Add vertical shift to 3ds max exporter / babylon camera's

In regard to this post i made.

I would be nice if we can apply the vertical shift to a camera in babylon since we would like to use this feature to match the canvas with renders from 3ds max.

Thanks in advance!
Axel

Adding @drigax and @Guillaume_Pelletier

Interesting! I wasn’t aware of this camera setting. I don’t think our cameras currently support this without adding some extra math to our view projection calculation logic, do you know @sebavan or @Evgeni_Popov? Also is there a significant difference in 3dsMax between shifting the camera and translating it?

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Hi, so here is what happens in max when you turn on the vertical shift of a camera.

my scene looks like this when the vertical shift is turned off:


As you can see on the left the camera is at eye height and looking up at the ‘buildings’, on the right is what the camera sees. There I’ve drawn some lines on it to make it clear that the vertical lines are not going perfectly straight up.

Now here is the same view with the vertical shift turned on:


as you can see here the lines do go perfectly up which is not realistic to be clear, but it just looks better for architectural renders.

I’m also not sure how it exactly works in 3ds max but i you can see the camera is looking straight ahead instead of at its target.
Schermafbeelding 2021-01-15 081138 This is what the camera now sees but it only shows the green as the camera viewport.

This is very different from just translating the camera as you would have to move the camera to the vertical center of the buildings which isn’t an option in our case.

Thanks for the quick replies, i hope this explanation helps! (also sorry for posting 3 answers but i can only put 1 image per post)

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I don’t think either, as it seems it is a tilting of the projection plane. Not sure how to do that…