Length
Do you mean the size and focal length?
If yes just make the focal length smaller number and\or make the size bigger number.
What is do? Is make the fov of view camera big.
Do you mean make the camera tall by the height or width and it is not changing by the x,y,z axis scale?
It is easy, you want to change the Embedded Player ...
You could try parenting an empty to your focus object, set with constraints to always point towards the camera, then have a second empty parented to the first, that moves along the local axis towards or away from the camera, and set your DoF focus to that empty instead. Then you can have the DoF moving along a line from your camera to the object you want ...
Have had the same issue for a while - not a GPU problem.
I am using mac _ not sure if this is relevant but I have just fixed it by going to the "view" settings of the N panel. I am guessing you have a pretty huge number for end clip plane. I reduced that number and the grid got fixed.
I think blender viewport gets confused when it tries to ...
in the inspector click icon of the filter or funnel
and enable the option that looks like a camera and the one that looks like a screen to the left of the camera
are there any objects with camera on but are hidden? or on in the camera but off with the screen?
alternatively is there a modifier that is different in the viewport vs render?