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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 27 9:18 am)



Subject: Cam View limits


Robo2010 ( ) posted Tue, 21 December 2004 at 1:09 PM · edited Mon, 27 January 2025 at 1:34 PM

file_158769.jpg

Does CL know about this, (I am going to email) Or is it me? This is a "before render" of my Runway (Top View).


Robo2010 ( ) posted Tue, 21 December 2004 at 1:11 PM

file_158770.jpg

And this is a "After Render", Wondering if their is a Limit to Cam view (Or maximum)location.


Robo2010 ( ) posted Tue, 21 December 2004 at 1:13 PM · edited Tue, 21 December 2004 at 1:25 PM

file_158771.jpg

Here is a Render of my Runway with F-16's on it. Another Cam angle, which is ok.

Message edited on: 12/21/2004 13:25


Robo2010 ( ) posted Tue, 21 December 2004 at 2:12 PM

file_158774.jpg

Last one.


xantor ( ) posted Tue, 21 December 2004 at 6:25 PM

Most 3d programs have a "distance limit" If you put an object outside the "universe" it wont be rendered. I would still expect at least part of the runway to be rendered in the second picture. Are you sure the camera angle is right in the second picture? It might not be pointing at the runway.


xantor ( ) posted Tue, 21 December 2004 at 6:27 PM

I would try doing the second picture again, but loading a figure in and leaving that in the default position and render this.


Robo2010 ( ) posted Tue, 21 December 2004 at 6:36 PM

Yeah..I did three times to be sure. Those objects are not outside of the Poser universe. Only X-Trans, nothing else. I will try again.


Robo2010 ( ) posted Tue, 21 December 2004 at 6:40 PM

Made me wonder after that render. Because I am making this scene (Airport), and it is going to be large and Cam views will be important for zooming in and out. How large can a scene be? I guess not a city.


xantor ( ) posted Tue, 21 December 2004 at 6:40 PM

It is strange, I havent seen this happen with any figures or props, even the stuff I made myself.


Robo2010 ( ) posted Tue, 21 December 2004 at 6:44 PM

Oh one of the F-16's are in Default trans (0,0,0), One that vicky is in.


Robo2010 ( ) posted Tue, 21 December 2004 at 9:18 PM

The more I analyze this, I am coming to a conclusion (Possibly). That their is something very wrong with the Orbit Dials. The dolly dials function ok, like X, Y, and Z. But when you use the Orbit Dials...for example "Y-Orbit Dial"..the Orbit cam is rotating on the X axis, and the X-orbit dial is rotating on the X axis. Shouldn't that be the other way around. Xorbit on X-Axis and Yorbit on the Y-Axis? The Zorbit is doing its job. I also looked at the angle I am looking at. ,0,0,0 to be sure of this. The highest the cam can go befor renders are not being seen (props, characters) is 8700 for me. That is DollyZ at 8700 like in image above. (Ummm..even that isn't right.) Post #1, and not 15000. Gosh..no football field for poser.


Robo2010 ( ) posted Tue, 21 December 2004 at 9:27 PM

file_158775.jpg

This is what I get when I use dolly Y (15000), and (Xorbit -90)


xantor ( ) posted Tue, 21 December 2004 at 9:37 PM

You could probably get round the camera limitations by scaling everything in the scene down to a smaller size.


Robo2010 ( ) posted Tue, 21 December 2004 at 9:51 PM

file_158776.jpg

Losing my head on this. But I finding out as well, "Document window Size" has something to do with it as well. I scaled down my "Document Window Size" from 800x600 to 316x 867, and got this render. DollyZ at 4000 and Xorbit at -90. Just weird.


Robo2010 ( ) posted Tue, 21 December 2004 at 9:53 PM

file_158777.jpg

Document Window Size.


xantor ( ) posted Wed, 22 December 2004 at 12:56 AM

It might be something to do with the amount of memory that poser can use, making the window smaller could use less memory and make the screen render properly. You could try a render of size 320x240 to test my theory, if it renders properly then my idea might be right.


Robo2010 ( ) posted Wed, 22 December 2004 at 1:08 AM

I have 2GB DDram (Duel Channel at 400mhz "PC3200"), AMD 3200XP+, 128mb Ati Radeon 9600xt Video Card, 80GB HD 7200RPM and ready to install a 160GB HD 7200RPM, and poser runs like I have a Amd 750mhz, 512mb ram. Only none of this "low on memory error." message. Actually..a quote from a Curious Labs Email "As for a patch, assuming that the issues you're mentioning stem from our reliance on legacy code, then releasing a patch won't fix those issues. What would ultimately be needed would be for us to rewrite a lot of our underlying code, which frankly is not going to happen any time soon as we simply don't have the resources (look at how long it took Adobe to fully Carbonize Photoshop- Apple had Mac OS X out for over a year before Adobe got a Carbonized version of Photoshop out the door, and they have far more resources than we do.) Additionally, radically rewriting Poser to take full advantage of current OS and processor features risks stranding users of earlier systems; we've done this to a certain extent in the Mac version of P5, but we don't want to abandon too many of our Windows users." :-( I will try what you wrote tomorrow. A quick one.


xantor ( ) posted Wed, 22 December 2004 at 1:21 AM

That was what I meant by "the memory poser can use" if it can only use a certain amount of memory then any extra you have is not much use.


ynsaen ( ) posted Wed, 22 December 2004 at 7:53 AM

Just as a side note. The orbit camera dials are 360 degree rotations around the focal point. They "orbit" the object. That is, they circle around the point of origin. an orbit of 15,000 is an awful lot of circles. Trans dials affect the distance from the focal point.

thou and I, my friend, can, in the most flunkey world, make, each of us, one non-flunkey, one hero, if we like: that will be two heroes to begin with. (Carlyle)


Robo2010 ( ) posted Wed, 22 December 2004 at 9:40 AM

file_158779.jpg

After a night of sleep, my head back together after playing with Cams. Prepare for a lot of pics (Tests). Came to a conclusion that "Main Camera" wasn't the best View to use to do a render. Test 1. Seeing "Top View" for Cam. I had to set the Perspective to 35mm, which was at 0.0 when I selected "Top View"


Robo2010 ( ) posted Wed, 22 December 2004 at 9:43 AM · edited Wed, 22 December 2004 at 9:44 AM

file_158781.jpg

Scale at 15000 out on top. My Document Window Size is 800x600. This is the result. Rendered at 800x600 In the render is One Dystopia Building (Center) and two runways. To make use of the render.

Message edited on: 12/22/2004 09:44


Robo2010 ( ) posted Wed, 22 December 2004 at 9:46 AM · edited Wed, 22 December 2004 at 9:48 AM

file_158784.jpg

Main Camera again. This time on ground level (Close enough). Not the best to use this cam.

Test 2

Message edited on: 12/22/2004 09:48


Robo2010 ( ) posted Wed, 22 December 2004 at 9:47 AM

file_158783.jpg

This is the result. Not able to see building in distance.


Robo2010 ( ) posted Wed, 22 December 2004 at 10:05 AM

file_158785.jpg

K..Test 3. This time at "Top Camera" again. This is at 60000% (Percent) and not using Dolly (X,Y, and Z) Numbers. I guess this Cam does have its limits, But who will go this high? This is high enough if I were to do animations of a F-16 flying over a city. To high. I put the render in the image so I could save up space. Instead of putting a wasted image of grey in here. I did the cut a paste of render on image. You will see rendered image. I added a dystopia City blocks from a Dystopia building in center to make use of the render and to get a size. Would be useless if I used only shoes or a Character in center of Render 60000% out on top view.


Robo2010 ( ) posted Wed, 22 December 2004 at 10:18 AM

Oh darn. Forgetting I am using flat screen monitor set at 1280x1024. The images to large in scale. I am unable to redo (Fix) Or I would have to delete my posts. This is why I prefer other type of forum.


Robo2010 ( ) posted Wed, 22 December 2004 at 10:24 AM

file_158786.jpg

Last test of Front View. I am able to go to 60000% at ground level, and see the Dystopia buildings at a distance. This view as well can go further. No need to check for now.


Robo2010 ( ) posted Wed, 22 December 2004 at 10:26 AM

file_158787.jpg

Last image for now. Good to use other cam views and not only Main Camera.


ronstuff ( ) posted Sat, 25 December 2004 at 4:43 PM

file_158788.jpg

Hi folks - I've documented all of this, so here is what is REALLY happening and how to work with it. Because of the need to have limits for raytracing, Poser 5 has a preset camera view limit of 1000 Poser Units (8,000 feet). Anything farther away from the camera than that will not show. There is a way to get it to show, by SCALING the camera, but nothing in Poser is that simple ;-) Poser uses different types of cameras. Some orbit around the world origin, some orbit around a selected figure, some orbit around a selected body part and some don't orbit at all because they are isometric views. When you SCALE a camera you are actually scaling its VIEW of the 3D world space - you are not making the camera itself larger or smaller. The CENTER of any such scaling will be the point about which the camera orbits or, in the case of the isometric cameras which have no orbit center, a different standard altogether. In all cases, however, the visible limit is 1000 Poser Native Units from the camera lens (not from the world center or from the orbit center). That is why the numbers above don't seem to correlate because there are compound factors such as camera position and object center confusing the issue. To put it simply, if you want a camera to see FARTHER than 1000 PUs, then you must scale the camera UP. For all of the perspective cameras, the formula is very simple: VibleRange=1000x(100/Camera%Scale). This means if you want to see twice as far (2000 PUs) you must scale the camera by 200%. Scaling the camera to 500% will enable it to see up to 5000 PUs from the camera. But be aware that when working with a camera at any scale other than 100% all camera position DISTANCES (not angles) must be scaled too and INVERSLY to the camera scale. So, to scale a camer up by 200%, but keep it in the same spot, you need to DIVIDE the xTrans, yTrans and zTrans by 2. The nice thing about this is that when using the parameter dials to move the camera, it moves much faster and requires less dial turning to get it where you want it. The ISOMETRIC cameras (Top, Front etc) are different, and require much larger scale factors to get large objects into view. I've used scales as high as 900,000% to work on objects several miles across. Oh, and by the way, although I agree that this is one of the largest Poser props yet, I don't believe it holds the title of THE largest, because the Tycho Space Station project from PoserWorks (formerly IW43D) is more than 2 miles across in actual Poser Scale, and some of my own projects (see next post) are even larger than that.


ronstuff ( ) posted Sat, 25 December 2004 at 4:53 PM

file_158789.jpg

This is the EnviroS project that I am working on. To give you an Idea of its size, in the middle of the lake there is a small island. On that island is a temple. Inside that temple is Victoria - WITH a SWORD, of course! Currently the Enviros world is about 16 miles in diameter (8 miles radius form the center of the Poser Universe) - this mountaintop crater is more than 2.5 miles across.


Robo2010 ( ) posted Sat, 25 December 2004 at 5:14 PM

That is an awesome terrain. Good awesome Cam work (Views). Good stuff on this thread.


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