Ok, so if I get my camera settings (iso, fstop etc.) just how I like them and render out a “spherical camera” image at 45 degrees, it comes out fine.
If I change the 45 degrees to a 360 degree render then all I get is a completely black render. Something obvious I am missing? I have tried to use default camera instead of physical cam but if I do that I get a render that is totally overexposed. Changing the GI multiplier does nothing.
Any clues?
Re: Spherical camera image
use 359 instead of 360. Since it’s a “physical” camera, and 0 degrees is equal to 360 degrees, you can’t have two physical things in the same exact place. (I know, this sounds really stupid) You should be fine.
Re: Spherical camera image
Hi dkendig, thanks for your reply. Actually I got it to work after I posted this. First I rendered out an image at 355 degrees and it worked, so I changed it to 360 and re-rendered and it worked perfectly.
So just to re-test I quit out of sketchup and reloaded my model - tried 360 and it failed again. tried 355 and it worked, then changed to 360 and it worked fine. LOL!
At least I found a work-around, thanks for your suggestion at that works fine too.
Re: Spherical camera image
use 359 instead of 360. Since it’s a “physical” camera, and 0 degrees is equal to 360 degrees, you can’t have two physical things in the same exact place. (I know, this sounds really stupid) You should be fine.
Hey,
i was wonder if Rhino does have this option too: physical camera + 360degrees view.
Could you answer?
Re: Spherical camera image
no, vfr doesn’t have that ability yet, you have to use the standard camera.
Re: Spherical camera image
And will it have? hehe
Thanks Dkendig!
Re: Spherical camera image
yup, once we bring the new plugin core over to Rhino, it will have all the features V-Ray for SketchUp currently has. IES lights, ambient occlusion, new procedural texture types, etc.