Hello.
I've had this issue for a decent amount of time now. When I import my camera from PFMatchit I like to scale the camera up using the null, or group rather. When I render pyro FX it looks a lot dimmer and a lot less saturated, basically really different. If you want recreate this problem you can do that by created a camera, render a any pyro FX, see how it looks normal. Then for the 2nd render (the problem)
Create a null make it the parent of the camera
Scale the null up. The camera obviously moves father away from the pyro FX.
Translate the null to get the camera to the same position (or close) as the first render.
Render. And you will see what I'm talking about. Is there something I can do to fix this?
Thanks.
Camera scaling issue, not rendering right.
9966 10 1- hereacoon
- Member
- 47 posts
- Joined: Oct. 2012
- Offline
- goldfarb
- Staff
- 3459 posts
- Joined: July 2005
- Offline
- hereacoon
- Member
- 47 posts
- Joined: Oct. 2012
- Offline
- silvina
- Staff
- 181 posts
- Joined: July 2005
- Offline
- pinkwerks
- Member
- 49 posts
- Joined: Jan. 2007
- Offline
- hereacoon
- Member
- 47 posts
- Joined: Oct. 2012
- Offline
- pinkwerks
- Member
- 49 posts
- Joined: Jan. 2007
- Offline
Try attached, 2 methods.
The first uses fetch. Not sure if it still will inherit the camera scale?
Second is camera that uses rivet, but requires you to add some sop's inside cam scaled.
If these don't work, you may have to write some ugly expression in the T & R attributes. Someone with more expression function knowledge would have to help you there.
Check this if it comes to that:
http://forums.odforce.net/index.php?/topic/15262-how-to-get-world-coordinates-at-the-geometry-level/ [forums.odforce.net]
The first uses fetch. Not sure if it still will inherit the camera scale?
Second is camera that uses rivet, but requires you to add some sop's inside cam scaled.
If these don't work, you may have to write some ugly expression in the T & R attributes. Someone with more expression function knowledge would have to help you there.
Check this if it comes to that:
http://forums.odforce.net/index.php?/topic/15262-how-to-get-world-coordinates-at-the-geometry-level/ [forums.odforce.net]
- goldfarb
- Staff
- 3459 posts
- Joined: July 2005
- Offline
- hereacoon
- Member
- 47 posts
- Joined: Oct. 2012
- Offline
- hereacoon
- Member
- 47 posts
- Joined: Oct. 2012
- Offline
- blackchicken
- Member
- 35 posts
- Joined: June 2008
- Offline
-
- Quick Links