"Stitching" Viewport Frames Together?

Hey, recently I’ve been messing around with viewport frames and I’ve been interested in achieving a specific effect, namely having two viewports containing one half of a model in each, effectively “stitching” them together to look like a single cohesive image.

Only issue is some warping that I assume comes from the FOV on the cameras, preventing it from actually coming together properly. I can’t really think of a workaround for this. I’d appreciate it if I were pointed in the right direction.

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You mean moving a model from one ViewportFrame to another?

If so you can calcuate the position and size of the model depending of the size of the respective frames.

If not can you visualize how the “stitching” mechanism works by drawing a picture?

For an example, say I have a model of a car in two different viewports.
The effect I’m attempting to achieve is to have these two viewports perfectly next to eachother and the car positioned in both in a way that it would appear to be a singular image.

You’d think that having the cameras positioned in a way so the respective halves are just out of frame would work, but it causes an awkward warping effect that ruins the illusion entirely, which I’m thinking is because of the camera’s FOV.

hmm, can you explain exactly why you need to do this? There’s probably easier ways to go about it.

I was making a katana tool for fun and thought it’d be neat if one of the attacks seemed to split the character’s screen in half, like the way you’d see in an old samurai movie.
So my plan was to stick the player’s character in there, achieve this effect, then have the two viewports slide apart.

Where you able to find the answer to this. I need similar viewport mechanic so ic an stitch/sync mutiple windows together