Chaos Corona Forum
Chaos Corona for 3ds Max => [Max] Bug Reporting => [Max] Resolved Bugs => Topic started by: alexyork on 2018-03-15, 14:17:16
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Hi chaps,
When rendering from a VR 360 coronacamera and when using Limit to Visibility by Active Camera in a Forest object, the Forest object doesn't render properly/at all. You have to turn off Limit Visibility by Camera to get it to appear.
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It just renders as if you would have a standard camera frustum with the current FOV values of the cam.
The question is: what's the bug here? What would you expect/like to have? Visibility constraint ignored (only distance falloff would be active)? I asked myself the same recently...
But I think Corona team cannot do anything about it except faking fov data when in vr mode (more than 180 deg. are not possible anyway apparently). ForestObject reads the camera parameters and creates it's geometry based on them, so for me this is more a feature request belonging to the Itoo forum when it's clear what we would like to see in this case :)
Good Luck
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It just renders as if you would have a standard camera frustum with the current FOV values of the cam.
The question is: what's the bug here? What would you expect/like to have? Visibility constraint ignored (only distance falloff would be active)? I asked myself the same recently...
But I think Corona team cannot do anything about it except faking fov data when in vr mode (more than 180 deg. are not possible anyway apparently). ForestObject reads the camera parameters and creates it's geometry based on them, so for me this is more a feature request belonging to the Itoo forum when it's clear what we would like to see in this case :)
Good Luck
The solution I would say would be to have corona (or Forest) automatically disregard any visibility limitations when 360 cameras are used.
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to have corona (or Forest) automatically disregard any visibility limitations when 360
Hmm any? For me distance/density control still makes perfect sense (and works good for vr scenes). So it would be only about that "Limit to visibility" checkbox for fov. Itoo could ignore that easily internally by querying the cam type and projection mode. The question is: Does it really makes sense? You probably create 3 to 10 times more objects unintentionally when doing so, maybe even making a scene unrenderable by magic-in-the-background.
My opinion: When creating a vr scene, something like this should just be considered. With Forest Lister you could quickly loop through all objects and switch off that ckeckbox. Or -since I seem to be one of the 1% which use maxscript- iterate through all Forest objects and switch the camLimit property to false.
But it would be interesting to see what happens if you post this as feature request!
Good Luck