I know it is kind of an oxymoron, but I would like the option of using the vray physical cam settings for my orthographic architectual elevation renderings. Maybe an orthographic checkbox in the camera that would disable any settings that would conflict with an orthographic view.
At this point, I have to move the camera so far away from the objects I am rendering due to the narrow FOV just to get close to an orthographic view.
If you can do this it would be great, if not, I completely understand.
It seems a bit antithetical to the idea of a physical camera. Maybe a script that would convert from physical camera to standard Max camera, which could then be made orthographic. Maybe Lele can reverse engineer his standard to physical script
Physical and orthagonal seem to be a contradiction in terms in my book. What about the physical camera are you looking to get out of the orthagonal camera. If this in order to use the sun/sky? If so, you can do a multiplier on the Sun… or if you want, you can do an exposure by changing the color mapping… Linear, 0.001 multipier.
I agree with CPNichols.
If it’s perspective distortion that bothers you, though, you can counteract it very much like with a camera corrector using vertical shift, so to obtain at least vertical lines.
Good idea for the script, though: maybe a function could be that if a vraycam is selected, it turns it back into a standard camera.
From there ortho is a checkbox.
Of course, none of the exposure parameters would be kept…
Using the phys. camera exposure in orthographics views would allow you to use the exposure settings and I think this is what he’s going after. Yeah, you could lower the multiplier on the vray sun, but in interiors (or exteriors too I guess) by keeping the multiplier at 1.0 it will expose the sun correctly with any vray lights you have set with actual lumens (or watts). I suppose you could lower the sun multiplier to .01 and lower all of the lumen (or watt) values by a factor of 100 and still use a normal camera, but I haven’t tried it.
@jujubee: You don’t like my Euro Mullet? I’ve been working on it since I’ve moved over here Though I’ve learned the British do not really consider themselves European…
I’ve suggested a similar idea; a global exposure setting to effect max cameras, and perspective/user viewport renders in vray render settings… but a modifier would be a great idea too!
You guys are wrong on this… the physical camera is all dependent on things that the physical camera has… filmgate, lense size, distortion, etc… the exposure is a factor of all this. The Max camera, like the perspective view, like all other cg cameras, is in fact a pin-hole camera. There is no such thing as exposure on a pin-hole camera. Neither is there a way to do in on an orthagonal view. If you universally want to expose the amount of light up or down use the color mapping. There is a multiplier setting there you can can cut tyhe ligth in half or double it to your hearts content… Don’t pretend that the perspective camera, or an orthagonal camera has the attribute that can actually dictate how much light can see.
Now.. on to to more important things… Clfton’s avitar is not him… but a picture of Gunther, made famous on the internet my such videos as the Ding Dong song:
I wondered how long it would take someone to recognize my avatar. Of course Chris has an advantage because he knows I don’t look like that. My mullet is much longer in back.