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Author Topic: [ANSWERED] Image Setup: Lower or raise the horizon line?
DevSim
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Post [ANSWERED] Image Setup: Lower or raise the horizon line?
on: May 31, 2012, 15:08

Dear all,

I'm trying to adjust a forward projected screen on to the physical eye point of my cockpit position. I'm aware how to move the eye point itself - however, I just want to lower the horizon line significantly downwards, which can't be done with moving the eye point. Or I might do it wrong?

Pointers much appreciated!

DevSim

bhollis
Lockheed Martin
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bhollis
Post Re: Image Setup: Lower or raise the horizon line?
on: May 31, 2012, 16:49

You will need to pitch the camera up.

Beau

Prepar3D Software Engineer

DevSim
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Post Re: Image Setup: Lower or raise the horizon line?
on: May 31, 2012, 16:50

I have thought about that - is it the geometrically correct approach in your eyes?

DevSim
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Post Re: Image Setup: Lower or raise the horizon line?
on: June 1, 2012, 11:05

Beau,

Imagine you sit with the aircraft in front of a large building and tilt the camera upwards. That will misalign previously vertical structures in it's position. So I'm afraid, just simply pitching the camera ups isn't good enough.

DevSim
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Post Re: Image Setup: Lower or raise the horizon line?
on: June 4, 2012, 04:11

Hi Beau,

I tried the camera pitching. It does indeed move the horizon line, but all vertical elements such as building vertical lines, tower building etc go into a pitch as well.

Additionally and most importantly, having multiple cameras (left, forward, right) on a 3 channel projected flat screen, the alignment goes completely off when camera pitching is applied.

Any other ideas are much welcomed.

DevSim

bhollis
Lockheed Martin
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bhollis
Post Re: Image Setup: Lower or raise the horizon line?
on: June 4, 2012, 16:25

The horizon is where it in inside our 3D world. It can't be moved, but you can move the camera so that it spears higher or lower. If you raise the camera high enough, you can lower the horizon without tilting, but it would require a large offset to change the view angle since the horizon is so far away. Pitching the camera will make aligning view much more complex. You could also modify the horizon position by altering the vertical field of view but that would also distort your image. I would suggest playing with the position and orientation offset until you get something you like best. If what you want is the the same 3d scene, object orientation to the camera, etc, but with a lower horizon, that may simply not be possible.

Prepar3D Software Engineer

DevSim
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Post Re: Image Setup: Lower or raise the horizon line?
on: June 4, 2012, 16:29

Thanks for the updated suggestions.

Would it be different with the Multi Channel via SimIG.XML? There is a viewing frustum definition. Would this enable to move the horizon?

bhollis
Lockheed Martin
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bhollis
Post Re: Image Setup: Lower or raise the horizon line?
on: June 5, 2012, 09:44

Multi-channel gives you more options regarding the fov and frustum settings and will likely help you get closer to what you want, but you still won't be able to change the orientation of the horizon without also changing the orientation of all other objects in the world.

Prepar3D Software Engineer

robert@hic-
kcox.org
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Post Re: Image Setup: Lower or raise the horizon line?
on: January 5, 2013, 20:35

I am exploring the same need. I am building a cockpit with separate displays for instruments, etc. So I would like to eliminate the interior from the main screen view, an move the horizon from the center (top to bottom) to the bottom of my main screen. I have commented out the interior, but have had little luck with moving the horizon lower. I am guessing that the viewing frustum definition adjustment would be the answer to this need. Is there any documentation of the viewing frustum definition?

jimcooper1
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jimcooper1
Post Re: Image Setup: Lower or raise the horizon line?
on: January 6, 2013, 17:40

Quote from robert@hickcox.org on January 5, 2013, 20:35
I am exploring the same need. I am building a cockpit with separate displays for instruments, etc. So I would like to eliminate the interior from the main screen view, an move the horizon from the center (top to bottom) to the bottom of my main screen. I have commented out the interior, but have had little luck with moving the horizon lower. I am guessing that the viewing frustum definition adjustment would be the answer to this need. Is there any documentation of the viewing frustum definition?

This can be achieved in Multi-Channel (SimIG.xml) by utilising the 'ScreenCenterFromEye' parameter

jim

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