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  • Vray Physical camera offset error

    I just noticed what appears to be an error in the Physcam. The new vertical offset is a very good feature, but it... doesn't work properly.

    I've set up a test scene with close to identical cameras. One uses vertical offset, with a value of -0,252. The other camera has its target moved up, and is then vertically shifted to 0,252.
    Both cameras appear identical in the viewport, as you can see from the attached images. But when I hit render, the outcome of the cameras are very different.

    Is it a bug, or am I doing something horribly wrong?

    I'd like the offset to work properly, because it's a great feature.


    (And when we're on the topic, it would be great if you could lock the "guess vertical shift"-button to automatic feedback when you move the camera target.)
    Attached Files
    www.whiteview.se

  • #2
    The viewport preview of the "offset" feature is currently not accurate (but the rendering itself is). We will be working on fixing that.

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

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    • #3
      Alright, cool. Looking forward to the fix.
      www.whiteview.se

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      • #4
        just a side note...the offset doesn't seem to work with RT either...
        Marc Lorenz
        ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
        www.marclorenz.com
        www.facebook.com/marclorenzvisualization

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        • #5
          Ah, thanks for the pointer; will be fixed.

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

          Comment


          • #6
            Has it been already fixed? We just bumped into this problem recently and would welcome some hotfix...

            EDIT: Just saw the other thread that it's planned for future versions, so please disregard my question. But it would be nice to have it fixed - it's difficult to get a correct picture when we have to render every move to see actually see it.
            Last edited by TheLooopCGI; 01-08-2010, 03:07 AM.
            David Slachta
            The Looop CGI
            Shanghai, China

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            • #7
              Vlado, this vertical shift problem still hasn't been fixed? I just came across it...it's really giving me hard time, I have to manually adjust the render. Any ideas when it will be fixed? SP6 still has it.

              Edit: Actually the number is about half right. So if you need a shift of about -0.2 and it looks good in viewport, to render it, set it to -0.1
              Last edited by Crayox13; 28-03-2012, 09:39 AM.
              www.hrvojedesign.com

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              • #8
                Yea, this really needs to be fixed soon.

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                • #9
                  sorry for the necro but this appears to still be a bug in VRay 5 2.1 Max 2021
                  the fix get scrapped or has it returned?

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                  • #10
                    its january 2025 and im encountering this issue also. Was it fixed? I encountered it with tyflows camera projection and then tried to reenact it without other plugins. Just used a "camera map per pixel" projected from a camera with vertical offset. In the viewport it shows the correct position of the texture but when i render, it shows it on the location as if no shift is enabled.

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                    • #11
                      Originally posted by marin_petkov View Post
                      its january 2025 and im encountering this issue also. Was it fixed? I encountered it with tyflows camera projection and then tried to reenact it without other plugins. Just used a "camera map per pixel" projected from a camera with vertical offset.
                      The issue you're encountering is something else. It is already logged (internal bug-tracker id: VMAX-10666). I'll add a bump on your behalf.

                      Originally posted by marin_petkov View Post
                      In the viewport it shows the correct position of the texture but when i render, it shows it on the location as if no shift is enabled.
                      You mean IPR here, right? The camera projection per pixel issue works in IPR but not in Production.
                      Aleksandar Hadzhiev | chaos.com
                      Chaos Support Representative | contact us

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