I just noticed what appears to be an error in the Physcam. The new vertical offset is a very good feature, but it… doesn’t work properly.
I’ve set up a test scene with close to identical cameras. One uses vertical offset, with a value of -0,252. The other camera has its target moved up, and is then vertically shifted to 0,252.
Both cameras appear identical in the viewport, as you can see from the attached images. But when I hit render, the outcome of the cameras are very different.
Is it a bug, or am I doing something horribly wrong?
I’d like the offset to work properly, because it’s a great feature.
(And when we’re on the topic, it would be great if you could lock the “guess vertical shift”-button to automatic feedback when you move the camera target.)
Has it been already fixed? We just bumped into this problem recently and would welcome some hotfix…
EDIT: Just saw the other thread that it’s planned for future versions, so please disregard my question. But it would be nice to have it fixed - it’s difficult to get a correct picture when we have to render every move to see actually see it.
Vlado, this vertical shift problem still hasn’t been fixed? I just came across it…it’s really giving me hard time, I have to manually adjust the render. Any ideas when it will be fixed? SP6 still has it.
Edit: Actually the number is about half right. So if you need a shift of about -0.2 and it looks good in viewport, to render it, set it to -0.1
its january 2025 and im encountering this issue also. Was it fixed? I encountered it with tyflows camera projection and then tried to reenact it without other plugins. Just used a “camera map per pixel” projected from a camera with vertical offset. In the viewport it shows the correct position of the texture but when i render, it shows it on the location as if no shift is enabled.
Yes, thats correct. Its working with IPR, but not in production which i need because im rendering animation sequences. I’ve been reading alot about this online and saw that camera map per pixel is working fine with 3ds max default camera. Maybe that will be the workaround, but would’ve been nice to have it in vray correctly. Maybe a dedicated vray texture would be easiest? i dont know. Thanks for the bump. hope it gets resolved some day.