this is the mel i used to used to overscan the camera, it was reverse
engineered from some code i saw in 3dsmax.
snip-->
string $selCams[] = `ls -sl`;
float $percent = 0;
float $hozFilmApp = `getAttr ($selCams[0]+".horizontalFilmAperture")`;
float $vertFilmApp = `getAttr ($selCams[0]+".verticalFilmAperture")`;
float $xRes = `getAttr "defaultResolution.width"`;
float $yRes = `getAttr "defaultResolution.height"`;
setAttr ($selCams[0]+".horizontalFilmAperture") ($hozFilmApp+
($hozFilmApp*$percent));
setAttr ($selCams[0]+".verticalFilmAperture") ($vertFilmApp+
($vertFilmApp*$percent));
setAttr "defaultResolution.width" ($xRes+($xRes*$percent));
setAttr "defaultResolution.height" ($yRes+($yRes*$percent));
<--snip
I havent used this code for a number of years, so i hope it helps.
On Jun 24, 2:13 am, Angel Ivanov <
lunatika...@gmail.com> wrote:
> Sorry for being incomplete. The overscanFactor is how much over the normal
> you would like to render.
> Say you want 25% more, then you'll have:
> cameraScale * 1.25
> renderResolution (X,Y) * 1.25
> Regarding cameraScale: I don't think it's changing the focal length. If you
> crop the overscan render to the normal resolution you should get the same
> image.
>
>
>
>
>
>
>
> On Fri, Jun 24, 2011 at 12:50 AM, Steve Davy <
stevied...@hotmail.com> wrote:
> > Can you elaborate a bit?
>
> > Is overscanFactor a camera attribute? Can't see it anywhere.
>
> > Unless you're referring simply to Overscan, but multing that by render
> > resolution will simply give you higher image resolution.
>
> > Camera scale appears to change focal length, which is what I want to
> > avoid...
>
> > Thanks.
>
> > ------------------------------
> > Date: Fri, 24 Jun 2011 00:36:17 +0300
> > Subject: Re: [maya_he3d] Render overscan?
> > From:
lunatika...@gmail.com
> > To:
maya...@googlegroups.com
>
> > You can do:
> > cameraScale * overscanFactor
> > renderResolution (X,Y) * overscanFractor
>