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Question by DaiMangouDev · Mar 18, 2017 at 04:37 PM · cameraimage effectsdistortion

How to get rid of default camera distortion effect stretching objects at edge of camera?

This is a problem I find really problematic and it makes my objects look too strange.

In software like Maya LT there is no distortion whatsoever but there is distortion in unity. This means that it is a correctable problem.

Here are screenshots of distortion in unity and no distortion in Maya LT alt text alt text How can I correct this ?

distortion.png (108.6 kB)
nodistortion.png (85.4 kB)
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avatar image RobAnthem · Mar 18, 2017 at 09:34 PM 0
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$$anonymous$$inda appears like your camera FOV is greater than normal.

avatar image DaiMangouDev RobAnthem · Mar 18, 2017 at 10:49 PM 0
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I'm using the default FOV , I have not changed any camera settings

avatar image NoseKills · Mar 19, 2017 at 02:41 PM 1
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Are you sure $$anonymous$$aya's camera is a a perspective camera ( if you add a cube to the top corner of the view, can you see its bottom and side) ?

$$anonymous$$y knowledge of camera projection matrices isn't strong enough to argue strongly about this but I also can't imagine what kind of a perspective projection wouldn't have this problem... If it's perspective projection and has a wide FOV like in your screenshot, parts of the sphere that are closer to the camera will surely appear bigger and cause it to stretch.

Note that Unity uses vertical FOV, so the wider your view is, the more stretching will happen at the edges of the screen.

$$anonymous$$ake your FOV narrower and move the sphere closer to center on the x-axis and farther from camera, and you'll get the "same shot" with less stretching I'd say.

The wider the FOV, the closer to the cam the sphere has to be to appear a certain size. The closer the sphere has to be, the more "proportionally nearer" the "near" parts of the sphere will be to the cam. The more proportional distance differene, the more stretching...

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Answer by brytlao · Jun 21, 2020 at 09:44 AM

This seems like normal behavior to me. This is similar to how lenses and cameras operate in real life. Let's suppose we use the "Physical Camera" with a Sensor Size of (36,24). The human eye is believed to have a Focal Length (FL) of ~43mm. Phone cameras have an equivalent FL of ~30mm. Any wider (smaller number) would cause obvious distortions like you showed. A popular telephoto FL is ~85mm. If you want minimal distortion, crank up that FL and move your camera way back. Just choose an FL that suits your taste. I hope that helps :D

Some illustrations: http://annawu.com/blog/2011/09/focal-length-comparison/

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Answer by Fressno · Jul 29, 2020 at 03:23 PM

Im having huge problems with this distortions cus its messing with my player models. Im trying to the same camera setup as in Sine Mora Ex and Rigid Force. Keep some kind of orthographic camera on the player, and a 3d camera on the background for the sense of depth. If i go full 3d, the player model will just look stupid when its in the corners. and you will see its backside of it when its at its most right position. SO ive tried having it looking at the camera for it to always facing its finest side towards the camera. but that distorts the player model.

And if i only use orthographic to compensate the distorted model, it all becomes flat and all depth perseption goes out the window.

So i really need help understanding how they made it happen in Sine Mora Ex and RigidForce. As the player is always facing the camera with the exact same degrees, while its still 3d perspective in the background. Focal Lengths maybe? magical camera setups? This will be a key feature in my game, so i really need help understanding this. Thanx

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Answer by deplorablemountaineer · Jun 14, 2021 at 01:10 AM

In case you haven't found the answer after 4 years, or for others who find this by googling:

In the URP Postprocessing stack, you can add a Panini Projection. Adjust the "distance" property to make it look reasonable. It was invented for wide-screen movies.

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Answer by Peeling · Jun 24, 2021 at 04:17 PM

For anyone landing here in 2021 or later: This is working as intended. There IS no distortion taking place.

The cause of the apparent distortion is that you are rendering a camera with approximately 120 degrees horizontal FOV onto an image that then, at normal viewing distances, occupies perhaps 40 degrees of the eye's FOV.

You can easily verify this by making the screenshot posted in this thread full-screen, and then moving your head to within a few inches of the centre of the monitor, so that the full image occupies 120-130 degrees of your FOV. When you then look to the side at the sphere, you will see that it appears spherical.

But my camera isn't set to 130 degrees FOV! YOU'RE WRONG!

By default, Unity cameras assume you are specifying the VERTICAL field of view of the camera. In this screenshot, the image is over 2.5 times as wide as it is tall, so the horizontal FOV will be 2.5 times whatever the vertical FOV is set to. If you took this same scene, set the FOV to 40-50 and the FOV axis to HORIZONTAL, you would be able to view it at a normal distance without distortion. This is very likely what the Maya view is doing.

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