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[Max] I need help! / Re: Render multiples camera matching
« on: 2024-04-24, 12:43:36 »That can be a good idea to have "Active camera overrides" checkbox for shadowcatcher, then it should work fine
Yes it would in this case, but there are others. If you think the above is technically possible, then a way to implement it more generally would be a (new) CameraEnvOverride map node where you just can pipe in conveniently any map into all four Corona environment slots. You would reference the corresponding camera into that node (like e.g. CoronaDistanceTexmap does) or activate a checkbox "Select camera automatically" to use the render camera - whichever it is. In this case (automatically) we would need outputs for all slots as well, one of them (presumably direct visibility override) could go to the standard max environment to drive the viewport background (option "Use Environment Background").
Sounds appealing to me at first. But I bet the obvious and straight way has been already taken: referenced maps in the Camera node. So it will work the other way round.
Even then, a generally usable CameraEnvOverride map node (now simpler), where you can get access to the active overrides is imho better than having some checkbox in a single, special material (here:CoronaShadowCatcherMtl). The output could still be used for other maps/materials (not only shadow catcher) or setting the viewport background. The hypothetical CameraEnvOverride node would need to update itself permanently to follow the overrides of the active Camera, or fallback to (Corona) scene settings if the Camera has no overrides or the view is no CoronaCamera view.
All in all it still does not solve some standard situations you usually have. For example, in case of Sun+Sky: how should it be handled if you have to set different time/intensity settings? You'd have to fallback to animation or 3dsMax states again.
Just a few thoughts about that idea, let's see :)
Good Luck