"connecting the preview render target with a different camera changes the camera view"
mmmm....not works for me..
running cuda 3.0 and 64 bit 243
still need to tweak the old camera to activate the new one in the camera view, nobody else noticed the same?
multiple camera still bugsy
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NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
- studiocampus
- Posts: 41
- Joined: Thu May 20, 2010 9:02 am
- Location: italy
xp64 professional - asus p7p55ws supercomputer - i5 750 - 16giga ddr3
cuda: 2 nvidia TITAN
cuda: 2 nvidia TITAN
- studiocampus
- Posts: 41
- Joined: Thu May 20, 2010 9:02 am
- Location: italy
ok is just a wrong procedure issue:
if I first detach the old camera and than connect the new one the bug appear: the view remains "locked" to the old camera.
if I simply connect the new camera to the render target automatically the old camera results disconnected and the new one active.
so is just a minor issue, we just need to connect directly the new camera (faster=better)
if I first detach the old camera and than connect the new one the bug appear: the view remains "locked" to the old camera.
if I simply connect the new camera to the render target automatically the old camera results disconnected and the new one active.
so is just a minor issue, we just need to connect directly the new camera (faster=better)
xp64 professional - asus p7p55ws supercomputer - i5 750 - 16giga ddr3
cuda: 2 nvidia TITAN
cuda: 2 nvidia TITAN
thanks studiocampus
you are right, it works perfectly
ciao beppe
you are right, it works perfectly

ciao beppe