perspective match And vray camera

Is there a way to get perspective match to work with vray ray camera?

Not sure, but you can always match a standard camera and then convert it to a V-Ray one.

Best regards,
Vlado

Vlado, I already tried that. But when in convert the regular camera to a vary camera, the entire perspective changes and I am back to square one.

Go to cameras view once matched.
Delete it,
“Create camera> from view”

Then convert that to vray cam lol

Not sure what you’re lol’ing about, but that does not work as far as my tests show.
It has been a long standing issue with the vrayphyscam that it does not match either the existing standard cam or any perspective views (FOV that is).
I’m pretty sure Lele wrote his cam converter tools for that specific reason, and not because he was bored.

I think the main idea would be to have the physcam behave identically to the standard cam when using ctr-c. Preferably directly from a perspective view (would need some custom option in max), but at least after it was created in the scene and selected when pressing ctr-c.

Can you get me more specific reproduction steps? From what I could test, turning on the “specify FOV” option before pressing ctrl+C allows me to reproduce a standard camera exactly.

I’m pretty sure Lele wrote his cam converter tools for that specific reason, and not because he was bored.Lele wrote his script before we had the above option…

Best regards,
Vlado

The perspective match can create totally odd unsymetric cameras. I think that could be the problem ?

That’s why I asked for reproduction steps :slight_smile: I’ve never used it myself…

Best regards,
Vlado

this should work with the updated service pack (i believe), I was having the same issues (last year).

I think that´s just the way it´s supposed to works. We´re still on 2014SP 1. On a quick look over the readmes of SP 2 and 3
there wasn´t anything fixed regarding the camera match utility but I might be wrong.
Vlado. Create a Free Standard Camera, select perspective Match from the Utility panels, activate “show vanishing lines” and drag those around a little.
Attached is an (extreme)example of how a camera can look when using this utility.

I’d be interested to know whether the Max to V-Ray camera conversion on here works for everyone?
http://www.scriptspot.com/3ds-max/scripts/vray-camera-manager

Ah. That’s what you use that parameter for :slight_smile:
I never really understood what it was for.
Could maybe this parameter be on by default?
Any thoughts on how/if we could get max to create a vrayphyscam as default instead of a standard cam when pressing ctr-c? Could it be included in the vray ui-default theme?

Probably… it’s on by default in V-Ray for Maya.

Any thoughts on how/if we could get max to create a vrayphyscam as default instead of a standard cam when pressing ctr-c?I don’t think this is possible. I’m not sure if the 3ds Max devs ever expected someone to create a plugin camera :slight_smile:

Best regards,
Vlado

I did something similar to this with Max Script http://arddigital.co.uk/viewport-to-vray-physical-camera/

It basically creates a standard camera from the viewport, then creates a vray camera from the standard camera, then deletes the standard camera. A bit clunky but it works.

Dean

Sorry for being a bit offtopic here but in regard to the last 3 post.

Isn’t it usually enough enough to create a vray cam (position doesn’t matter). Have the perspective view to be your active window (yellowish border) select the vray cam and press ctrl c. After that the vray cam should be aligned to your perspective view. No need for a max standard cam.

well yes, now that the super secret “Specify FOV” parameter is available, as long as it is activated, it will match. Before this feature, fov was always wrong.