The Houdini VR camera is translated to the native Arnold 5 vr_camera. An input is provided on the Camera Output VOP to optionally connect a merge shader.  You can find a description of common parameters on the cameras page. Additional attributes are described below.

 

Top Merge Mode 

These parameters define the merging function of the sky. Usually, a Cosine function (Cos) will be smoother and less prone to artifacts. Choose between None, Cosine or Shader. 

Top Merge Angle 

Defines the angle in degrees from where the merge starts to take effect in the sky. The nearer the angle to the pole (0º top or 180º bottom), the bigger stereoscopic effect you will see below it, but the most probable artifacts will appear at the poles.

Below you can see the difference between a start top angle from 0 to 80 using a cos merging function:

 

Bottom Merge Mode 

These parameters define the merging function of the floor. Usually, a Cosine function (Cos) will be smoother and less prone to artifacts. Choose between None, Cosine or Shader. 

Bottom Merge Angle 

Defines the angle in degrees from where the merge starts to take effect on the floor. The nearer the angle to the pole (0º at the bottom, 180º at the top), the bigger stereoscopic effect you will see below it, but the most probable artifacts will appear at the poles.

If the bottom_merge_angle is above the top_merge_angle, it will be clamped to the top_merge_angle.

Merge Shader

This is used when merge_mode is set to "shader." It can be used to improve control of smoothing the poles. For example, if you have to integrate 3D with real life footage from cameras that have a very specific pole merging. Without Merge Shader, you only have generic pole merging. Black in the shader, results in no merge at all and white is completely merged.

Example of a ramp shader used to smooth the poles

Workflow

Merging at the poles adjusted using a merge_shader with the camera_v coordinate as input to the ramp

 


  • No labels