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Wrong camera rendering

Posted: Wed Jul 27, 2022 8:31 am
by GOTHACOM
Hi, I'm working on a project with multiple cameras. In modo, I animated the "Render Camera" option, so it switches to the correct one while rendering the animation.
I tested the support of multiple cameras switching with Octane in a simple scene, and it worked, but it isn't working now on my scene: it continuously renders from the first camera point of view, but -fun fact- it correctly reads depth-of-field focal distance from other cameras.
I've successfully created a simple version of my scene (attached here - it's a bit dark because the main lighting has been eliminated for better simplification), and the bug is still there. Camera switching should happen at frame 40, 100, 160 and 200. OpenGL viewport correctly shows camera choice.

Can you confirm the issue?
I'm using Octane Enterprise 2021.1.5.186 for Windows with last modo version.

Thanks.
Regards.

G

Re: Wrong camera rendering

Posted: Thu Jul 28, 2022 1:29 am
by face_off
Hi

If you mouseover the Kernel->Animation->Camera Animation checkbox, you will see that you cannot change the Render Camera when this checkbox is ticked.

Paul

Re: Wrong camera rendering

Posted: Thu Jul 28, 2022 8:53 am
by GOTHACOM
Hi Paul, I'm not able to find the checkbox you're talking about... Can you please attach a screenshot?

G

Re: Wrong camera rendering

Posted: Thu Jul 28, 2022 3:34 pm
by GOTHACOM
Ok, got it: you're talking about Camera Motion Blur checkbox. Correct?

G

Re: Wrong camera rendering

Posted: Thu Jul 28, 2022 10:47 pm
by face_off
GOTHACOM wrote:Ok, got it: you're talking about Camera Motion Blur checkbox. Correct?

G
Yes - Camera Motion Blur.

Paul