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Lock Octane Vewport to View/Camera - Please!

Posted: Fri May 01, 2015 10:36 pm
by buggy
There really needs to be an additional lock icon in the Octane Viewport that locks the viewport to a particular view or camera.

I typically need a particular camera view or perspective view to stay in the viewport while I am updating the scene settings and previewing the results in the viewport.
The existing lock icon prevents the updates from refreshing, which is useful in other circumstances, but not helpful in this case.

With the proposed additional "lock to view" icon, on the other hand, one would be able to continually see the viewport update (while keeping the same camera view) as one makes changes in other views.
As it is now, every time I switch to another view (orthographic, top, front, etc.) the Octane viewport also switches to that view (which I don't want), and to see the effect of the change I have to toggle the maximized view back down and then click on the view I want rendered in order to change Octane viewport's focus back to that view. This is tedious when one is making lots of changes that don't require a reload of the scene or when one is scrubbing through the timeline in another view and wants to see the chosen view continually update.

I suggest either:
a) providing a dropdown menu in the viewport that allows us to select the active view (or camera) to be rendered in the preview window, or
b) simply have it lock to whichever view was selected when the viewport was opened (or whichever view is being rendered when the lock icon is clicked). It should also remember the last state the view lock icon was in so that the user's preference is retained each time the viewport is opened.

Thank you and keep up the great work.

Re: Lock Octane Vewport to View/Camera - Please!

Posted: Mon May 04, 2015 8:59 am
by profbetis
+1

Re: Lock Octane Vewport to View/Camera - Please!

Posted: Wed May 06, 2015 2:42 am
by 3dgeeks
Hear hear +1

Re: Lock Octane Vewport to View/Camera - Please!

Posted: Thu May 21, 2015 3:27 am
by 3dgeeks
This has been implemented but from my testing it doesn't appear to work.