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Front vs. Active Camera, when using Particular?

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Dan North
Front vs. Active Camera, when using Particular?
on Sep 12, 2019 at 2:30:36 pm

I'm doing a projection mapping, where I'm having a foreground, midground and background on 3 different surfaces.
I have them all in the same comp, since light will move between the layers, shadows etc.
In Front view I get a perfect "straight on view".
My obscuration in particular however, seems to cause some trouble.
I have made a light emitter animating 360 degrees around an object with a null.
When I place this comp into my front comp and use rastarize to get the inserted comp to interact with the light in the main comp, the obscuration doesn't work.
Is there a way around this?
I need a "straight on camera" in order to be able to have the foreground, middleground and background and its element aligned the correct places.

Any direction would be much appreciated.

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Walter Soyka
Re: Front vs. Active Camera, when using Particular?
on Sep 16, 2019 at 6:33:07 pm

You can't actually render the Front perspective; although you can see it in the viewer, you can only render the Active Camera view.

You might try building a camera that emulates the Front camera as closely as possible. Put the camera in the center of the viewport, push it very far away, and then zoom in to compensate. The further away the camera is and the longer the zoom is, the closer the camera will approach a no-perspective orthographic view like Front.

Walter Soyka
Designer & Mad Scientist at Keen Live [link]
Motion Graphics, Widescreen Events, Presentation Design, and Consulting
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