Nodes · 3D
Project3D
3Dv1app
Overview
Camera projection - the matte-painting workhorse: throws an image from a Camera3D onto target geometry (a subdivided Card, a mesh). Freeze the camera on one frame to patch; move the render camera and the projection sticks to the surface.
How to
How-to
- Name the
cameraand thetargets(a subdivided Card, a mesh);fileis the image, or a 2D node's name. - Freeze the camera on the projection frame for a matte painting; the image lands on the geometry.
Inputs
| Input | What it takes |
|---|---|
| in | the image this node works on |
| img | the image mapped onto this card |
Outputs
| Output | Type |
|---|---|
| out | Scene |
Parameters
| Parameter | Type | Default | What it does |
|---|---|---|---|
| targets | Text | ** | Which prims receive the projection - globs, ** = everything upstream. |
| camera | Text | The NAME of the Camera3D that throws the image. | |
| file | Text | The projected image: a file path, or a 2D node's name for a live branch. | |
| disabled | Bool | false | Bypass: the node passes its first input through untouched (D in the graph). The knobs keep their values for when it comes back. |
| label | Text | A note shown under the node in the graph — what this node is FOR. Never affects the render or the cache. | |
| hide_input | Bool | false | Draw the node without its input wire — a tidy graph for a node whose source is obvious (a Dot, a viewer tap). |
See also
- The 3D system — How to put geometry, cameras and volumes in the comp — without becoming a 3D application.