Quote from: bigben on May 07, 2008, 11:49:37 PM
No crashing, just a misalignment.
When the render camera is attached the image is stretched vertically. I'll have a play tonight with different render proportions, but looking at this example in isolation it may be that the image width is set to the width of the render, and the height is made the same as the width.
Width:Height here = 1.33 and mask image stretched by 133% to match rendered output
That's correct. If you connect a camera, the shader doesn't know what aspect ratio the camera should be, so it makes it square. This is because your camera might not be the render camera, so it would be wrong for the shader to make assumptions about the aspect ratio. To adjust the ratio you then have to change the Y component of the size parameter in the Image Map Shader (in this case 0.75).
If you do not connect a camera, the camera projection is based on the rendered view, and since it knows the aspect ratio of the render it will fit automatically if the size is set to 1 1 in the Image Map Shader.
I've done it this way so that:
1) there is a way automatically align to the image without worrying about image size or aspect ratio (by leaving the camera link empty, this is the default behaviour)
2) when you need to use a different projection for whatever reason it is independent of your render settings so that you can apply textures anywhere and they will not change if you decide to render an image with a different aspect ratio.
Rule of thumb: if you want to use front projection, don't connect the render camera. It will automatically use the render projection. If you want to project from a different direction, connect a camera to define that projection.
Matt