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FOV extent in cg


dblhelix

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not urgent, just curious.

 

if doing a close-up real close up, something makes the model partly disappear.

parts closest to camera just vanish.

i first thought it's about the FOV tool in camera - that anything between that line and camera didn't render.

but no. moving that line didn't help.

then i thought maybe patches actually interfered with "camera", so i moved the camera.

no change. too close was too close.

 

i read stuff back to 2004 and found a solution, change the camera view to match another view,

so you can do the pose wherever it works. (haven't tested yet.)

but does anyone know what's behind all this?

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not urgent, just curious.

 

if doing a close-up real close up, something makes the model partly disappear.

parts closest to camera just vanish.

i first thought it's about the FOV tool in camera - that anything between that line and camera didn't render.

but no. moving that line didn't help.

then i thought maybe patches actually interfered with "camera", so i moved the camera.

no change. too close was too close.

 

i read stuff back to 2004 and found a solution, change the camera view to match another view,

so you can do the pose wherever it works. (haven't tested yet.)

but does anyone know what's behind all this?

 

This is called clipping point. if u come to close it stops rendering. It is meant to keep A:M from rendering to infinity because the precission has to be too high... (has to do with how many digits behind the comma can be worked with and that has to do with datatypes used in A:M..

 

See u

*Fuchur*

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it said to RMB in cam view

choose any of the other views to become cam view and render.

did i get it wrong?

 

EDIT:

while too lazy to set up the other laptop with a:m just yet,

i'm sure this is valid. you could toggle any view, even a light,

to be your view to render. i accidentally found the light views

earlier so that must be true.

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seriously! when do you ever sleep?!

 

i was trying to position a hand, it looked good.

render from cam view showed the hand had errr.. quirks modeled in.

repositioned the hand to hide the quirks, switching between modes to also move cp's.

this had to be done from cam view, very close up, and the hand disappeared.

also, i found working the moves in cam view very burdensome,

my brain kept "doing it wrong". for whatever reason, i had no problems with the other windows

and am looking forward to solving the posing/modeling there, choosing

that view to render upping resolution, making a TGA i can crop for the right composition.

 

go to bed now, i'll sing you a lullaby?

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