Forest Pack > Forest Pro (*)

camera > Limit to visibility in Viewport is unusable

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JM2145:
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:
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:
I dont know why is so hard for Itoo to address this issue.

iToo:
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.

grue:
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.

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