2016 - PhysCamera & bunch of problems

2016 - PhysCamera & bunch of problems

Anonymous
Not applicable
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Message 1 of 24

2016 - PhysCamera & bunch of problems

Anonymous
Not applicable

Hello there !

I've a bunch of problem with new PhysCamera in 2016 and i think i've found at least one really bugged.

 

1- Default setting at PhysCamera creation are not saved, at least when using shortcut CTRL+C in perspective. When i create a camera, then customize my parameter (untick targeted & FOV, change focal...)

 

2- Impossible to create a camera without target.

Create Panel > Physical Camera > untick 

 

 

I can get around thoses problem by create a custom camera, but it's pretty heavy when you have many artists to manage (30~80) compared to a simple ctrl+c.

 

3- What really disturb me is : 

- create a camera

- animate camera in position and animate its FOV (ex: key at frame 0 & frame 50)

- change sliderTime to an empty key timing (ex : active frame : 20)

- select a key in timeline now drop you a new key on ative timing. (sometimes... it's pretty random)

- deleting key can also add key.

- it looks like the keys are on the ISO track. Could be related to the exposure control in global effets (physical camera exposure for Vray rendering)

 

The only way ive found to escape this bug is to lock the tracks i didn't need but it's pretty awful...

 

Thanks to everybody that can confirm thoses comportements & bugs.

 

-p-

 

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Message 21 of 24

jens.diemer
Collaborator
Collaborator

Because the resulted perspective is a complete other, isn't it?

Jens

------------------------------------------------------------------------------------------------------------------
https://github.com/jedie/3dsmax_bugs | https://github.com/jedie/3dsmax_patches
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Message 22 of 24

Alfred.DeFlaminis
Alumni
Alumni

Hello @jens.diemer,

 

I see, thanks for the file and the screenshots.  I do see two main issues here and I want to confirm with you so that I don't leave anything out.  

 

1)  Mental Ray does render the wrong region, and there seems to be a problem with how it's interpreting those tilt values.  That needs to be logged and I will do so today.   I tested on all other renderers and they seem to get it correct although the zoom level is different which as I mentioned earlier seems to be a design limitation that already has a note to be looked at in the future.   

 

2) When the camera is hidden, the tilt preview stops being displayed.  It still renders properly, but then it really doesn't match the viewport.  I don't think the features are changing on hide here (unless I'm missing something and please let me know if so), but rather the preview of the tilt seems to stop working in that case.  Turning off the target does seem to resolve this but something is a bit weird there.  My suggestion if you really need a target here and to have it display correctly is to use the old school Look at Constraint to make your own target and make sure to Use Initial Offset.  This solves this problem in the short term.  

 

Thank you @Anonymous for your details and workarounds for those issues, they will be noted in the tracker case.  

 

Best Regards,

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Message 23 of 24

jens.diemer
Collaborator
Collaborator

Found another Bug in max 2017:

 

1. create a PhysicalCamera enable some Lens Shift

2. delete the PhysicalCamera -> viewport change to perspective

3. use "create standard camera from view"

 

The result is a broken "standard camera" with some lens shift corrections. In step 2 and 3 the viewport will not change!

MR will ignore this and render a other region, independent from sampling mode.

Jens

------------------------------------------------------------------------------------------------------------------
https://github.com/jedie/3dsmax_bugs | https://github.com/jedie/3dsmax_patches
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Message 24 of 24

Alfred.DeFlaminis
Alumni
Alumni

Hello @jens.diemer,

 

I can repro this, I'm adding the info to the tracker.

 

Best Regards,

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