VRay physical camera unhiding even when camera category is hidden

Hi, this is a small annoying bug that has been in vray for a long time and it’s still in vray 3.

When I check the checkbox for hiding the “Cameras” category in the Hide by Category panel in the display tab, vray camera often unhide itself while workign and rotating the view and clutter the viewport while modeling for example.

Hm, thanks for the pointer; will look into it.

Best regards,
Vlado

I think it usually happens for me when I’m creating geometry or something. It’s like it think the physcam is actually geometry. Not sure but yes I have this bug too

I’ve also noticed for a long time, that the Vrayphysical cameras seem to always ignore “object isolation mode.”

Hello,

I’m trying to reproduce the problem but I’m having some trouble.

I tried with Max 2014 and Max 2012 with Nitrous and OpenGL viewports and VRay 3. The only problem I noticed is that if you’ve hidden cameras and lights, create a new physical camera - the lights are also unhidden.

With Max 2012 when I toggle “object isolation mode” the target boxes of the cameras remain visible but the same happens with the standard max target camera. Other than that the cameras stay invisible.

Have you noticed some specific step that leads to unhiding of the cameras ? Also what viewport type are you using when this happens ?

Best Regards,
Yavor

I use nitrous. It always happen when modeling but I have no exact step to make it happen. I would have to try find the exact steps.

Ok I found out a case when it happens.

I use a 3D connexion spacepilot. When I hide the cameras with the hide by category check box, as soon as I rotate the view with the space pilot all the cameras are unhidden. It seems it’s not just the vray camera,. The standard too are unhidden.

So it may be a spacepilot bug or 3dsmax bug. Probably not a vray one.

You can see it here (by the way there was a bug in my screen capture, while capturing I was not seeing the menu duplicating itself on the right):

The superclass of the targets of cameras is geometry (don’t know why?) this could be something to do with it…

I encountered this issue with lights as well…