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  • IPR Camera

    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.
    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

  • #2
    I think they're gonna add that in the next SP, Bobby...

    Vlado can confirm...

    -Alan

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    • #3
      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

      Comment


      • #4
        the way i do stuff like this is switch the viewport to the sun, and then change that to orthographic - you can then use that view to figure out where shadows are going to fall and handle it all in the viewport.

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        • #5
          Locking 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
          I only act like I know everything, Rogers.

          Comment


          • #6
            Originally posted by vlado View Post
            Locking 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
            Yes, Max is the culprit here. I'm always having problems with Max not rendering the locked viewport. Happens with or without using IPR (IPR does work perfectly with locked viewports as of 3.5). So yet another "feature" from Autodesk that needs fixing. Some day, maybe some day...
            Aleksandar 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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            • #7
              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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              • #8
                @ 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.

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                • #9
                  Originally posted by Jiri.Matys View Post
                  Maybe its a stupid thing, but will be available IPR as a viewport window? Something like activeshade in viewport.
                  Yes, eventually.

                  Best regards,
                  Vlado
                  I only act like I know everything, Rogers.

                  Comment


                  • #10
                    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.
                    https://www.behance.net/Oliver_Kossatz

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                    • #11
                      Originally posted by vlado View Post
                      Locking 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
                      Hello Vlado, I'd be happy to log this into the tracker at Autodesk. If there are any details you can give me I will include them into the case. I have seen this over the years and any extra info at all that could help would be great.

                      Best,
                      AJ

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                      • #12
                        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,
                        Vlado
                        Attached Files
                        I only act like I know everything, Rogers.

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                        • #13
                          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

                          Comment

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