Camera Projection
Projects a frame through a virtual 3D camera. Translates, rotates, and applies perspective, turning flat shapes into 3D scenes, or orbiting around geometry that uses the Z axis.
All inputs are per-point, so the projection can vary along the frame for distortion effects.
Inputs
| Port | Type | Default | Range | Description |
|---|---|---|---|---|
| Frame | Frame | — | — | The frame to project |
| Translate X | Scalar | 0.0 | −1–1 | Camera X offset (scaled ×2.5) |
| Translate Y | Scalar | 0.0 | −1–1 | Camera Y offset (scaled ×2.5) |
| Translate Z | Scalar | 0.0 | −1–1 | Camera Z offset / depth (scaled ×2.5) |
| Pan | Scalar | 0.0 | −1–1 | Horizontal rotation (scaled to ±180°) |
| Tilt | Scalar | 0.0 | −1–1 | Vertical rotation (scaled to ±180°) |
| Roll | Scalar | 0.0 | −1–1 | Rotation around the view axis (scaled to ±180°) |
Outputs
| Port | Type | Description |
|---|---|---|
| Frame | Frame | The projected frame with perspective applied |
Ideas
- Orbit around 3D shapes by animating Pan and Tilt with slow oscillators. The shape rotates in space while the camera watches.
- Animate Translate Z for a fly-through effect. The shape grows as the camera approaches.
- Add Roll for barrel-roll motion on top of orbiting.
- Wire a Noise node into Tilt for organic, handheld-camera wobble.
Tips
- The camera sits at Z = 2.0. Objects at Z = 0 appear at normal scale. Moving them toward the camera (positive Z) makes them larger; away makes them smaller.
- Translation values are multiplied by 2.5 internally, and rotation values by 180°. The 0–1 input range maps to the full useful range.
- Per-point evaluation means you can distort a shape along its length by wiring a varying signal into the projection inputs.
Related
- Parametric Curve: build shapes with Z coordinates for 3D content
- File: load OBJ meshes for 3D object display
- Output: final 2D transform after projection