Pandora Dimensions VS real world dimensions
Posted: Sun Oct 18, 2015 7:18 pm
Im new, so excuse me if i'm missing something thats right in my face.
Im having issues getting the world inside pandoras box match the real world.
i have three screens, 2 outboards @ 30'x16.9' (2 output server STD, each output 1920x1080) and a center blend @82'x13 ( 2 output server STD, each output 3860x1080 split with a datapath x4, blended in projector) , all projectors are the same @1920x1080. I run into confusion when trying to set up my world so i can treat all three as one destination, in the default 16GU space the width of the outboards is the same as the width of ~half the main screen that is incorrect producing a sideboard camera that is too big compared to the actual projection surface, in a pixel per pixel setting the height of the sideboards is exactly the same as the height of the main screens, also incorrect producing a sideboard camera that is too small compared to the actual projection surface.
I was thinking about fixing this with the FOV setting in the camera, but this creates issues when trying to load the same background in each server that spans the entire canvas, or to fly pips across all 3.
Any thoughts on this, i'm sure someone has done something similar before?
Im having issues getting the world inside pandoras box match the real world.
i have three screens, 2 outboards @ 30'x16.9' (2 output server STD, each output 1920x1080) and a center blend @82'x13 ( 2 output server STD, each output 3860x1080 split with a datapath x4, blended in projector) , all projectors are the same @1920x1080. I run into confusion when trying to set up my world so i can treat all three as one destination, in the default 16GU space the width of the outboards is the same as the width of ~half the main screen that is incorrect producing a sideboard camera that is too big compared to the actual projection surface, in a pixel per pixel setting the height of the sideboards is exactly the same as the height of the main screens, also incorrect producing a sideboard camera that is too small compared to the actual projection surface.
I was thinking about fixing this with the FOV setting in the camera, but this creates issues when trying to load the same background in each server that spans the entire canvas, or to fly pips across all 3.
Any thoughts on this, i'm sure someone has done something similar before?