in the attached patch, there’s a simple scene, which i want to render from different views/perspectives. The confusion comes, when recombining those views, because the phong shading (in this case) is affected in a surprising way.
There’s ways to manually tweak this, but i’m curious if someone can explain the situation.
what if you use the crop-transform input of the renderer? you can use a scaling of 1 in your PerspectiveLookAtRect and scale it to 0.5 with your crop-transform?
the shading aligns good, but maybe there are other problems with the cropping, dunno…
what i want to achieve at the end is a quad with a camera looking directly at the quad from a given position. That’s exactly what PerspectiveLookAtRect (Transform ViewProjection) does… plus the strange effect.
and i don’t see a way to reach this goal with cropping or similar…
Been there!
Its the view direction that renders the lighting, so you have to manually enter the view from the camera position, otherwise it gets over ridden by the perspective camera somehow. I can go looking for an example patch if you need more help…
hi woei totally correct, u can also visualize this logical way.
Highlight is an light reflection on a shinny object, thinking that reflection is same from any point of view is obviously wrong…