You said:
1. When creating a camera from the current perspective view, the vanishing points get rearranged, and trying to fix them causes problems (one of the axes just does not match with the box).
---------that sometimes happens if the ground grid is not initially close to where it needs to be. Place a cube in the scene that makes sense scale-wise for other objects in your scene at 0,0,0. Then manually move the 'Perspective' viewport around until that object and the ground plane look kind of close there where they should be, as if you were trying to match it by eye. Then make the camera. I've found that the vanishing lines not stay put and don't move at all. -----
2. I'm using a wide-angle photograph from my iPhone, which I believe is causing these issues due to the distortion. This might result in the problems from 1.
-----------that will totally cause problems. Perspetive Match in Max does not adjust for lens barrel and pincushion distortion. If you have to use a phone and not a real camera (although expensive cameras get lens distortion too), then you are probably going to have to be OK with getting things close, but not perfect. You can try to use another program on your iPhone images to correct the lens distortion and then bring them into Max for Perspective Match. That can help.------------
I think I will need to use images with less distortion, and get some practice.
----yes, exactly-----
Also, do you know if, after creating the standard camera from perspective, I can then convert it to VRayPhysicalCamera without issues?
----I use a 3rd party to convert scene elements to VRay or whatever, but yes, when I convert a Max Physical Camera to a VRay Physical Camera, it works perfectly. Nothing moves or goes arwy.----------
Rob Holmes
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3ds Max (2023-2025), V-Ray 6.2, Ryzen 9 3950-X Processor, DDR 4 128MB, Gigabyte Aorus X570 Master motherboard, Sabrent Rocket NVMe 4.0 M.2 drives, NVidia RTX 4090, Space Pilot Pro, Windows 11 Pro x64, Tri-Monitor, Cintiq 13HD, Windows 11 x64
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