So perspective is a thing and now that I want to try out do some animation with moving camera and thus changing perspective, I need to know how everything else is moving.
So I made this thingy that is easy to move around perspective.sifz (2.4 KB)
EDIT
Problem: can’t really copy it from one project to another, it breaks and duplicate layer doesn’t work. Why can’t things just work for once?
Solution: Remove transformation layers and redo them
perspective > radiance - delete rotation add new one in same place
rotation > amount > right click > convert > scale > connect to Index 2; link = 10
perspective > floor - delete translate add new one in same place
right click > convert > composite; y-axis > convert > add; link = -0,2
scalar > convert > power; base > connect Index 1; power = 4
Also in “radiance” group duplicate layer should go to 36,0 instead 72,0 (so it doesn’t make loop twice)
I had stupid idea how I want scene to play out so I made over complicated change of perspective
The red line is horizon, green line is where wall will be. I was going for “turning your head and looking up at the same time” and I think it looks pretty good
And here’s how it looks outside of camera view, as “camera” is looking up the horizon gets flattened and both points of perspective are moving alongside it.
Took me some time to figure it out because when I copied radiance group, that was linked to horizon spline, and then changed shape of horizon spline the copied group didn’t follow changed path.
I wonder if it’s actually being useful or it’s just waste of time and I could’ve just eyeball how objects are gonna move without those perspective lines
Alright I discovered quite significant thing. When doing 1 point perspective and you just wanna move 1 point perspective to pan camera the vertices that are on border of view shall not move.
What do I mean, I have here 4 reference lined: 2 yellow and 2 green, the only parts of those lines that are moving are the vertices that are at horizon level (red) and I have 4 vertices on black line on bottom
It might require a little experimenting, for example how putting those bottom vertices below camera view affect animation