Projection mapping and stereoscopic rendering both require the camera to work with an asymmetric frustum.
I’d guess a Component could be built that does this, including viewing the projection plane and proportions, but it’s beyond my current TD skills.
I may be able to perform the core task in C++ (or python) but it would be missing all the frills such as viewable camera proxy.
In stereo, this is needed so that there is not horizontal keystone errors between the two eyes.
In projection mapping, it is needed to correctly handle projectors with lens shift (basically all of them, especially cheapish projectors that are pre-shifted to work at the top/bottom of the screen).
It’s also helpful to represent a viewers visible area frustum. Making a plane plus a grid with perspective from camera texture coords is a workaround for this, the cost of the extra render phase, and possible perspective errors.
I can start digging into the internals of a Camera Comp, but if anyone has solved this already?
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Bruce