I have noticed that if I choose a certain image resolution, that the viewport does not indicate just where those image bounds are. For instance, if I zoom in on an object, expecting it to be large in the rendered image, I find instead that when I save it out, the object is really tiny inside the image. Is there a way to know just where the image bounds are prior to rendering?
Thanks!
Image resolution vs. viewport dimensions
Forum rules
Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB
Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB
if i understand you right, then your problem is that you literally zoom the rendered image, but not the camera... of course the camera position and fov defines the picture detail; there are configurable modifiers to define which mouse actions control image zoom & pan, and which control camera navigation (position & rotation); fov needs to be adjusted in the camera node...
„The obvious is that which is never seen until someone expresses it simply ‟
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
OK, I figured it out. What through me off was that I didn't realize that the object was so far away in the frame, that it didn't seem like there was any frame border as a reference, because I kept zooming out and out and couldn't find a border. Thanks for your answer, though because it jogged my mind free of the cobwebs. 

Win7 | Geforce TitanX w/ 12Gb | Geforce GTX-560 w/ 2Gb | 6-Core 3.5GHz | 32Gb | Cinema4D w RipTide Importer and OctaneExporter Plugs.