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Author Topic: camera > Limit to visibility in Viewport is unusable  (Read 5390 times)

iToo

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Re: camera > Limit to visibility in Viewport is unusable
« Reply #30 on: October 06, 2021, 01:00:26 PM »
Ok. From your comments, i assume you want to lock clipping to a specific camera, but use IPR from any view.

I'm discussing it with our team. We're considering to come back the old "Camera" parameter. It should work in the following way:

- If "Camera" is not assigned (default behaviour), everything will work as now. "Limit to Visibility" and "Distance Falloff" will try to use the selected view.
- When a Camera is (manually) assigned, it will be always used for Clipping/Falloff, until you assign other or clear it.

Please note it will not be any option to assign the "Camera" parameter automatically to the active view, as it was in FP6.
That caused many problems in the past, which is what we're trying to avoid in FP7.

Please tell me your feedback about this possible change. Thanks.

Carlos Quintero
iToo Software

RealViz

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Re: camera > Limit to visibility in Viewport is unusable
« Reply #31 on: October 06, 2021, 01:29:16 PM »
Hello,
If there was no parameter for automatic camera assignment it would be completely unusable e.g. for animations. We would have to assign all FPs to new cameras for animations every time. So for sure the automatic assignment feature MUST remain. Entering renders over the network would become hell.

iToo

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Re: camera > Limit to visibility in Viewport is unusable
« Reply #32 on: October 06, 2021, 01:51:11 PM »
If there was no parameter for automatic camera assignment it would be completely unusable e.g. for animations. We would have to assign all FPs to new cameras for animations every time. So for sure the automatic assignment feature MUST remain. Entering renders over the network would become hell.

In that case, just clear the "Camera" parameter, and leave the automatic mode as now. It should work perfectly fine for standard rendering.
What cause problems are IPR and other hybrid "render/viewport" modes.

Carlos Quintero
iToo Software

RealViz

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Re: camera > Limit to visibility in Viewport is unusable
« Reply #33 on: October 06, 2021, 02:19:44 PM »
Thank you, it was just a matter of making sure that in a future version something that is absolutely essential is not lost. Thank you!

JM2145

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Re: camera > Limit to visibility in Viewport is unusable
« Reply #34 on: October 06, 2021, 06:50:54 PM »
Ok. From your comments, i assume you want to lock clipping to a specific camera, but use IPR from any view.

I'm discussing it with our team. We're considering to come back the old "Camera" parameter. It should work in the following way:

- If "Camera" is not assigned (default behaviour), everything will work as now. "Limit to Visibility" and "Distance Falloff" will try to use the selected view.
- When a Camera is (manually) assigned, it will be always used for Clipping/Falloff, until you assign other or clear it.

Please note it will not be any option to assign the "Camera" parameter automatically to the active view, as it was in FP6.
That caused many problems in the past, which is what we're trying to avoid in FP7.

Please tell me your feedback about this possible change. Thanks.

I understand why you've made the change, but the current new method is causing more problems/performance hits than the FP6 method.  I'm not sure what problems it caused, but from a user persepctive I didn't have any issues with how it worked in FP6, but in FP7 it's currently unusable for me.  And is probably my most used aspect of Forest Pack.

JM2145

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Re: camera > Limit to visibility in Viewport is unusable
« Reply #35 on: October 06, 2021, 06:53:52 PM »
Also this statement is correct "Ok. From your comments, i assume you want to lock clipping to a specific camera, but use IPR from any view."

Currently it's cumbersome, you'd added extra steps to the workflow, and in its current state you have to repeat those steps multiple times during the same work session which of course costs time - time being the most valuable of all.

I'll try and record a video of how I use it and why the current method is problematic compared to how V6 worked.  I spent 2 hours yesterday trying to do something in FP7, it took me less than 30 minutes to uninstall and rollback to FP6 (on 3 workstations) and then complete the task I was trying to do in FP7

grue

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Re: camera > Limit to visibility in Viewport is unusable
« Reply #36 on: October 20, 2021, 08:01:46 PM »
you can see that my camera view is highlighted in yellow quad. lower right.  the Forest001 - big area is showing 345.6k items.  the top left quad shows a lot of empty brownish land area - which is correct, because i am limiting the grass (aka big area) to the camera view and 200ft.  when i click in the camera quad, and move the mouse while clicking and holding the middle mouse wheel (aka panning) the number of items generated drops to 5.3k!  which must be what i want.

my point is - yes it is actually rendering correctly, but forestpro still calculates THE ENTIRE object when rendering.  i've done another render where it took 6 mins to pre-render (you know, preparing objects loading bitmaps etc...) and when i turned off the forest object it rendered immediately.


Dustin

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Re: camera > Limit to visibility in Viewport is unusable
« Reply #37 on: October 21, 2021, 04:20:15 AM »
I dont know why is so hard for Itoo to address this issue.

iToo

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Re: camera > Limit to visibility in Viewport is unusable
« Reply #38 on: November 01, 2021, 10:25:54 AM »
We have reintroduced the "Camera" parameter in Forest Pro 7.2.1 beta.
It lets you to assign a Camera manually, in case the automatic mode doesn't work well for you.
Carlos Quintero
iToo Software

grue

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Re: camera > Limit to visibility in Viewport is unusable
« Reply #39 on: November 12, 2021, 10:49:33 PM »
i've just installed the beta.  it seems to be working ok (the beta aspect of it)  - it's really nice to be able to set the camera and then go to a different view and swing around in some cases my total object count goes from 120k to 64k items in this particular scene i'm w orking on now and that makes viewport navigation tolerable, whereas before this beta, it would suddenly fill the whole surface as soon as i switched to another viewport.