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Camera not matched Maxwell and Standard render

Posted: Fri Feb 19, 2016 7:32 pm
by koots
When I render in Maxwell and in Standard, same scene, same camera, camera are not matched in renders. Is this suppose to work like that?

Re: Camera not matched Maxwell and Standard render

Posted: Fri Feb 19, 2016 7:40 pm
by JDHill
It is not possible to say, without more detailed information; it will be quickest & easiest to check, by looking at your actual C4D file -- please zip and send it to jeremy at nextlimit dot com.

Re: Camera not matched Maxwell and Standard render

Posted: Fri Feb 19, 2016 9:45 pm
by koots
Sent.

Re: Camera not matched Maxwell and Standard render

Posted: Fri Feb 19, 2016 9:59 pm
by JDHill
Thanks -- I don't know the reason why (perhaps something to do with floating point precision vs. lens shift?), but if you change your camera's Focus Distance (i.e. Camera > Object > Focus Distance) to coincide with the ring (around 60cm, rather than 2000), it appears to fix the problem.

Re: Camera not matched Maxwell and Standard render

Posted: Sun Feb 21, 2016 9:40 pm
by koots
OK thanks will check that.

Re: Camera not matched Maxwell and Standard render

Posted: Sat Mar 05, 2016 4:07 pm
by eric nixon
I don't know if its related, but the plugin doesn't recognize the camera target tags status (enabled/disabled) it sees it as enabled always, and also doesn't recognize if pitch is disabled. Its been this way for a long time though, just got used to it...

Re: Camera not matched Maxwell and Standard render

Posted: Sat Mar 05, 2016 8:09 pm
by JDHill
I'm not seeing this -- using any combination of Enabled/disabled and Pitch on/off in the Target Expression Tag, I'm not able to observe (except in one case, described below) the camera in Maxwell going out of sync with the Cinema camera.

The one case is: FIRE is rendering, the tag is disabled, the camera is moved (in a way it could not be, were the tag enabled), and the tag is then enabled; upon enabling the tag, the Cinema camera will jump into position, but this particular change is not being heard by the plugin, so it is necessary to scrub the timeline, or otherwise trigger a view update, at which point the FIRE view is again synchronized. I don't figure this is what you're referring to, though.

So, please let me know precisely how to reproduce the behavior to which you're referring.

Re: Camera not matched Maxwell and Standard render

Posted: Thu Mar 10, 2016 1:45 am
by eric nixon
I dont know how to be more precise, Its strange that your not seeing the same behaviour, I'm using R17.

Re: Camera not matched Maxwell and Standard render

Posted: Thu Mar 10, 2016 2:00 am
by JDHill
By precise, I mean -- in my example, I will have added a target camera, a cube, a scene, and started rendering in FIRE, and found that it works fine. However, whenever I get a scene from you, it's far more complex than that, and there's no way to know what edge case you could be triggering. So, either you would need to send me a file, or tell me exactly how to build the scene structure you're working with.

Re: Camera not matched Maxwell and Standard render

Posted: Thu Mar 10, 2016 2:06 am
by eric nixon
I was just testing this as you replied, It seems the culprit is the autofocus, I always enable focus to target in the c4d camera panel. Is there another way to autofocus?

Re: Camera not matched Maxwell and Standard render

Posted: Thu Mar 10, 2016 2:24 am
by JDHill
I see what you mean, now -- it happens when you enable Camera > Object > Use Target Object. And yes, you should be able to use Camera > Object > Focus Object, instead of enabling Use Target Object. If you split to 4 viewports and move the camera or the object, you'll see that this will keep the focus on the object.

Re: Camera not matched Maxwell and Standard render

Posted: Thu Mar 10, 2016 5:14 am
by eric nixon
Thanks, :oops: I hadn't noticed that before. I expect other people also use this option to 'use target' because its slighter quicker, or maybe its just me.. Maybe put a note in the plugin docs?

Re: Camera not matched Maxwell and Standard render

Posted: Thu Mar 10, 2016 6:13 am
by JDHill
I'll just fix it so it works -- I'll have to check if those conditions are in effect, and calculate things differently when they are.