1
[Max] Daily Builds / Re: Camera Inside Volumes Playground!
« on: Today at 14:31:27 »Glad to see this align-with-camera is now working. But one issue remains that we ideally need the "camera" to be a rectangular cuboid i.e. ability to separately control it's 3 x dimensions. Because right now if you want to do this half-in-water effect you're forced to determine it with a cube, so if you want a close cut (say 10cm away from camera) it means you can still see the far faces of the cube in the render causing artifacts. We need to be able to make the width and height separate from the depth basically. As of right now I'm still having to overcome this by using a custom invisible box that I use as a coronaslicematerial to cut out of the water. Sorry no preview to share as it's under NDA.
Given the vast customization of the slicing volume with slicer material (custom shape, linking to camera, animating if needed), I don't think it is worth adding the same functionality (which will clutter the UI for a simple thing) into camera. Camera physical volume is intended for the general-use-case quick medium cuts aligned with the camera. I believe it does the same thing as slicer material under the hood, so good thinking on the workaround :)
I understand where you're coming from, but in my experience this tool as it stands isn't usable unless your FOV is so narrow that you don't see the "cage". Not sure what the point of the tool is if the only way to use it properly is to actually not use it at all and do it all manually using a slicer. Wouldn't it make more sense to fix the current implementation so it can achieve the desired result? As you say, that tool has basically one single purpose/use-case, so it makes sense to me to make it work for that use case without such an obvious limitation. I'm sure this could be achieved without bloating the UI. After all there is already a section there for it in the camera.