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ArithmeticMultiply AddMixFrom PolarTo PolarColorTo Channels (RGB)
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LaserCubeEther DreamHelios DACIDNLaserworld / ShowNETAVBNDI, Syphon, and Spout Output
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  1. Documentation
  2. /Node Graph
  3. /Frame
  4. /Camera Projection

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 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
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