FOV value isn't accurate from what I can tell

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radiance
Posts: 7633
Joined: Wed Oct 21, 2009 2:33 pm

yeah, you need to correctly convert your host's camera transform to a lookat transform.

octane does'nt use a matrix transform for it's camera, but a lookat transform.
if you change the position, the camera will rotate as it's always looking towards the lookat point.

you need to transform the point, this then becomes the new point of the octane camera,
then you need to make a 2nd point that the camera points to.

i'll have to describe this in detail tomorrow as i'm exhausted.

Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
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face
Octane Plugin Developer
Posts: 3204
Joined: Sat Mar 06, 2010 2:10 pm
Location: Germany

So, i have now match the camera from Softimage to Octane.
Thanks to radiance for help, but i have found, that i become the right up-vector from softimage self.
(the second row in the transformmatrix was the right up-vector und the third the direction. I have interchanged that)

The first image is a simple camera x/y rotation.
The second one use the x/y/z camera rotation.
And the last one uses x/y/z camera rotation and the FOV angle.

Sorry for the animated images, but i think so you can better see the result.
When you hit esc, than it don´t flash...

The current status for the plugin, you can pick the octane.exe, pick the camera, select the location of the rendered image and hit the render button.
Some values eg width, height, samples and exit after rendering are also implemented.
Future plans are to generate a simple ocs (working), use that to render (working), pick objects to render (working), use GPU (soon) and batch.
Some not implemented working features have little erros in the layout logic. Also read checkbox input than do that and not that...
Alltogether, it should not take long to finsh it.
Attachments
camera x/y rotation
camera x/y rotation
x/y/z camera rotation
x/y/z camera rotation
x/y/z camera rotation and FOV angle
x/y/z camera rotation and FOV angle
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
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radiance
Posts: 7633
Joined: Wed Oct 21, 2009 2:33 pm

face wrote:So, i have now match the camera from Softimage to Octane.
Thanks to radiance for help, but i have found, that i become the right up-vector from softimage self.
(the second row in the transformmatrix was the right up-vector und the third the direction. I have interchanged that)

The first image is a simple camera x/y rotation.
The second one use the x/y/z camera rotation.
And the last one uses x/y/z camera rotation and the FOV angle.

Sorry for the animated images, but i think so you can better see the result.
When you hit esc, than it don´t flash...

The current status for the plugin, you can pick the octane.exe, pick the camera, select the location of the rendered image and hit the render button.
Some values eg width, height, samples and exit after rendering are also implemented.
Future plans are to generate a simple ocs (working), use that to render (working), pick objects to render (working), use GPU (soon) and batch.
Some not implemented working features have little erros in the layout logic. Also read checkbox input than do that and not that...
Alltogether, it should not take long to finsh it.
so the final RC2.1 has solved the issue where you reported that the camdera positon relative to the film is±25 pixels horizontally ?
i fixed it last thursday and it's added to beta 2.1

Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
jipe
Licensed Customer
Posts: 28
Joined: Wed Mar 17, 2010 12:40 am

radiance wrote:yeah, you need to correctly convert your host's camera transform to a lookat transform.

octane does'nt use a matrix transform for it's camera, but a lookat transform.
if you change the position, the camera will rotate as it's always looking towards the lookat point.
Just curious, is this going to affect support for importing animated cameras in the future? I might be totally visualizing it wrong, but if I animate a camera in Maya without using the aim target, would it still be imported properly into Octane? Apologies if I'm totally misunderstanding your description of Octane's "lookat transform".
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face
Octane Plugin Developer
Posts: 3204
Joined: Sat Mar 06, 2010 2:10 pm
Location: Germany

so the final RC2.1 has solved the issue where you reported that the camdera positon relative to the film is±25 pixels horizontally ?
i fixed it last thursday and it's added to beta 2.1
Sorry, i don´t reported that ;)
Just curious, is this going to affect support for importing animated cameras in the future? I might be totally visualizing it wrong, but if I animate a camera in Maya without using the aim target, would it still be imported properly into Octane? Apologies if I'm totally misunderstanding your description of Octane's "lookat transform".
You don´t need that. But when you will render with the focus or DOF or rotate your scene in Octane, than would it be usefull. The target is the base to calculate that things...
When you have the POI from maya, then you can calculate the target. But without scripting or programming experience it is impossible...
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
User avatar
face
Octane Plugin Developer
Posts: 3204
Joined: Sat Mar 06, 2010 2:10 pm
Location: Germany

Sorry, error. You need it. You don´t need it, when you can input the rotation angles or the direction in Octane. Than with limited effects (DOF, Motion blur...)
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
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