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  • IPR Real-Zoom useful?

    Maybe I am missing something, but when using real-zoom in IPR (which should be VERY useful), it seems the textures are not real-time zoomed when zooming in; they keep their original viewport zoom factor! Since the geometry IS zoomed and the textures not I think I must be doing something wrong or this is a bug, otherwise I don't think real-zooming is useful.

    On another note: the way real-zoom is implemented should be altered: now you need to use the mouse-wheel ( a luxury pen-users do NOT have!!) which wastes valuable resources while scrolling since during that time all calculation don't make any sense. Why not make a button with which you can window zoom a portion of the VFB after which that portion is real-zoomed to fit in the window? That's far more intuitive than scrolling until you get the portion you need!

  • #2
    Just found out that when switching off "Filter Maps" in Render Setup/Global Switches, the textures are correctly rendered in their right resolution. So it seems that the filtering is not correctly scaled (if that's the correct expression!?!).

    BTW: Max2020, VRay 5/1.2, IPR/CPU

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    • #3
      I also would like to have an IPR which goes up to the defined end resolution of the image if zooming in. The Filter Maps switch does no difference in my setup. As I understand it this is only for accurate GI calculation according to the resolution of the used maps for quicker rendering/ use lower memory. Regardless of the use of the VFB or the IPR in the viewport, you have to move the camera dolly to get images with higher resolution in the IPR. "2d Pan Zoom Mode" doesnt work if IPR is on in Viewport.
      Workstation: Ryzen 9 5950x @ 4,20GHz 64 GB RAM, Nvidia Quadro P5000, Win10 Prof.<br>Rendernode: AMD Threadripper 2990wx 64 GB RAM, Win 10 Prof. MAX 2025.2, VRay 6.2, ForestPack, RailClone, RichDirt, KStudio ProjectManager....

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      • #4
        Originally posted by 3d-laboratory View Post
        ...As I understand it this is only for accurate GI calculation according to the resolution of the used maps for quicker rendering/ use lower memory. Regardless of the use of the VFB or the IPR in the viewport, you have to move the camera dolly to get images with higher resolution in the IPR. "2d Pan Zoom Mode" doesnt work if IPR is on in Viewport.
        Hmmm!? I thought Real-Zoom was a great replacement inside the VFB to do a blowup (region) render as in 3dsMax, where you just do a closeup render with all the functionality, without altering camera location and settings. As it is now my textures do not keep their resolution; testing only for GI does not make sense. I used a plugin (FPrime) in Lightwave 20 yrs ago that could do this interactively!

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        • #5
          Ha, Lightwave, I didn´t heard of it a long time. But it is available still (did a google search) I worked with an american renderer called LUMINA 25 years ago, it is long forgotten....
          Workstation: Ryzen 9 5950x @ 4,20GHz 64 GB RAM, Nvidia Quadro P5000, Win10 Prof.<br>Rendernode: AMD Threadripper 2990wx 64 GB RAM, Win 10 Prof. MAX 2025.2, VRay 6.2, ForestPack, RailClone, RichDirt, KStudio ProjectManager....

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          • #6
            Thank you for your inputs. Indeed, there is a difference between a Real Zoomed texture and a regular close-up. I've logged an improvement request (internal bug-tracker id: VMAX-11188 ). We'll see if we can do something about it.
            Aleksandar Hadzhiev | chaos.com
            Chaos Support Representative | contact us

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            • #7
              We use the Real-Zoom feature inside the VFB all the time in an IPR session. We do not get any downscaled textures, because we set the filtering to the lowest value possible, ie. no mip-mapping.
              https://www.behance.net/Oliver_Kossatz

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              • #8
                Originally posted by trick View Post

                Hmmm!? I thought Real-Zoom was a great replacement inside the VFB to do a blowup (region) render as in 3dsMax, where you just do a closeup render with all the functionality, without altering camera location and settings. As it is now my textures do not keep their resolution; testing only for GI does not make sense. I used a plugin (FPrime) in Lightwave 20 yrs ago that could do this interactively!
                Steve Worley— we need more brilliant guys like him.

                FPrime was amazing.

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                • #9
                  Duplicate.

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                  • #10
                    Originally posted by kosso_olli View Post
                    We use the Real-Zoom feature inside the VFB all the time in an IPR session. We do not get any downscaled textures, because we set the filtering to the lowest value possible, ie. no mip-mapping.
                    Yep, with no or low filtering this problem does not occur. But that requires intelligent use of textures, and that is not always the case with some of the models I get. Chasing after the correct textures is not within my job description ... or my clients Thing is this is mostly for background buildings/stuff and just especially for these I do need the real-zoom feature.

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                    • #11
                      Originally posted by hermit.crab View Post
                      Thank you for your inputs. Indeed, there is a difference between a Real Zoomed texture and a regular close-up. I've logged an improvement request (internal bug-tracker id: VMAX-11188 ). We'll see if we can do something about it.
                      Great

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                      • #12
                        What I found interesting is that textures don't get blurred when using Real Zoom with Vray GPU. It would be so nice to have textures stay sharp with the CPU renderer too. It frankly makes the feature kind of pointless otherwise, at least for me, and is the reason I rarely use Real Zoom with the CPU renderer.
                        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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