← All ideas
  • Published 27 Feb 2023

Active Camera object input for Goemetry nodes

Some Geo Nodes effects are camera dependant: Frustum culling, LOD asset swaps, Camera projections, etc.

Currently it is possible to import one camera object, but handling scenes with multiple cameras is not possible easily. Having an object input similar to "Self Object" would enable using camera markers on the timeline, or per-scene cameras.

active camera.jpg

Under the assumption that there can only be one scene loaded at a time, and each scene can only have one active camera, it should be possible for Geo Nodes modifiers to fetch that camera and still evaluate only once per frame.

92.9%

Development Status: Open

Upvote 13 Downvote 1
pedro.antoine
27 Feb 2023

9 Comments

modormoder

Done /

Douglas-Paul

For the sake of cross-referencing: projects.blender.org/blender/blender/issues/105761

modormoder

This is scene metadata. Currently there is no tracking of their updates... Camera data can be entered like any other active object.

pedro.antoine Author

Thanks for the feedback Mod. Not sure what you mean by entering active objects.

modormoder

I meant just Objet Info

pedro.antoine Author

The issue is with sequences of shots needing multiple cameras, and being able to keep using the very handy timeline camera markers. The current solution would be to duplicate each scattering effect for every shot, then animating their visibility to match the cuts. Good luck adjusting the edit after that.. Tracking changes to the active camera doesn't sound like the worse idea but I get it's not the easy fix I thought it was. Line Art is able to track it so maybe there's something there already.

modormoder

More like a task for the driver

pedro.antoine Author

Possibly, if adding a driver to object inputs was possible

1