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 Set your geometry to a vertex selection within the scene.

Geo to Set your geometry to a vertex selection within the scene in a frame range.

Geo to Snaps your geometry by using a custom script.

Pivot Point to Set your pivot point to a vertex selection within the scene in a frame range.

Pivot Point to Set your geometry to a vertex selection within the scene in a frame range.

Pivot Point to 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.

Pivot Point to Snaps your pivot point by using a custom script.

(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.