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Camera view render

Started by SnS, July 14, 2008, 08:51:41 pm

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SnS

Not really a request but a thought.

would be interesting if you could place a camera into the scene (like max/maya) and render what it sees to a separate window.

Even better from that is..

Setup a fall off distance from the camera, so that the further from the camera the less resolution is used for things like erosion For example.. right at the camera you may calculate based on 8kx8k. But as your view travels toward the horizon it starts calculating to 1kx1k .
Also by default anything out of camera view is masked from any erosion/calculation nodes etc so it never has to calculate the full env only whats in the field of view

This would be useful if you are trying to use a scene that you have a fixed (or animated) camera, where you know which area of the terrain you are looking at. Saves generating everything for the previews.
Once totally happy you could then generate full terrain (over night or whatever)

-SnS

nikita

"Every time you read or write beyond the end of an array, somewhere a fairy dies."
Richard Buckland

SnS

Quote from: nikita on July 15, 2008, 02:34:38 am
Isn't that what explorer mode does?


actually yeah sort of..in terms of camera position etc.
But does explorer view ignore the stuff out of camera view...and also do a LOD for distance..so that on build you arent calculating the whole scene, jsut whats in the view (and maybe a bit of area outside for erosion). Should make it a bit fast (if only looking at say 20% of the world at a time)
-SnS

LaFrance

explorer view also doesn't let you view a *specific* camera. This is critical in production, and, I'd argue, even for general composition. I'd love to be able to import a maya and/or max
camera and view from that camera.

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