Chaos Corona Forum
Chaos Corona for 3ds Max => [Max] I need help! => Topic started by: C00P3R on 2016-11-15, 14:39:57
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How do I make the perspective camera look the same as the physical camera?
I find the perspective camera updates much quicker than the camera so I like to press 'c' to find my position and the press 'p' (back into perspective) for a quicker updating interactive render. This works really well but I find that my perspective view always looks different (exposure type difference).
Does anyone know how to make sure the perspective camera looks the same as the physical one?
Thanks
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Unfortunately the 3ds Max physical camera is often problematic. As a first step I would suggest setting "Lens Breathing" to 0 in its settings.
You can also create a standard (non-physical) camera from your perspective view by going to Create > Cameras > Create standard camera from view.
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My goal is to render a photorealistic image so thats what took me towards the physical camera.
Would you say a target camera with the 'CoronaCameraMod' placed on it is better/More accurate than the physical camera?
Thanks
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it is all about how you want to control settings, there is no change in realism with different cameras - it is just about how you control FOV, DOF, exposure, ... but in the end, it renders exactly the same if the controls are set to same values
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Okay, I think I sorted it. Maybe I wasn't to clear in my explanation.
Would I be right in thinking if I'm looking through a camera and then press 'p' the perspective view takes on all the properties of the camera I was looking through?
Thanks
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When viewport is in camera view and you press P on your keyboard, viewport switches to perspective view and inherits X,Y,Z coordinates, yaw, pitch, rol and FOV from camera view. Other camera attributes does not get translated into perspective view. In rear cases, especially with targeted camera, there could be slight shift when switching, but usually nothing too major. And as maru already stated, physical camera has some properties, like lens breathing and perspective control that potentially could mess up when switching to/from perspective view.