zoomer Posted October 10, 2015 Author Share Posted October 10, 2015 It looks like, beside the wrong sensor size, ISO settings won't come into C4D at all. (Shutter Speed and Aperture are there) At least for C4D R13 Viz. Can someone confirm that an Export to newer C4D like R17 Visualize will import : - Heliodon -> Physical Sun+Sky - Physical Renderer : GI activated and set - Physical Renderer : Ambient Occlusion activated If this won't be the case there is no reason to upgrade from C4D Prime to C4D Vizualize. Quote Link to comment
zoomer Posted October 26, 2015 Author Share Posted October 26, 2015 Can someone confirm that an Export to newer C4D like R17 Visualize will import : - Heliodon -> Physical Sun+Sky - Physical Renderer : GI activated and set - Physical Renderer : Ambient Occlusion activated If this won't be the case there is no reason to upgrade from C4D Prime to C4D Vizualize. It does. If you render (!?) your View Window with a suitable Renderstyle that uses these things -> before you Send/Export to C4D :cry: Quote Link to comment
atelierva Posted October 31, 2015 Share Posted October 31, 2015 (edited) Thank you for the excellent insights. Are efforts under way to correct the camera drift issue? Edited October 31, 2015 by atelierva Quote Link to comment
zoomer Posted December 1, 2015 Author Share Posted December 1, 2015 2016 SP2 looked to work fine at the beginning. But I still get Cameras moved arbitrarily to XYZ something like 1,000000000000e25, or when deactivating Camera 01, it jumps to/over the position of Camera 02, which means position date got lost. All Cameras were created from scratch, on a Layer that has no Story or Height assigned. Perhaps someone should try the pre-2016 Double Click Action to activate camera views or select a camera to edit + use "Crop Frame for Perspective Views", like I tend to do - to replicate that strange behavior. Also when Exporting to C4D I still get 3 Cameras for each VW Camera. (With wrong sensor size) Quote Link to comment
atelierva Posted December 10, 2015 Share Posted December 10, 2015 Yes, I see some improvement in 2016 SP2 If not mistaken, selecting "Fine Tune Camera View" from the "Object Info" palette instead of double clicking camera to activate tends to not mess with position. Quote Link to comment
zoomer Posted December 12, 2015 Author Share Posted December 12, 2015 Yes, I see some improvement in 2016 SP2 If not mistaken, selecting "Fine Tune Camera View" from the "Object Info" palette instead of double clicking camera to activate tends to not mess with position. Not for me. Even when draging/moving cameras in Top Plan View I lose them after I activate them. Of course I don't allow myself to double click in Camera Lister, use Perspective Crop or set any geometric things in OIP. But duplicating and draging them in Top Plan View should be allowed. Quote Link to comment
zoomer Posted January 31, 2016 Author Share Posted January 31, 2016 ^ If someone can confirm that he never loses any Camera Positions in latest SP, while I can still confirm that I regularly loose mine .... It could be that my files, all coming from Template Files, maybe even originate from 2015 Files, still have invisible, unaccessible and corrupt Zombie Cameras ! At least, when creating a new Camera, it gets named "Camera02" ! Even there is no "Camera01" in my File. The same happens to Heliodon Objects, called "Heliodon02" BTW, where its Light also likely happens to get tinted in Pink, as I tend to give my Heliodon/Viz Classes Pink Fill/Stroke Colors :cry: Quote Link to comment
zoomer Posted January 31, 2016 Author Share Posted January 31, 2016 Second, there is an Updated Renderworks Camera for 2016 overview Video : Where I found that the blue Camera Frame corner markers were seen at full screen size, like at 4:55, which I am not able to do. I always get about 350 px Border between my view border and Camera Frame. At 5:10 is a Cut (?) in the video where the full screen size Camera frame jumps back to a smaller size and back again, when switching from Perspective to Orthogonal (?) Can someone explain ? Edit : I will explain. I found a "Crop Frame Scale %" in OIP Camera Settings that was set 100% Seems that my File where Layers, in this case, have a Scale of 1:200, which - seems to need a "Crop Frame Scale %" of "200", to get Camera Frame Corner Markers at Full View Window Size. I am not 100% sure that this is always depending on Design Layer Scale, and what the meaning of this behavior is. But it looks like it is independent from DPI settings, while editing Crop Frame Scale DOES change the Final Pixel Resolution* for a certain DPI. *Which I also understand, Will this render my Camera Frame in DL View Window in High DPI and longer Render Times, like set, but give 72 DPI only when screen shot ? Quote Link to comment
zoomer Posted January 31, 2016 Author Share Posted January 31, 2016 Ans since changing crop frame size to full (view) screen by a value of 200, my Field of View jumps from 63°=35 mm SLR or 75°=28 mm SLR to 130° for all cameras by simply changing activation between these. Quote Link to comment
zoomer Posted September 7, 2016 Author Share Posted September 7, 2016 On 18. September 2015 at 4:27 PM, Dave Donley said: Hello zoomer: To get images out of viewports on the Mac you can copy the viewport in VW and in Preview choose Create from Clipboard. I use that all the time. Ahm, do I get that right, Have a "highres" Viewport from a Camera on a Sheet Layer, like 42 x 29,7 cm with 600 DPI 1. Select the Viewport on a Sheet Layer 2. Press CMD+C 3. CMD+V in Apples Preview will give me a highres image file copy, not just display resolution ? Quote Link to comment
zoomer Posted September 14, 2016 Author Share Posted September 14, 2016 Ouch, still disaster in VW 2017 with Cameras converted from 2016. Quote Link to comment
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