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using scaled cameras inside octane render

Posted: Thu Apr 05, 2018 8:13 pm
by gsfcreator
Hi there,

from time to time, I used to scale down cameras within poser in order to get very specific pov that I had in mind. now, moving to the octane engine, I've noticed that when I allow scaled cameras in, the engine import them as if its in a completely different location than they are originally, which makes rendering scenes from those cameras (as I wanted it) close to impossible. anything i can do to fix this? I think there is a constant XYZ factor that the camera "teleport" itself to...

Re: using scaled cameras inside octane render

Posted: Fri Apr 06, 2018 3:41 am
by face_off
Octane needs the Poser camera to be scaled to 100 to give you an exact match in the Octane viewport to the Poser render panel, so if you need a tighter view, set the camera scale to 100% and then move the Poser camera.

Paul

Re: using scaled cameras inside octane render

Posted: Fri Apr 06, 2018 7:22 am
by gsfcreator
so if there is no way to guess (or change attributes) so that the viewport will match what you need in the poser window, with a scaled camera...why did you guys included the "include scaled cameras" in the first place?

some shots are just close to impossible using a 100% scaled camera (I can give tons of examples), so your only choices are either scaling down the camera, or scaling up the entire scene (which can be quite tedious...).

I think that if I knew how much exactly the engine "fakes" it would help a lot. lets say I placed the camera on 10XYZ, and I knew where octane places it, I could tweak the numbers in poser AFTER placing my camera where i need it, and than get the desired shot within viewport.

Re: using scaled cameras inside octane render

Posted: Fri Apr 06, 2018 10:03 am
by face_off
If you scale the camera there is no way for the plugin to match the Octane Camera to the Poser Camera, so the current plugin behavior makes the best of this constraint.

Paul