at Video around 10:52
(I'm using 3.6.7 LTS.) If I use input "Camera Data: View Distance", I get odd results. For example, in Ortho:Left view, if I pan the 3D viewport the values seem to stay put while the objects move. They look kind of spherical. The effect is more obvious if stepped a ramp with Constant interpolation is used.
If instead I use "Geometry: Position: Y" (and adjust the range), I get the desired results. Of course it is decoupled from the camera position.
Am I missing something?
Hi, I did some further testing and confirmed a suspicion (surprising): the distance value appears to be relative to the viewport rather than the camera. Two test examples are below. (You need to multiply/add, differently, to get the ramp in range.) This explains the bizarre behavior I was experiencing. I don't think I have missed a setting somewhere. Perspective/orthographic seems to have no effect.
For a render, I guess it wouldn't matter. But it does make setting up the material more difficult and confusing.
Hi techworker1 ,
The Viewport is considered a Camera, when not in Camera View (even if there isn't a Camera in the Scene):
So "Camera Data: View Distance" is effectively the distance from your eyes to objects in the scene (viewport zoom in/out affects it too).
For the purposes of the landscape exercise, Position seems more practical.
The Y Position of the Geometry is 'absolute' and doesn't change when moving the Camera (or changing the view in the Viewport)...
For a static Camera this can be totally fine (depending on the Cameras orientation). View Distance would be more natural and View Z Depth is a bit like 'something in between' those two.
You can use whichever you want, as long as you're happy with the result.
Great exploration and testing in this thread techworker1! Martin is absolutely right: Use whichever method you prefer. As with most 3D / creative workflows, there's never a singular "right way". Keep up the good work!