Setting an Eyepoint in Delta: Flat Projection Mode

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Setting an Eyepoint in Delta: Flat Projection Mode

Eyepoints are always associated with meshes. UV-mapped media for textured mode effectively has an infinite number of eyepoints, but for projected mode, there will always be one precise eyepoint in the media. If you are not using UV-mapped media in textured mode, then you must obtain the eyepoint data from the content creator, or from within the media (e.g. Cinema 4D).

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In Channel or Interactive view, click Eyepoint to view the Eyepoint parameters. Using the small L button, make sure the field of view (FOV) parameters are displayed as Left / Right / Top / Bottom (rather than lens aspect and zoom). Each set of parameters is just a translation of the other, but for translating render camera data from Cinema 4D, we need this view.

Enter the eyepoint data, as translated from C4D render camera details:

DeltaGUI eyepoint

Cinema 4D FOV

Left

(negative) of horizontal FOV × 0.5

Right

(positive) of horizontal FOV × 0.5

Top

(positive) of vertical FOV × 0.5

Bottom

(negative) of vertical FOV × 0.5

Heading

(negative) of C4D value

Pitch

(positive) of C4D value

Roll

(positive) of C4D value (most likely 0)

X

(positive) of C4D

Y

(positive) of C4D

Z

(negative) ofC4D focal length