GeoEditCamera
GeoEditCamera allows you to edit or create USD cameras.
To learn more about the workflow, see Working with Cameras in the New 3D System.
Note: The GeoEditCamera node has authoring knobs. Learn more about Authoring Modes.
Inputs and Controls
|
Control (UI) |
Knob (Scripting) |
Default Value |
Function |
|
GeoEditCamera Tab |
|||
|
Mode |
mode |
Edit |
Select whether to Create or Edita camera prim. |
|
Path (available in Create Mode) |
prim_path |
{nodename} |
The root path for the prims) created (e.g. \"/Scene/ Objects/Table"). If empty, the node name is used with a leading \"/\". The following may be used in the path to substitute text: {parent} - the default parent (if set). This may be set by an upstream node such as GeoScope. {nodename} - the name of this node |
|
Create Missing Parents |
create_missing_parents |
on |
When turned on, this will create the missing ancestor prims which don’t already exist in the path. When off, missing ancestors will be pure overs (i.e. overrides), which will cause the prim to not appear in the scene graph or render unless the parent prim ‘overs’ are turned into ‘concrete’ prims. |
|
Create Missing Parents (Type) |
parent_prim_type |
Xform |
Sets the type of prim to create if there are missing ancestors in the path. |
|
Mask (available in Edit Mode) |
mask_patterns |
Default - Injected/ All Cameras |
Specifies the mask pattern to match the prim names to affect. You can use standard glob-style wildcards, such as '*', '?', to create masks or use individual prim names separated by spaces. Default - Injected/All Cameras - selects the default prim(s) for the node. The default will be the injected mask prim paths if there is an upstream node with this. Otherwise the default mask for this node type is evaluated. All Cameras - selects all Cameras in your scene graph. Custom - sets a custom selection of prims that exist in your scene graph. |
| Inject Mask | inject_mask | off | When enabled the mask in the current node is pushed to the geo nodes below it that have the default mask set. |
|
Set From Prim |
set_knobs_from_prim |
N/A |
When clicked this button gets the values from the prim at the current UI time and sets the knobs to these values. |
|
Projection |
projection |
none |
Sets the camera projection type when projecting 2D textures: • Perspective - objects in front of the camera have the illusion of depth defined by the camera's focal-length and aperture. • Orthographic - objects are viewed using parallel projection. • Spherical - the entire 360° world is rendered as a spherical map. • Cylindrical - the entire 360° world is rendered as a cylindrical map. |
| Lens | |||
|
Focal Length |
focalLength |
50 |
Sets the distance (in mm) between the lens and the point where the rays converge after having been refracted by the lens. Together with the Sensor Horizontal Size value, this determines the field of view angle. Shorter focal lengths increase the field of view angle, capturing more of a given scene. |
|
Focus Distance |
focusDistance |
0 |
Sets the distance in scene units from the camera center at which the image is perfectly in focus. Only applies to depth of field rendering. |
|
Fstop |
fStop |
0 |
As in real world camera, fstop controls the amount of light that can reach the film negative. Only applies to depth of field rendering. |
| a (r^3) | nuke_lensDistortA | 0 | Lens distortion A. |
| b (r^3) | nuke_lensDistortB | 0 | Lens distortion B. |
| c (r^3) | nuke_lensDistortC | 0 | Lens distortion C. |
| Camera Body > Shutter | |||
|
Open |
shutter_open |
0 |
Specifies the time (in frames) at which the camera shutter opens, relative to the current frame, for motion blurring. For example, a value of 0 opens the shutter at the start of the frame. |
| Close | shutter_close | 0 | Specifies the time (in frames) at which the camera shutter closes, relative to the current frame, for motion blurring. The difference between Shutter Open and Close determines how long the shutter is open. For example, values of 0 and 0.5 mean the shutter is open for half a frame. |
| Bias | nuke_shutter_bias | 0 | Biases samples toward shutter close or shutter open for stylized motion blur. Negative values bias towards shutter open and positive values bias towards shutter close. |
| Camera Body > Sensor | |||
| Horizontal Size | horizontalAperture | 20.95499992 | Represents the physical width (in mm) of the camera sensor. |
| Vertical Size | verticalAperture | 15.29080009 | Represents the physical height (in mm) of the camera sensor. |
| Horizontal Offset | horizontalApertureOffset | 0 | Offsets the sensor horizontally (in mm), shifting the image left or right. |
| Vertical Offset | verticalApertureOffset | 0 | Offsets the sensor vertically (in mm), shifting the image up or down. |
| Scale | nuke_windowScale | x = 1, y = 1 | Scale the film negative |
| Roll | nuke_windowRoll | 0 | Rotate the film negative without changing the camera axis rotation itself. The value is in degrees. |
| Exposure | exposure | 0 | Applies a linear brightness multiplier at the sensor level, simulating digital exposure adjustment. Higher values result in a brighter image. |
| Camera Body > Mount | |||
| Stereo Role | stereoRole | none | Specifies how this camera behaves in a stereo (left/right eye) setup. Choose between mono, left, or right to control which eye the camera represents. |
| Rendering | |||
| Clipping Range | clippingRange | x = 1, y = 1000000 | Sets the closest distance/farthest distance (in scene units) at which geometry is visible to the camera. Objects closer/further than this value will be invisible to the camera. |
| Transform | |||
| Snap | geosnap_operation | N/A |
Choose what a selection in the Viewer or pivot point is snapped to in the Viewer: • Geo to • Geo to • Geo to • Pivot Point to • Pivot Point to • Pivot Point to
• Pivot Point to |
| (Snap) T | geosnap_translate | on | Sets the translation to the selection within the scene. |
| (Snap) R | geosnap_rotate | off | Sets the rotation to the selection within the scene. |
| (Snap) S | geosnap_scale | off | Sets the scale to the selection within the scene. |
|
Transform Data |
file_menu |
N/A |
Select to import or export a channel file: • Import chan file - import a channel file and transform the object according to the transformation data in the channel file. Channel files contain a set of Cartesian coordinates for every frame of animation in a given shot. You can create and export them using Nuke or 3D tracking software, such as 3D-Equalizer, Maya, or Boujou. • Export chan file - export the translation parameters that you’ve applied to the object as a channel file. This is a useful method of sharing setups between artists. |
|
Transform Order |
xform_order |
SRT |
Sets the operation order for scale (S), rotation (R), and translation (T). The possible operation combinations are SRT, STR, RST, RTS, TSR, TRS. |
|
Rotation Order |
rot_order |
ZXY |
Sets the order of rotation. The possible axial combinations are ZXY, XYZ, XZY, YXZ, YZX, ZXY, ZYX. |
|
Translate |
translate |
0, 0, 0 |
Lets you translate the object along the x, y, and z axes. You can also adjust translate values by clicking and dragging the object in the 3D Viewer. |
|
Rotate |
rotate |
0, 0, 0 |
Lets you rotate the object around the x, y, and z axes. You can adjust rotate values by holding down Ctrl/Cmd and dragging in the 3D Viewer. |
|
Scale |
scaling |
1, 1, 1 |
Lets you scale the object on the x, y, and z axes. |
|
Uniform Scale |
uniform_scale |
1 |
Lets you scale the object simultaneously on the x, y, and z axes. |
|
Skew |
skew |
0, 0, 0 |
Lets you skew the object on the x, y, and z axes. |
|
Pivot Translate |
pivot_translate |
0, 0, 0 |
When you make changes to a 3D object’s position, scaling, skewing, and rotation, these occur from the location of the object’s origin point or pivot. The pivot translate and rotate x, y, and z controls allow you to move and rotate the pivot point as required - you can even move it outside of the object. Subsequent transformations applied then occur relative to the new pivot point location and rotation. You can hold down Ctrl/Cmd and drag the pivot point to a new location in the 3D Viewer. |
|
Pivot Rotate |
pivot_rotate |
0, 0, 0 |
Pivot Rotate |
|
Local Matrix |
|||
|
Specify Matrix |
useMatrix |
N/A |
Enable this control to specify matrix values for the object you’re transforming as an alternative to setting transform, scale, skew and pivot values above. |
|
Matrix |
matrix |
N/A |
The matrix displays values from the object’s transform, rotate, scale, skew, and pivot controls. Check Specify Matrix and copy or drag-and-drop matrix values from another object to apply those values, for example, if you wanted to align objects in a scene. |
|
Prim Transform Order |
xform_op_order |
Prepend |
Specifies the point at which this transform is applied to the prims (selected by the mask). USD prims support multiple transforms. This setting determines whether the transform should be applied before (Prepend) or after (Append) the upstream transforms, it replaces the existing transform (Replace) or does not change the current transform at all (No Change). |
| Display Tab | |||
|
Selectable |
selectable |
on |
When on, you can make selections as normal in the Viewer. When disabled, points cannot be selected or changed. |
Set your geometry to a vertex selection within the scene.
Set your geometry to a vertex selection within the scene in a frame range.
Snaps your geometry by using a custom script.
Set your pivot point to a vertex selection within the scene in a frame range.
Set your geometry to a vertex selection within the scene in a frame range.
Set your geometry to the selected prim’s bounding box within the scene. Click knob to select which part of the bounding box to snap to.