[Bf-vfx] Tomato camera sensor changes
francoistarlier at gmail.com
Wed Aug 17 18:24:37 CEST 2011
its in is personal todo list already ;)
I already punish him for that :D
2011/8/17 Ejner Fergo <ejnersan at gmail.com>
> Hi Sergey!
> I was happy to see that you included the sensor patch into Tomato, but
> having tried a newer build I see that you made some changes (removed
> sensor height and vertical FOV).
> I understand by one of your weekly GSOC mails that you wanted to
> simplify the camera data workflow, but I feel disapointed that you
> removed the option to acces the vertical FOV ('data.angle_y') through
> the camera properties. As I have tried to explain many times on the
> patch-tracker, the vertical FOV is important for exporting the camera,
> and for importing cameras from other apps. During my tests and writing
> the Channel (.chan) importer/exporter, and atleast with FBX (most
> likely Collada too), 'data.angle_y' is essential to get the correct
> focal length with both export and import. Now this is removed.
> Blender is in many ways a complete pipeline tool, but realistically it
> is/will be included in existing pipelines among other tools, and here
> sharing camera data is very important, like Blender <-> Nuke (which is
> why I wrote the chan script, and hacked on Matt's sensor patch).
> Removing these settings (sensor height and thereby the vertical FOV)
> seems too much of a sacrifies, to simplify the workflow during
> It's fair enough you want to simplify the sensor settings during
> tracking, but then why not just include the 'data.sensor_width' in the
> camera data settings as you do now, and have both sensor dimensions
> (plus angle_x/angle_y) in the camera properties? What is the deal with
> removing the sensor_height anyway? If people find these values
> confusing, isn't that why we have all these camera presets now? Also
> why is there 2 preset folders for camera data?
> I hope you will reconsider the removal of sensor height and vertical
> FOV, as this is not just about making camera info seem simple, but how
> Blender will fit in mixed software pipelines, and generally be more
> Ejner Fergo
> Bf-vfx mailing list
> Bf-vfx at blender.org
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