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Re: New feature : Orthographic camera

Posted: Tue Dec 11, 2012 6:05 am
by Daniel
kavorka wrote:Are there other cameras planned/being developed? Like a spherical panorama camera (not sure what the actual name for it is)?
Equirectangular? That would be fantastic, because then we can render our own HDRIs with ease.

Re: New feature : Orthographic camera

Posted: Tue Dec 11, 2012 1:24 pm
by kavorka
Daniel wrote:
kavorka wrote:Are there other cameras planned/being developed? Like a spherical panorama camera (not sure what the actual name for it is)?
Equirectangular? That would be fantastic, because then we can render our own HDRIs with ease.

Making your own HDRIs would be awesome, but what I want to use it for is to make a scene, render the Equirectangular image and use another program that lets you wrap it around a sphere (like an environment map) and rotate a static camera around the scene. Giving you a much more dynamic view from a single render to show clients and give them an idea what it would "feel like" in the actual space.

Very useful for architects and anyone dealing with interior spaces.

Re: New feature : Orthographic camera

Posted: Wed Dec 12, 2012 6:45 am
by Daniel
kavorka wrote:
Daniel wrote:
kavorka wrote:Are there other cameras planned/being developed? Like a spherical panorama camera (not sure what the actual name for it is)?
Equirectangular? That would be fantastic, because then we can render our own HDRIs with ease.

Making your own HDRIs would be awesome, but what I want to use it for is to make a scene, render the Equirectangular image and use another program that lets you wrap it around a sphere (like an environment map) and rotate a static camera around the scene. Giving you a much more dynamic view from a single render to show clients and give them an idea what it would "feel like" in the actual space.

Very useful for architects and anyone dealing with interior spaces.
Pano2QTVR? I've used that before. You can still do this without a panoramic rendering camera, but it's more work. You need to have a 90 degree FOV and render a square image in every direction. Put them through a program like Hugin to stitch them into a 360 degree panorama, and then you can put it into the interactive QTVR program.

Re: New feature : Orthographic camera

Posted: Wed Dec 12, 2012 5:43 pm
by necko77
Thank you for this very needed option
as architect i need this for facades and interiors...
It will move presentation on the other level, upper level ofc

Re: New feature : Orthographic camera

Posted: Mon Dec 17, 2012 10:45 am
by archigrafix
tested... absolutly top for archviz! thanx!!!

Re: New feature : Orthographic camera

Posted: Wed Dec 19, 2012 6:20 pm
by theCreativeMind
Cool Feature!


if there would be a surface picker, to set the orthographic camera perpendicular to the chosen surface. (Archicad has this function - quite handy!)
So in standalone, one can get elevation renderings quickly and simple way.


orthographic camera in combination with near clipping = create section cuts :)


Keep up the good work!

Re: New feature : Orthographic camera

Posted: Sun Dec 23, 2012 4:21 pm
by paoloverona
there must be something that I missed :?

Where or how I can use this feature in the Max plugin? ....I think that I put the hands almost everywhere in the options but found nothing about the orthographic camera :shock:

Thanks and cheers, paolo

Re: New feature : Orthographic camera

Posted: Sun Dec 23, 2012 8:09 pm
by MaTtY631990
You use 3dsmax standard camera option for now.

Re: New feature : Orthographic camera

Posted: Sun Dec 23, 2012 9:32 pm
by paoloverona
MaTtY631990 wrote:You use 3dsmax standard camera option for now.
thanks matty but still don't understand, in standard 3dsmax camera there is no option for correcting the view, i've tryed by adding to the camera the "camera correction" modifier, but it works only by rotating the view
could you explain me better please? :mrgreen:

thanks, Paolo

Re: New feature : Orthographic camera

Posted: Mon Dec 24, 2012 1:27 am
by MaTtY631990
Not sure if this is supported properly. The result in renderer seems a offset quite a bit.