Camera can acquire skew that propagates to render #69825

Open
opened 2019-09-13 02:15:02 +02:00 by Nathan Vasil · 11 comments

Win10, Nvidia 1070
Tested in Blender 2.80, 2.79b, true in both.

Relatively minor bug.

The camera can acquire skew from parenting relationships that lead to it inheriting scale that lies outside of its basis vectors. This skew affects renders. This is inconsistent with how the camera handles basis vector scaling, which it removes for render. That inconsistent behavior is why I consider this a bug.

To reproduce, create a camera, parent it to something, scale the camera's parent non-uniformly (different amounts in different axes), make sure that the camera has local rotation, but not local rotation at exactly 90 degree intervals, render.

Suggested fix: either cancel out skew by recreating camera basis vectors on the basis of Z, average X+Y vectors, or allow even uniform scale to affect the render. I would prefer the latter personally, as it would allow greater artistic freedom.

Workaround: give the camera a limit rotation constraint (no axes have to be enabled, and limits of -180,180 are fine.) Which could be it's own bug report, but even more minor-- copy/limit rotation/scale constraints don't seem designed around the possibility for skew, and seem to instead just rewrite the matrix components they assume rotation and scale to have affected without recognizing that inherited non-uniform scale can affect other components of the matrix.

Win10, Nvidia 1070 Tested in Blender 2.80, 2.79b, true in both. Relatively minor bug. The camera can acquire skew from parenting relationships that lead to it inheriting scale that lies outside of its basis vectors. This skew affects renders. This is inconsistent with how the camera handles basis vector scaling, which it removes for render. That inconsistent behavior is why I consider this a bug. To reproduce, create a camera, parent it to something, scale the camera's parent non-uniformly (different amounts in different axes), make sure that the camera has local rotation, but not local rotation at exactly 90 degree intervals, render. Suggested fix: either cancel out skew by recreating camera basis vectors on the basis of Z, average X+Y vectors, or allow even uniform scale to affect the render. I would prefer the latter personally, as it would allow greater artistic freedom. Workaround: give the camera a limit rotation constraint (no axes have to be enabled, and limits of -180,180 are fine.) Which could be it's own bug report, but even more minor-- copy/limit rotation/scale constraints don't seem designed around the possibility for skew, and seem to instead just rewrite the matrix components they assume rotation and scale to have affected without recognizing that inherited non-uniform scale can affect other components of the matrix.
Author

Added subscriber: @vasiln

Added subscriber: @vasiln

Added subscriber: @brecht

Added subscriber: @brecht

We require a .blend file to reproduce the problem, as well as testing with the latest daily build to confirm it's still a problem.

We require a .blend file to reproduce the problem, as well as testing with the latest daily build to confirm it's still a problem.

Added subscriber: @mont29

Added subscriber: @mont29

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Bastien Montagne self-assigned this 2019-09-25 10:56:33 +02:00

More than a week without reply or activity. Due to the policy of the tracker archiving for until required info/data are provided.

More than a week without reply or activity. Due to the policy of the tracker archiving for until required info/data are provided.
Author

In #69825#775121, @brecht wrote:
We require a .blend file to reproduce the problem, as well as testing with the latest daily build to confirm it's still a problem.

In #69825#783197, @mont29 wrote:
More than a week without reply or activity. Due to the policy of the tracker archiving for until required info/data are provided.

Apologies, I never got the first message (maybe spam foldered?)

Tested in 2.81 2019/09/25 20:42. hash ee47075449 . Still occurs. Here's a file saved in that daily build:

skewedcamera.blend

Contains four cameras in different collections. Camera in 1, scene active camera, shows inherited skew. Camera in 2 is the same camera, unparented, keep transform (no skew, but pointing the wrong direction because Blender doesn't have a way to keep skew transforms except inherited through parenting relationships, and doesn't rebuild the basis vectors around the Z axis on unparenting.) Camera in 3 is the same as the camera in 2 but reoriented to point at the world origin for comparison with camera 1 (via a damped track, applied transform.) Camera in 4 is the same as the camera in 1, except with a limit rotation constraint (but no limits) demonstrating the workaround.

> In #69825#775121, @brecht wrote: > We require a .blend file to reproduce the problem, as well as testing with the latest daily build to confirm it's still a problem. > In #69825#783197, @mont29 wrote: > More than a week without reply or activity. Due to the policy of the tracker archiving for until required info/data are provided. Apologies, I never got the first message (maybe spam foldered?) Tested in 2.81 2019/09/25 20:42. hash ee4707544904 . Still occurs. Here's a file saved in that daily build: [skewedcamera.blend](https://archive.blender.org/developer/F7775847/skewedcamera.blend) Contains four cameras in different collections. Camera in 1, scene active camera, shows inherited skew. Camera in 2 is the same camera, unparented, keep transform (no skew, but pointing the wrong direction because Blender doesn't have a way to keep skew transforms except inherited through parenting relationships, and doesn't rebuild the basis vectors around the Z axis on unparenting.) Camera in 3 is the same as the camera in 2 but reoriented to point at the world origin for comparison with camera 1 (via a damped track, applied transform.) Camera in 4 is the same as the camera in 1, except with a limit rotation constraint (but no limits) demonstrating the workaround.

Changed status from 'Archived' to: 'Open'

Changed status from 'Archived' to: 'Open'
Bastien Montagne removed their assignment 2019-09-26 17:54:45 +02:00
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Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
Member

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
Member

Thx for getting back (sorry this has been lying around for so long).

Can confirm:

  • cycles is rendering skewed
  • eevee doesnt seem to render this at all...

I would assume this is a known limitation?

Thx for getting back (sorry this has been lying around for so long). Can confirm: - cycles is rendering skewed - eevee doesnt seem to render this at all... I would assume this is a known limitation?
Philipp Oeser removed the
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Reference: blender/blender#69825
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