For me was lot useful to can select objects or lights in an orthographic viewport keeping the render frame buffer still on the perspective or camera view...now, every time that I had to return into the rendering viewport.
render only on perspective or camera view
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- paoloverona

- Posts: 435
- Joined: Thu Mar 29, 2012 8:40 pm
Hi, Am I missing something or now (with version 2.0) it is impossible to "work" on the orthographic viewports (top/front/left) without avoiding the Octane frame buffer to start render the selected viewport? (top/front/left)
For me was lot useful to can select objects or lights in an orthographic viewport keeping the render frame buffer still on the perspective or camera view...now, every time that I had to return into the rendering viewport.
For me was lot useful to can select objects or lights in an orthographic viewport keeping the render frame buffer still on the perspective or camera view...now, every time that I had to return into the rendering viewport.
intel i7 3820 3.6GHz, 16Gb 1600Hz, windows 7 professional 64bit, gtx 580 3Gb x2, Octane 3dsMax 2.58
Hi,
When you open Octane Render Viewport, click the "Lock Camera" option (the Camera symbol to the far right).
With this selected, you can do things in the other MAX viewports, but the OctaneRender Viewport will only display the MAX viewport that was active when you selected the Lock Camera option.
Please let me know if you have any further questions.
Cheers,
Azen
When you open Octane Render Viewport, click the "Lock Camera" option (the Camera symbol to the far right).
With this selected, you can do things in the other MAX viewports, but the OctaneRender Viewport will only display the MAX viewport that was active when you selected the Lock Camera option.
Please let me know if you have any further questions.
Cheers,
Azen
- paoloverona

- Posts: 435
- Joined: Thu Mar 29, 2012 8:40 pm
Thanks a lot for the fast reply Azen,
Unfortunately (I think tat is a little bug), when you lock the viewport (I knew that option, but it has always worked as i'm going to explain) and you enter into another viewport, the Octane frame buffer inherits the camera values (exposure, camera response, gamma, vignetting...) of the imager control panel, so you have to switch continuosly back and forth form a viewport to another
Unfortunately (I think tat is a little bug), when you lock the viewport (I knew that option, but it has always worked as i'm going to explain) and you enter into another viewport, the Octane frame buffer inherits the camera values (exposure, camera response, gamma, vignetting...) of the imager control panel, so you have to switch continuosly back and forth form a viewport to another
intel i7 3820 3.6GHz, 16Gb 1600Hz, windows 7 professional 64bit, gtx 580 3Gb x2, Octane 3dsMax 2.58
- paoloverona

- Posts: 435
- Joined: Thu Mar 29, 2012 8:40 pm
ok, thank you 
intel i7 3820 3.6GHz, 16Gb 1600Hz, windows 7 professional 64bit, gtx 580 3Gb x2, Octane 3dsMax 2.58
- paride4331

- Posts: 3962
- Joined: Fri Sep 18, 2015 7:19 am
Camera lock doesn't run. And prospective correction too..
Resolve it, please.
Resolve it, please.
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
- paoloverona

- Posts: 435
- Joined: Thu Mar 29, 2012 8:40 pm
Hi Paride, what you mean with "camera lock doesn't run"?, you mean that the view switch to the new selected? (my option works, but with the issue explained in the thread).paride4331 wrote:Camera lock doesn't run. And prospective correction too..
Resolve it, please.
As for the perspective correction, seems that works only with the max's standard camera and when on it is applied a "camera correction" modifier".
Another thing (not little at all) is the difference between what we see in the viewport and what is rendered (max viewport, scanline -perfect alignment-, octane render -bad alignment-)...not good at all, I often work with photo replacement/insertion and for making the things work, I have to use standard camera
intel i7 3820 3.6GHz, 16Gb 1600Hz, windows 7 professional 64bit, gtx 580 3Gb x2, Octane 3dsMax 2.58
