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  • 2 point perspective camera

    hi

    i'm having a problem with rendering a 2 point perspective view in vray, i've set the camera up in sketchup - i had to use the pan tool to get the view i want (its 15 storeys high so looks weird with the 3 pt perspective taken from ground level), but when i render it in the frame buffer the view has moved back and the top of the building is missing....
    any ides?

    thanks in advance

    stewart

  • #2
    Re: 2 point perspective camera

    2-point perspective is a new feature to Skp 6 - so I'm not sure if our setup takes it into account yet. Let me play around with it a little bit - I'll let you know what I find.
    Best regards,
    Joe Bacigalupa
    Developer

    Chaos Group

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    • #3
      Re: 2 point perspective camera

      Ok - I just played around a bit with it and it appears ok to me. My gut-reaction was that maybe the physical camera wouldn't work with it because the physical camera doesn't support ortho views, so I wasn't sure if maybe it wouldn't work with 2-point perspective either - but it does. I think your issue might be because the aspect ratio of your output image isn't the same as your viewport - so there is a difference between what you see and what you render. Try making sure that the aspect ratio for both is the same - or just uncheck "Override viewport" in our global options -> Output section (so the output image and your viewport will be the same size. You can also change the the aspect ratio in the Output section. Make it the same as your viewport aspect ratio and lock it (push the L button next to spinner).

      If you try that and are still having problems then maybe you could send me a test scene showing the problem.
      Best regards,
      Joe Bacigalupa
      Developer

      Chaos Group

      Comment


      • #4
        Re: 2 point perspective camera

        Instead of using the physical camera (which is the default in vfsu) uncheck it and change the default camera type to cylindrical (ortho) that might help. I haven't really used it, so thats as far as I can point you. Play around and see if that can work for you.
        Damien Alomar<br />Generally Cool Dude

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        • #5
          Re: 2 point perspective camera

          thanks for the advice guys, i'll try your suggestions and get back to you if there's still an issue

          stewart

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          • #6
            Re: 2 point perspective camera

            Apologies for posting on an old thread but I've encountered this very same problem. I have both viewport and focal length overrides unticked yet my 2 pt perspective render doesnt match the SU viewport. What I have noticed is that when I toggle into 2pt I need to pan the view to the desired position; this isn't a problem. However, when I toggle back to normal perspective and then back to 2pt the viewport resets itself matching the view in the VFB. No matter what I try, I cant get the VFB to render the view I want. Any suggestions? Could it be a SU6 pro version problem?

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            • #7
              Re: 2 point perspective camera

              Does anybody have this problem or a solution to the problem??? Its really annoying; I just hope there is a solution.

              Comment


              • #8
                Re: 2 point perspective camera

                You can also try playing with the vertical shift feature of the physical camera, as that will change the orientation of your vertical lines

                example here: http://www.spot3d.com/vray/help/150R...camera.htm#ex5
                Thats a Max example, so don't go looking for the Guess Vertical Shift button because we don't have it.
                Damien Alomar<br />Generally Cool Dude

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                • #9
                  Re: 2 point perspective camera

                  I've read your previous posts regarding the lens shift within the camera rollout however that wont cure vray rendering the wrong view to what I have on my SU viewport!

                  Comment


                  • #10
                    Re: 2 point perspective camera

                    Ok, I thought it might help if I took some shots of what I'm encountering. For what its worth I've made the camera and output options visible and reduced the VFB so that you can see enough of the SU viewport to notice the huge discrepancies with all of the rendered views. I have also (at the point of screenshot) enabled the SU zoom command so that the viewport focal length is visible to all. SU version is current and same behaviour happens on other machines. Frankly I'm at a loss as to why VfSU is unable to produce an render that matches what is on screen so I hope Damien or Joe can clarify where I am going wrong (if indeed I am). Should we perhaps be requiring a safe frame as per MAX? I've brought this problem to Google's attention but the problem is I nor others can work out if it is Google's or Asgvis's problem.



                    This image is a 2 point perspective render without override focal length applied. It is zoomed in way too far.


                    This image is a 2 point perspective render with override focal length applied. It looks ok but the image focus is from eye-level to the horizon, not upwards as per viewport.

                    This image is a normal perspective render without override focal length applied. Again, it is zoomed in way too far.



                    This image is a normal perspective render with override focal length applied. This image is closest of all 4 to view port yet it still isn't correct. Why?

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                    • #11
                      Re: 2 point perspective camera

                      I would simply alter the zoom (in the physical camera rollout) so that it is say about 1.2 - trial and error. This will zoom in like sketchup has.

                      David
                      Sketchup 2015
                      Vray version 2.00
                      www.davidcauldwell.co.uk

                      Comment


                      • #12
                        Re: 2 point perspective camera

                        Its a bit pointless if I have to change settings to match the desired view in the viewport. Surely the whole point of this renderer is to work on a WYSIWYG basis and not an almost WYSIWYG. I'm not familiar with other SU renderers other than KT but does Podium, Indigio, Vue or Artlantis suffer from this? I hoping that I ASGVIS will provide an answer as to why not a single test image I have posted matched the viewport.

                        Comment


                        • #13
                          Re: 2 point perspective camera

                          I am fairly new to vary and thus far I have noticed the same problem. I hope ASGvis finds a solution soon. The company I work for is considering buying the program to use for quick renders for clients but if we cannot get the view to match sketchup then it isn't worth it. We decided to go this route due to the fact it was relatively inexpensive as compared to 3DS but the camera is huge for us. I am not trying to be a jerk but it does seem aggravating to try over and over again to get the same view as in SU and it doesn't work. My solution would be a more user friendly camera that the user can manipulate it's angle and view through physically moving the camera within sketchup and setting it up much like the cameras in 3DS Max. There just isn't much it seems you can do with it. Great program but the camera problem needs resolving before I give the okay to go with the program. Can you help us ASGvis Please!

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                          • #14
                            Re: 2 point perspective camera

                            As David said just alter the physical cameras zoom, so you have to play with it big deal. Its the nature of these 3d render programs, as ive found you have to play with everything else anyway!

                            Comment


                            • #15
                              Re: 2 point perspective camera

                              I'm getting the same problem! > Have been rendering for ages and it's been fine, now the output never matches the viewport. It seems to zoom or crop the image. The only thing I’ve changed is the field of view angle on the SU camera now the problem happens not only in this model but all my other models and they rendered fine before. :-\

                              I’ve reverted back to the previous field of view angle, but no luck. The only way to get the correct image is to turn off the ‘physical camera’ in the Vray options.

                              Any suggestions please?

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