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camera correction modifier support~~~
Posted: Fri Jun 21, 2013 4:20 am
by jang yoon soo
Please support....
Re: camera correction modifier support~~~
Posted: Mon Jun 24, 2013 7:18 pm
by B_M_A
i need this too...!!!
Re: camera correction modifier support~~~
Posted: Thu Jul 04, 2013 3:13 pm
by osmose
jang yoon soo wrote:Please support....
+1
Re: camera correction modifier support~~~
Posted: Sat Nov 02, 2013 8:05 pm
by gonzohot
I also need camera correction function or compatibility with the default camera modifier...
please add this as soon as possible.
Re: camera correction modifier support~~~
Posted: Mon Nov 04, 2013 9:52 am
by gueoct
What exactly, do you want to know?
If you mean
Camera Correction Modifier; it does not work.
Thank God!
Because: as i pointed out in this post
http://render.otoy.com/forum/viewtopic. ... ft#p108039
Camera "Correction" is something that does not exist in real life (photography)
Max´s Camera Correction, like VRay "physical" Camera, is straightening a distorted image.
In VRay it´s even called "Shift", which is totally wrong!
Octane Camera instead, works like a real camera. You set the Camera straight/horizontal and then
Shift in order to change the frame....!!! hence the term
SHIFT
Re: camera correction modifier support~~~
Posted: Thu Nov 07, 2013 9:41 am
by gonzohot
gueoct wrote:What exactly, do you want to know?
If you mean
Camera Correction Modifier; it does not work.
Thank God!
Because: as i pointed out in this post
http://render.otoy.com/forum/viewtopic. ... ft#p108039
Camera "Correction" is something that does not exist in real life (photography)
Max´s Camera Correction, like VRay "physical" Camera, is straightening a distorted image.
In VRay it´s even called "Shift", which is totally wrong!
Octane Camera instead, works like a real camera. You set the Camera straight/horizontal and then
Shift in order to change the frame....!!! hence the term
SHIFT
What I exactly need is a tool that display in the viewport what i gonna see into my render (isn't it WYSIWYG definition ?).
Actually 3DSmax and Octane renderView dismatch when using Shifting.
Also if creating Octane camera from an existing non Orthogonal camera it ends with very stranges deformations and completely dismatching viewports (see the exemple image).
