Cameras
There are the following types of cameras in Vortex® Studio:
To attach a camera in a mechanism
- Using the Connection Container feature, connect the parent transform of the camera (as an input) and the world transform of a node (as the output).
- Use the transform tools to move and rotate the camera to its desired final position.
Look Through
A camera that implies the user is looking through a physical window. It should be reserved for vehicle windows, physical cameras, etc.
To add a look through camera:
- Select Cameras in the Toolbox.
- Double-click Look Through to add it to the 3D View.
Note Right-click the camera in the Explorer window and click Activate Camera to switch to that camera's view.
Configure the following in the Properties panel:
- Edit the name of the camera.
- Target Locked: Check this box to fix the camera in space. You can still pivot the camera.
- Position Locked: Check this box to fix the camera in space. You can not move nor pivot the camera.
- Eye Position: Represents the position of the viewer in the virtual world. If you are integrating with a head-tracker, this is the positional parameter that represents the real world to the virtual world.
- Bottom-Left Position: Allows you to reset the positioning of the bottom-left position of the camera's view, thus distorting the image.
- Bottom-Right Position: Allows you to reset the positioning of the bottom-right position of the camera's view, thus distorting the image.
- Top-Left Position: Allows you to reset the positioning of the top-left position of the camera's view, thus distorting the image.
- Frustum Near: This determines the range from the camera that the camera will see an object.
- Level of Details (LOD) Parameters:
- Select FOV Correction to apply a factor to correct potential field of view distortions.
Orthographic
A camera whose view has no vanishing point, where objects all seem of equal size.
To add an orthographic camera:
- Select Cameras in the Toolbox.
- Double-click Orthographic to add it to the 3D View.
Note Right-click the camera in the Explorer window and click Activate Camera to switch to that camera's view.
Configure the following in the Properties panel:
- Edit the name of the camera.
- Use the transform controls to place the camera.
- Frustum Extent: The distance (in m) between the left and right edges of the near frustum along the X-axis.
- Target Locked: When selected, manipulating the camera does not change its orientation.
- Position Locked: Toggles whether to lock the position of this camera.
- Level of Details (LOD) Parameters:
- Select FOV Correction to apply a factor to correct potential field of view distortions.
Perspective
A camera whose view has a vanishing point, where objects closer to the camera seem bigger.
To add a perspective camera:
- Select Cameras in the Toolbox.
- Double-click Perspective to add it to the 3D View.
Note Right-click the camera in the Explorer window and click Activate Camera to switch to that camera's view.
Configure the following in the Properties panel:
- Edit the name of the camera.
- Use the transform controls to place the camera.
- Field of View: Enter how wide a view you want the camera to see.
- Target Locked: When selected, manipulating the camera does not change its orientation.
- Position Locked: Toggles whether to lock the position of this camera.
- Level of Details (LOD) Parameters:
- Select FOV Correction to apply a factor to correct potential field of view distortions.
Mirror
Adds a reflective surface into your scene.
To add a mirror:
- Select Cameras in the Toolbox.
- Double-click Mirror to add it to the 3D View.
Configure the following in the Properties panel:
- Edit the name of the mirror.
- Position: Use the transform controls to place the mirror. Additionally, you can alter the size of the mirror by specifying new dimensions for three of its corners.
- Graphics Node: Use this field to bind the mirror to a graphics node.
- Texture Target: Selects a texture to use for the mirror.
- Choose whether to Enable Shadow in Mirror.
You can also set the performance of the mirror via the Adaptive Feature Controller extension's Mirror > Quality Level field.
See Tutorial: Creating a Mirror for an example.
Monitor
Adds a surface that displays the output of another camera.
To add a monitor:
- Select Cameras in the Toolbox.
- Double-click Monitor to add it.
Configure the following in the Properties panel:
- Camera Name: Specifies the camera whose output you want to display on the monitor.
- Graphics Node: Use this field to bind the monitor to a graphics node.
- Texture Target: Selects a texture to use for the monitor.
- Enable Shadow in Monitor: Select this box to have the shadows appear in the image depicted on the monitor.
- Enable Ocean Reflection in Monitor: Select this box to have ocean reflections appear on the water depicted on the monitor.
- Active Viewport Name: By specifying the name of a viewport here, the monitor will only display an image when looking at that viewport.
- Enable Readback: Enable reading the target texture from the CPU. This has an increased runtime cost. If disabled, the texture will be black when queried from the CPU.
- Readback Texture Format: Format of the target texture.
You can also set the performance of the monitor via the Adaptive Feature Controller extension's Monitor > Quality Level field.
Viewpoint
This extension represents the simulator trainee in the virtual world.
To add a viewpoint:
- Select Cameras in the Toolbox.
- Double-click Viewpoint to add it to the 3D View.
Configure the following in the Properties panel:
- Edit the name of the viewpoint.
- Use the transform controls to place the viewpoint.
- Head Offset: Sets additional positional information used for head-trackers. It represents the offset of the simulator trainee in the physical world, away from the origin.
- Near Clip Distance: The near-clip distance generates a near-clip plane that is used to hide graphical elements that appear between the head of the simulator trainee and this near-clip plane. This is used to hide undesired graphical elements from the virtual world of the 3D trainee model, such as a hard-hat or a baseball cap.
Viewport Mapping
This extension links a viewport to a specific camera.
To add a viewport mapping:
- Select Cameras in the Toolbox.
- Double-click Viewport Mapping to add one.
Configure the following in the Properties panel:
- Edit the name of the mapping.
- Viewport Name: In this field, enter the exact name of the viewport you want to link to a camera.
- Camera Name: In this field, enter the exact name of the camera you want to link to the above viewport.