Extending the camera viewport borders (vertically, horizontally or both) without affecting the camera’s original perspective
There will be times when clients will ask users to revisit old projects, with the purpose to redesign and/or re-render an existing camera view.
When re-rendering an existing camera view, the client may also require users to include more of the 3D scene in the same shot; preferably without affecting the perspective (e.g. almost like extending the borders of a PSD canvas).
In real technical terms such requirement is impossible to achieve, as it defies the physics of any real camera.
Having said that, that’s often what’s required from most users: To do the impossible.
Until recently, many well-known studios (including myself) would “achieve” the above mentioned request by first decreasing the original FOV of the camera in order to cover new areas of the 3D scene; followed by increasing the original render output size (pixels) many times over in order to compensate for the reduced FOV values.
The above described process was clearly a “workaround” to meet the client’s request…until I was introduced to an ingenious script called “Overscan”.
The script was created by Martin (firstname.lastname@example.org) at http://www.breidt.net/scripts/index.html#overscan , to solve the tedious “workaround” described earlier.
The script only works with standard 3ds Max cameras.
The “New Width” and the “New Height” functions allow users to input new dimension values.
3- The “Choose Editor File” dialog should appear.
4- Locate and open the “MaxCam_To_PhysCam_1.4_proc” from the list.
5- The “Physcam Converter V1.4” dialog should appear. Select the relevant camera(s) from the scene, and click on the “Convert Camera(s)” button.
6- Finally, copy the Vray exposure parameters from the original camera settings onto the newly created one.
After few Google searches on the subject, I quickly realized that this was clearly a problem that had many professionals pulling their hair out (if any left) so far.
A new Script dialog should open.
fn DoCreateGridAtPivot ObjectForGrid =
GridHelper = Grid name:(ObjectForGrid.name + "Grid") isselected:on
GridHelper.transform = ObjectForGrid.transform
max activate grid object
CreateGridAtPivot = CreateGridAtPivotStruct()
if (selection as array).count == 1 do
3-After copying(Ctrl+c) the above mentioned script from this blog; go back to the new Maxscript dialog in 3ds Max, and paste it (Ctrl+v) onto it:
5-The "Save As" dialog should be prompted. Save it as an *.ms file type; under the name of, Create_Grid_At_Object_Pivot
To run the previously saved “Create_Grid_At_Object_Pivot.ms” script, simply do the following:
3- The “Choose Editor File” dialog should appear. Locate and "Open" the previously saved script under the name of “Create_Grid_At_Object_Pivot.ms” .
4- A grid should automatically appear in the correct angle/position, and enabled by default. To test its accuracy, simply begin creating anything in the viewport.
Using the mental ray connection to access a displacement shader
Ever wondered how to correct the artifact depicted in the render below?