LookAtCamera¶
Camera in 3D space with buildin lookat functionality. The node will orient the camera in such a way, that the near-clip plane will lie on the lookat plane. To be used to create controlled cuts through objects or cave-like VR experiences
LookAtCamera represents the virtual camera chassis, while SceneCapture represents the virtual film: For capturing the textures SceneCapture is needed.

CAVE-Style VR and Cross-Section Views
LookAtCamera is designed for specialized viewing scenarios where the camera must always face a specific plane or target. The near-clip plane aligns with the look-at plane, enabling:
- CAVE-like VR experiences: Viewers tracked in real-time see perspective-correct projections on walls
- Controlled cuts through objects: Create cross-section views that reveal internal structures
- Head-tracked installations: Combined with Kinect and HeadRoom, visitors see correctly perspectived content without wearing any devices
Reference¶
The following properties can be configured for this node:
| Property | Type | Description |
|---|---|---|
gizmo |
- | show Camera icon on 3DViewer |
look at |
- | transformation node to look at |
orient to |
- | local lookat plane orientation |
plane up vector |
- | local lookat plane up vector |
parent |
- | parent transformation node |
tfm pass |
- | select transformation pass |
position |
(local transformation) | position x y z |
rotation |
(local transformation) | rotation x y z |
scale |
(local transformation) | scale x y z |
dimension |
- | suggested capture dimension |
lens |
- | lens type |
adapt |
- | automatically adapt frustum to distance from lookat plane |
adapt factor |
- | adjust the adaptation |
ratio |
- | view ratio |
angle |
- | field of view |
width |
- | width |
height |
- | height |
near |
- | near frustum clip |
far |
- | far frustum clip |
| Inlet | Type | Description |
|---|---|---|
| properties | properties | properties | use message [set <propertyPath> <value(s)>] (without node/<nodeName> at the beginning) to set internal properties |
| Outlet | Type | Description |
|---|---|---|
| camera | message | camera intrinsics [vi_matrix, v_matrix, p_patrix, worldpos, worldquat, frustum] |
Look-At Configuration¶
Setting Up the Look-At Target
The look at property defines what the camera points toward:
- Create a TfmNode at your target location (e.g., center of a projection wall)
- Set LookAtCamera's
look atto reference that TfmNode - The camera will automatically orient to face this target
- Use
orient toandplane up vectorto fine-tune the plane alignment
Plane Orientation
| Property | Description |
|---|---|
| look at | The transformation node that defines the target plane position |
| orient to | Controls the local orientation of the look-at plane |
| plane up vector | Defines which direction is "up" on the look-at plane |
These settings ensure the near-clip plane aligns exactly with your projection surface.
Adaptive Frustum¶
Auto-Adapting to Distance
When adapt is enabled, the camera frustum automatically adjusts based on distance from the look-at plane:
- As the viewer moves closer, the field of view expands to maintain coverage
- As the viewer moves farther, the field of view narrows
- Adjust
adapt factorto control the strength of this adaptation
This is essential for head-tracked installations where the viewer's distance from the screen varies.
Transformation Pass¶
Execution Order
The tfm pass property controls when this camera's transformation is calculated:
- Some transformation nodes (like TfmLookAt) produce matrices that depend on other transformations
- If LookAtCamera depends on a transformation from another tree, set the appropriate pass to ensure correct execution order
- Default pass works for most simple setups
LookAtCamera vs SceneCamera¶
Choosing the Right Camera
| Feature | LookAtCamera | SceneCamera |
|---|---|---|
| Orientation | Always faces a target plane | Free rotation |
| Near-clip alignment | Aligns with look-at plane | Standard frustum |
| Stereo support | Yes | Yes |
| Best for | CAVE, head-tracking, cross-sections | General rendering, stereo 3D |
| Frustum adaptation | Yes (distance-based) | No |
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Quick Start
Get started with LookAtCamera in minutes
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Complementing LookAtCamera
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Tutorials
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Community
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Last updated: 2025-12-01 | Edit this page on GitHub