Helping How do I make the cell phone be the reflection of the camera 2?camera.blend (476.0 KB)
The technique used to make a mini map is very similar to what you want:
Thank you anyway, I already have
I’m not sure if you still need it, but here you go anyway.
window_viewer.blend (746.3 KB)
Thanks for this clean, minimal example
I was curious and tried to expand it to multiple cameras, here is the result with a modified test scene:
multi_cam_viewer.blend (714.7 KB)
In includes the three camera targets with varying focal length:
And a camera, facing away from the targets
- The script is the same for all viewing planes
- The viewing camera is given as game property on the textured planes
- I wanted different focal lengths for the cameras, so I commented the replacement of the lens value, so that each cam keeps its field of view as in the viewport
- I had to make all textures and materials unique, otherwise the same view was shown on all viewing planes
However, I am a little confused, as one can easily introduce distortion in the textured plane. That’s why I choose the colored grids as test. From my observation, the following factors seem to be involved in creating distortion:
- [Width, Height] of UV unwrapping
- [Width, Height] / aspect ratio of the viewing plane
- [Width, Height] for internal/standalone render
- [Width, Height] cap size
- [Width, Height] of texture image
@cuervo1003: Do you have a procedure of achieving non-rectangular viewers systematically? For simplicity, I kept everything squared in my test. But I guess it breaks down when I change one or more of the above to non-squared.
- Does anyone know if postprocessing shaders (e.g. barrel distortion, Vignete) can be applied to the textures?
- Is it possible to have single cameras showing the scene in e.g. night vision mode/different material?
I’d like to expand the example with minimal solutions to the two above points.