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

PortTypeDefaultRangeDescription
FrameFrame——The frame to project
Translate XScalar0.0−1–1Camera X offset (scaled ×2.5)
Translate YScalar0.0−1–1Camera Y offset (scaled ×2.5)
Translate ZScalar0.0−1–1Camera Z offset / depth (scaled ×2.5)
PanScalar0.0−1–1Horizontal rotation (scaled to ±180°)
TiltScalar0.0−1–1Vertical rotation (scaled to ±180°)
RollScalar0.0−1–1Rotation around the view axis (scaled to ±180°)

Outputs

PortTypeDescription
FrameFrameThe 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 2 units in front of the Z = 0 plane, so objects at Z = 0 appear at normal scale. A negative Z on a point moves it toward the camera (larger), a positive Z moves it away (smaller). Positive Translate Z brings the whole scene closer.
  • Translation values are multiplied by 2.5 internally, and rotation values by 180°, so the −1 to 1 input range covers ±2.5 units and ±180°.
  • Per-point evaluation means you can distort a shape along its length by wiring a varying signal into the projection inputs.