Can you lock the viewport when using IPR? I want to move some trees to get a shadow to fall perfectly, but when I pick another viewport, it'll start rendering that viewport. I tried, but it doesn't seem to work.
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Bobby Parker
www.bobby-parker.com
e-mail: info@bobby-parker.com
phone: 2188206812
My current hardware setup:- Ryzen 9 5900x CPU
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That would be great! I was surprised it didn't work.Bobby Parker
www.bobby-parker.com
e-mail: info@bobby-parker.com
phone: 2188206812
My current hardware setup:- Ryzen 9 5900x CPU
- 128gb Vengeance RGB Pro RAM
- NVIDIA GeForce RTX 4090
- Windows 11 Pro
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Originally posted by vlado View PostLocking should work in 3.50.03. However I noticed that 3ds Max gets easily confused about which viewport the camera is locked to; there is something odd there generally.
Best regards,
VladoAleksandar Mitov
www.renarvisuals.com
office@renarvisuals.com
3ds Max 2023.2.2 + Vray 7
AMD Ryzen 9 9950X 16-core
64GB DDR5
GeForce RTX 3090 24GB + GPU Driver 565.90
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Maybe its a stupid thing, but will be available IPR as a viewport window? Something like activeshade in viewport.AMD TR 7980X, 256GB DDR5, GeForce RTX 4090 24GB, Win 10 Pro
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I think there is a general misconception among the 3dsMax users. Max locks the viewport, not the camera. So if you accidentally choose another camera, or orthographic or anything else in the locked viewport, 3dsMax will send that to the renderer. I do it this way: Two column layout. On the right is the locked viewport with the render camera. I never ever touch this. On the left is whatever I need.
Maybe that is why I don't get that problem with IPR. With the public release it is working fine for me in that regard.
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Originally posted by vlado View PostLocking should work in 3.50.03. However I noticed that 3ds Max gets easily confused about which viewport the camera is locked to; there is something odd there generally.
Best regards,
Vlado
Best,
AJ
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I guess part of the confusion for me comes from the fact that the "Render Setup" dialog always shows the viewport that was active when the dialog was opened, and not the viewport that the render is actually locked to. So if there are multiple cameras in the scene, when you open the "Render Setup" dialog you see one thing, but a different thing renders. This is not V-Ray specific.
1) Create some scene, set the lower-right viewport as active;
2) Open the Render Setup dialog and lock the viewport to the Perspective one.
3) Close the Render Setup, set the lower-left viewport as active and turn it into a camera view with some random camera;
4) With the lower-left viewport still active, open the Render Setup dialog.
5) Now the Render Setup shows the newly created physical camera as the "view to render" even though, if you actually do a render, it will render the Perspective viewport that we locked before.
So basically there is no real way to tell from the UI which camera the render is currently locked to.
Best regards,
VladoI only act like I know everything, Rogers.
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Yes, that is what I am doing now, but just because I have to, I guess. it will be nice when locking the viewport works.Originally posted by dean_dmoo View Post@ Bobby,
What you can do is select the tree, make the cam viewport active and then move the tree numerically. I use the same technique to adjust the camera position.Bobby Parker
www.bobby-parker.com
e-mail: info@bobby-parker.com
phone: 2188206812
My current hardware setup:- Ryzen 9 5900x CPU
- 128gb Vengeance RGB Pro RAM
- NVIDIA GeForce RTX 4090
- Windows 11 Pro
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