Texture nodes Aspect in Compositor
The compositor conforms or "fits" the procedural textures to the current scene aspect ratio instead of using the pixel aspect ratio. So a 16:9 camera image will distort the generated texture to be squashed vertically.
If Blender used the pixel aspect ratio of 1:1 then the original dimensions of the texture would be retained. If this behaviour is desired then at least allow the user to choose which aspect to use, so they don't have to alter the texture node's input vector all the time. This is wholly unnecessary labor for a simple correction and uses up to 4 extra nodes.
PROPOSAL: Standard behaviour should be "use square pixel aspect" but Include a tick box to return aspect to current scene dimensions (current behaviour).
UPDATE: if it helps there is an example of aspect correction at this Blenderstack page blender.stackexchange.com/questions/116129/how-to-keep-procedural-texture-proportion-automatically/116139
6 Comments
In your proposal, what would a user need to do if they want the current behavior for some reason?
@Jason van Gumster: He is right. Textures get distorted to the Aspect Ratio. Of course it can be solved with the texture x/y scale, but an option to keep the right Aspect Ratio wouldn't hurt.
@Simon Storl-Schulke: I know that David is right. But there are [admittedly rare for some people] cases where a user may want the existing "fitting" behavior. So I was curious how a user may achieve that result if procedural textures defaulted to a square pixel ratio.
@Jason van Gumster: I'd implement it as a "correct Aspect Ratio" checkbox in the Texture Node. This would then do the following:
TextureScaleX = RenderResolutionX / RenderResolutionY
@Jason van Gamester: Like with Alpha pass thru, there should be a "Fit" tick box. Standard behaviour should be square, then turn on Fit if required.
@David McSween: Right on. That sounds about right. Might be worth it to include that in the proposal.