(open)[HOU-4690]built in camera overscan like in maya

Hello,

I really wish we had this feature implemented into vray render rop:
We have overscan field in the camera, but it has no attributes. I have a specific need where all my clients are asking to always deliver with 10% overscan on all renders, and some shots as much as 30% overscan. It makes it so much easier when we can just set that value in render rop rather than having to go into each camera and do the math on camera lens and multiply the overscan ratio there and into the render resolution.

> than having to go into each camera and do the math on camera lens and multiply the overscan ratio there and into the render resolution.
> are asking to always deliver with 10% overscan on all renders

This could be implemented, but I’m not sure about the “math” issue, just set “Screen Window Size”.

Yes there are two issues with using screen window size. One, you still have to set it in the camera explicitly. Imagine we have 50 shots, each has its own camera coming from alembic cache. Each time camera is loaded that info is destroyed. If we are iterating on camera’s then each time it has to be reset. On some shots I get camera versions running between 5-10 versions, so its a bit of a pain in the butt. The other issue is that while setting screen size works in the viewport, upon rendering in deadline using vray standalone the output exr frame is actually shifted sideways, see attached:

Hello @Morbid_Angel ​ , display window looks correct on my side. What are your Houdini and V-Ray versions? Can you share a simple scene were display window is shifted?

Hi Gregory,

Here is the link to the scene example. If you use this node to submit to deadline, you will get the result I am talking about. I think the issue comes from us using override camera resolution in the render rops. We use that setting for the same reason as I requested the global control for overscans.

Using houdini 19.5 and vray_adv_62024_houdini19.5_1c6e933_22817 on windows 10 64.

What I expect to see in the viewport:

What we get during vray batch render:

​​

I reproduced and reported the issue. Thanks for the feedback. Not sure if it will help you, but if you submit the job as a “Render Job”, the data window is correct.​

We can’t really do that since in my understanding the render job will require houdini license? We only have 3 engine licenses that are exporting, and rendering on a much larger farm via vray standalone.

The current workaround is to “force” Standalone use render size from the vrscene file by adding command line arguments -imgWidth=0 -imgHeight=0:
houdini19February19-07-16.png
I’ll check how to prevert deadline from adding imgWidth/imgHeight to the command line meantime​…

Thanks Bdancer. This is a great info for future setups, but I come from maya / vray of many years and the built in global overscan in my opinion is the way to go for future.

As a lead on a project I like to setup the render output rops and just pass them along to artists. I don’t want them tinkering with the cameras, render settings etc etc. Ideally I just implement these functions in my global control and call it a day :smile:

Well, it’s already in the 7’s nightlies, so you could try how it works.

Thanks! We are still on vray 6.2 for houdini until we wrap the projects (this week/next week) Once we are done I will get the whole farm updated to vray 7 and try all of this!