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Shift Lens and Viewport
Posted: Sat Dec 10, 2011 4:54 am
by NathanDan
Just wondering if there are any plans to have the viewport reflect the changes that shiftlens makes?
Cheers,
N
Re: Shift Lens and Viewport
Posted: Sat Dec 10, 2011 10:31 am
by Mihnea Balta
It's not possible to implement that due to limitations in the Max SDK.
Re: Shift Lens and Viewport
Posted: Sat Dec 10, 2011 10:40 am
by NathanDan
Awwwww

Hey what about the OpenGL feature that allows you to use a virtual viewport?
This way perhaps maybe the shiftlens value could be used and control the region display of the virtual viewport feature? I can imagine a bit of coding there though to make this possible, essentially being quite a painful process to implement, that is of course if the SDK allows it in the first place. Another problem would be the fact that perhpas the region feature only actually uses what is currently available in view....hmm ah well forget what I just wrote lol cheers Mihnea
Re: Shift Lens and Viewport
Posted: Mon Dec 12, 2011 9:35 am
by Mihnea Balta
I'm not sure which OpenGL feature you're referring to, but you could use FIRE to preview the scene, and that takes shift lens into account.
Re: Shift Lens and Viewport
Posted: Thu Dec 15, 2011 9:06 am
by dec13els_fr
But why the vraycam can they do?
Re: Shift Lens and Viewport
Posted: Thu Dec 15, 2011 12:57 pm
by Bogdan Coroi
VRaycam is simply using Max's code for Camera correction modifier which is useless in case of Maxwell.
Re: Shift Lens and Viewport
Posted: Sat Apr 21, 2012 1:33 am
by simmsimaging
Is there any chance of getting camera correction to work in Max?
Re: Shift Lens and Viewport
Posted: Sat Apr 21, 2012 7:44 am
by Mihnea Balta
The engine would have to support the Max camera correction modifier directly, there's no way to use the shift lens feature to simulate it. We'll talk to the engine people about it, but it probably won't happen before Maxwell 3.
Re: Shift Lens and Viewport
Posted: Sat Apr 21, 2012 8:08 am
by simmsimaging
Too bad, but thanks for the reply

Re: Shift Lens and Viewport
Posted: Sat Apr 21, 2012 9:04 am
by sandykoufax
Mihnea Balta wrote:The engine would have to support the Max camera correction modifier directly, there's no way to use the shift lens feature to simulate it. We'll talk to the engine people about it, but it probably won't happen before Maxwell 3.
If then, can we expect something new method in Maxwell 3 ?

otherwise it means that Maxwell 3 is far away too ?
Re: Shift Lens and Viewport
Posted: Sat Apr 21, 2012 10:05 am
by Mihnea Balta
I don't know any details about what's going to be in Maxwell 3, or when it's going to be released. I just used the term to point out that a Max-style camera modifier is not being considered in the short term for a Maxwell point release or patch.
Re: Shift Lens and Viewport
Posted: Mon Jun 25, 2012 7:06 pm
by j_man
Hi,
OK so if we cannot view it maybe we could still have a way to automatically set the correct value for removing paralax afteral this is what most people will use it for.
J.
Re: Shift Lens and Viewport
Posted: Mon Jun 25, 2012 8:38 pm
by Bubbaloo
Fire is the best current way to preview shift lens.
Re: Shift Lens and Viewport
Posted: Thu Jul 05, 2012 8:18 pm
by egmehl
I've had the same frustrations with shift-lens as well. I have a solution of sorts - it's not perfect but enough for composing an image and making sure you aren't doing something wacky. It's a Maxscript that lets you see the offset in the viewport, using a plane to mask off the part that's clipped due to the offset:
http://emdesignviz.com/blog/maxwell-cam ... et-script/
It gives you a little toolbar where you can select a camera and then toggle the offset being visible. I do it by increasing the size of the rendered image settings and then adding a plane linked to the camera and positioned so it masks off the part that shouldn't be visible. It's kind of a hack, but the best compromise I could come up with since Autodesk hasn't yet joined the 4x4 camera matrix party.
When using it make sure the safe frames are turned on (shift+f by default) and don't modify the render settings while it's on. Switch the offset off and then change render settings and then turn it back on if you need to make changes to the image dimensions.
I hope this helps some people out - give me any feedback for improvements or bug fixes, etc.
Re: Shift Lens and Viewport
Posted: Thu Jul 05, 2012 10:10 pm
by Fernando Tella
Looks great. Let's test it!