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MetaData formating in *.exrs from Vray

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  • MetaData formating in *.exrs from Vray

    Hi guys

    I am trying to work with the exr/cameraTransform metaData that Vray puts in it's *.exrs.

    the the string I get for a key frame is
    Code:
    [0.33109989762306213, 0.94350004196166992, -0.013437871821224689, 0.0, 0.94340097904205322, -0.33070865273475647, 0.025027088820934296, 0.0, 0.019169043749570847, -0.020963774994015694, -0.99959653615951538, 0.0, 930.13720703125, -1263.50146484375, 26.510038375854492, 1.0]
    there appear to be 16 values here which makes sense but that is where it stops.

    When I look at the the corresponding key frame data that has been exported from max to my favorite comping app the values do not match in any way what so ever.

    So is there a resource where I kind find what these numbers refer to and why the number are so vastly different.

    regards
    -DrJ0nes

  • #2
    You can use the exrheader program to view the additional camera attributes; they have names like "cameraAperture", "cameraFov" etc. Your application should be able to display the names of the attributes along with the respective type (all this info is stored in the .exr file).

    Best regards,
    Vlado
    I only act like I know everything, Rogers.

    Comment


    • #3
      Hi

      Yes I have a metaData reader in the app I am using and all the mention values do from the metaData read correspond to the values in the exported camera from max the ones that do not are the exr/cameraTransform info I am trying to find out why the exr/cameraTransform values are so vastly differant from the max exported camera and in fact what the comma separated values in the exr/cameraTransform refer to.

      DrJ0nes

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      • #4
        The camera transformation is a 4x4 matrix for transforming points from world space to the camera space; some of the numbers describe the orientation of the camera, and some of them - the translation.

        Best regards,
        Vlado
        I only act like I know everything, Rogers.

        Comment


        • #5
          And depending on what comping app you use you might have to convert the matrix to y-up coordinates.

          Regards,
          Thorsten

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          • #6
            Ok the 4x4 matrix makes the numbers make more sense, now I need to get this into world space. Can anyone point towards documentation on the metadata

            -adam

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            • #7
              Stupid, stupid I should have this re the 4x4 it is so clear now

              Cheers
              DrJ0nes

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