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Issue with camera FOV vs rendering FOV

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  • Issue with camera FOV vs rendering FOV

    Not sure if I accidentally clicked something, or whats happening, but my camera's FOV as seen in the max window, isn't matching what is being rendered. I have the safe frames turned on, so it should be matching. It's almost like I'm telling the camera to show me a 50mm lens, but then it's rendering a 100mm lens or something.

    Has this happened to anyone else? Not sure how to fix it.

  • #2
    Is Breathing set to 0? If not, that will screw over your renders.
    There is also a Zoom setting on the old Vray camera. maybe that got activated somehow. I don't think it's in the Max Physical cam.
    Gavin Greenwalt
    im.thatoneguy[at]gmail.com || Gavin[at]SFStudios.com
    Straightface Studios

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    • #3
      Tried the lens breathing and that didn't change anything. The Physical camera does have the zoom, but that is set to the default of 1. I tried deleting the camera and creating a new one, but it kept all the same settings anyway with the new one, so not sure if it's part of the camera or not. I checked the typical things like "Area to Render" is still set to view.

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      • #4
        How about the "override FOV" option in the camera tab in the render settings?

        If it's a problem with a new camera too, it's probably in the Vray Render \ Camera settings.
        Gavin Greenwalt
        im.thatoneguy[at]gmail.com || Gavin[at]SFStudios.com
        Straightface Studios

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        • #5
          Hmmm, the Camera type is default, and nothing is selected. The Override FOV wasn't selected, but I figured, hey, let's give that a shot... checked it and set it to some outragous numbers, and no change to the render. It's almost like it's orthographic, but doesn't really LOOK orthographic.

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          • #6
            Not sure if these screen grabs will help or not.. can't figure this out.
            Click image for larger version

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            • #7
              Can you check if you have turned off the "Get resolution from MAX" option in the Render Setup (V-Ray > Frame buffer rollout)?
              Miroslav Ivanov
              Chaos Cosmos

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              • #8
                That option is still checked.

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                • #9
                  I managed to figure this out, kind of. This may need to go into the Phoenix threads.... because I'm using Phoenix to create an underwater scene, and the IOR for the material is causing the camera to refract completely (Changing the IOR changes the FOV).. is there any way around this? It seems if I put the camera IN the simulation box, it's fine, but putting the camera outside the box causes the refraction to affect the camera.

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                  • #10
                    Makes total sense. Either ior 1 on the material so there's no distortion (might change the look of your ripples up top) or put the camera in as you've said.

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                    • #11
                      I tried an IOR of 1, and it renders everything pure black, which is a bummer. I have the camera pulled back a ways from the Phoenix grid, and to run a simulation with that size of a grid, just because I need the camera in it, is going to take forever to simulate

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                      • #12
                        Just did a sneaky test. If you've got a box with a sim, you can make a second phoenix grid that stretches from your camera to this grid - if you set it to initial fill up of 100 and a very large cell size so it's fast, you get a very quick box of water. You can almost run this as a corridor from your camera into your main sim grid and if they both have the same material, there's no visible join. It might render a tiny bit darker than before if you're using fog but it might solve the issue?

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                        • #13
                          That sounds like it might work well Thanks! I'll give it a shot!

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                          • #14
                            Originally posted by djanim8 View Post
                            I tried an IOR of 1, and it renders everything pure black, which is a bummer. I have the camera pulled back a ways from the Phoenix grid, and to run a simulation with that size of a grid, just because I need the camera in it, is going to take forever to simulate
                            I don't have phoenix so this may be bonkers but maybe try an IOR of 1.001 or some small fraction above 1.
                            www.dpict3d.com - "That's a very nice rendering, Dave. I think you've improved a great deal." - HAL9000... At least I have one fan.

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                            • #15
                              That is the current work-around I'm doing until I can test the 2 sim grids.

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