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By NathanDan
#350495
Just wondering if there are any plans to have the viewport reflect the changes that shiftlens makes?
Cheers,
N
User avatar
By NathanDan
#350500
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
User avatar
By Mihnea Balta
#355007
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.
By sandykoufax
#355014
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 ?
User avatar
By Mihnea Balta
#355019
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.
User avatar
By egmehl
#358248
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.

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