make sure you have the gradient background turned off...

On Fri, Oct 6, 2017 at 9:17 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES II] <
[email protected]> wrote:

> I was able to replicate all the way back to Maya 2014. But don’t have
> anything older installed. The same thought occurred to me that it seemed
> strange to not have been caught by now.
>
>
>
> Joey
>
>
>
>
>
>
>
> *From:* [email protected] [mailto:softimage-bounces@
> listproc.autodesk.com] *On Behalf Of *Brent McPherson
> *Sent:* Friday, October 06, 2017 5:59 AM
> *To:* [email protected]; Official Softimage Users Mailing List.
> https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=88e6lQ5Muq_dkc_QUSx6CNTen-DRe-UZPc5-eh8m008&s=3qt5FL6UgdZN_57rpfRQU2SKsqh6FOChe4ZD3dsQe4I&e=
>  <
> [email protected]>
>
> *Subject:* RE: OT Maya Q - default cameras clipping planes
>
>
>
> Yes, it could be a known issue.
>
>
>
> I was referring to the fact I (personally) had never heard anyone mention
> it in the modeling area where I have (mostly) worked since joining the Maya
> team.
>
> --
>
> Brent
>
>
>
> *From:* [email protected] [mailto:softimage-bounces@
> listproc.autodesk.com <[email protected]>] *On
> Behalf Of *Rob Wuijster
> *Sent:* 06 October 2017 10:15
> *To:* [email protected]
> *Subject:* Re: OT Maya Q - default cameras clipping planes
>
>
>
> That sounds odd to me, as apparently this behavior is there since the
> first release of Maya 2016. Maybe already in 2015 as well.
> But hopefully this little nugget of annoyance will be fixed in the next SP
> of 2018.....
>
>
>
> Rob
>
>
>
> \/-------------\/----------------\/
>
> On 6-10-2017 10:22, Brent McPherson wrote:
>
> No problem. I'm really surprised this is the first time I've heard about this 
> issue...
>
> --
>
> Brent
>
>
>
> -----Original Message-----
>
> From: [email protected] 
> [mailto:[email protected] 
> <[email protected]>] On Behalf Of Ponthieux, Joseph G. 
> (LARC-E1A)[LITES II]
>
> Sent: 05 October 2017 18:25
>
> To: [email protected]
>
> Subject: RE: OT Maya Q - default cameras clipping planes
>
>
>
> Brent,
>
>
>
> Thanks! I had not been able to get around to submitting it yet.
>
>
>
> Joey
>
>
>
>
>
>
>
> -----Original Message-----
>
> From: [email protected] 
> [mailto:[email protected] 
> <[email protected]>] On Behalf Of Brent McPherson
>
> Sent: Thursday, October 05, 2017 12:07 PM
>
> To: Official Softimage Users Mailing List. 
> https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist&d=DwIGaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=IPWu-N_w2ofkgXSwipB-xc4RMHrBL8P0YyaTdHzPV5k&s=dhlZth5P7jGw2KRbG6HhIOabzQtDDjrDhf_CQTh2IeA&e=
>   <[email protected]> <[email protected]>
>
> Subject: RE: OT Maya Q - default cameras clipping planes
>
>
>
> I entered a bug for this:
>
>
>
> MAYA-87698 - Large objects are incorrectly framed in the 3D ortho views
>
>
>
> The workaround is to just select the ortho camera in the outliner and 
> increase the translation channel but I agree it looks like a bug due to the 
> fact it does translate the ortho camera a little bit if you pan and then 
> frame.
>
>
>
> Thanks.
>
> --
>
> Brent
>
>
>
> -----Original Message-----
>
> From: [email protected] 
> [mailto:[email protected] 
> <[email protected]>] On Behalf Of Ponthieux, Joseph G. 
> (LARC-E1A)[LITES II]
>
> Sent: 05 October 2017 14:31
>
> To: [email protected]
>
> Subject: RE: OT Maya Q - default cameras clipping planes
>
>
>
>
>
> It seems this might be a bug actually. I posted this to the Area yesterday 
> and the only response I got back seems to confirm that. I'm finding that 
> there are times when Frame Selection actually does affect the lens position, 
> but for some reason it seems like it is broken in most cases for the ortho 
> panels. What Default View is doing is correctly positioning the lens outside 
> the extent of the geometry by positioning the Z. When you hit Frame Selection 
> again, you're then setting the ortho width and that frames the XY.
>
>
>
> It does not appear to have any issues setting camera position for non-ortho 
> cameras. So this must be an error in how it resolves the framing in ortho 
> mode only.
>
>
>
> You will find that the predefined Front Bookmark also works correctly setting 
> the Z position like you would expect, and when the camera doesn’t reposition 
> properly after a Frame Selection, if you just alt-middle click drag the 
> camera a little to one side or the other, then frame selection again, it will 
> actually change the Z position a little. After several repeats it will find 
> its way outside the geometry extent. I would be surprised if there was a 
> divide by zero error hidden in the Frame Selection code somewhere.
>
>
>
> Joey
>
>
>
>
>
>
>
> -----Original Message-----
>
> From: [email protected] 
> [mailto:[email protected] 
> <[email protected]>] On Behalf Of Morten Bartholdy
>
> Sent: Thursday, October 05, 2017 6:15 AM
>
> To: Official Softimage Users Mailing List. 
> https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist&d=DwIGaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=HUtkv4Ex045kP5iHOzaFo51-41knkpa0DiMyZ-aZ7DA&s=ZNGqh5ZKBMsbBz85z_29XeT1kNMKI5NCprXj8q1UehA&e=
>   <[email protected]> <[email protected]>
>
> Subject: RE: OT Maya Q - default cameras clipping planes
>
>
>
> Holy crap, this is lame, even for Maya. Your suggestion works - upon 
> inspection the default cameras are too close to the large objects, which 
> effectively clips the closest parts. I had no idea, as there is still a ton 
> of stuff I don't know about Maya. This is after framing the objects using 
> both A and F in order to see what might fix it, plus trying to dolly away to 
> no avail.
>
>
>
> What I do know about Maya - never expect it to act or behave sensibly nor 
> logically :-/
>
>
>
> Since you know the ins and outs - it drives me crazy that there apparently is 
> no actual zoom function in Maya wievports, like the one we know from 
> Softimage. I am talking about changing camera fov using Z interactively while 
> working on framing in a scene. Asking our Maya residents they reply they 
> don't use that so they don't know how. They say to select camera and change 
> fov in the Attribute Editor.
>
>
>
> How do you manage stuff like that (assuming you have found a smarter way).
>
>
>
> Thanks
>
> Morten
>
>
>
>
>
>
>
>
>
>
>
> Den 4. oktober 2017 klokken 19:15 skrev "Ponthieux, Joseph G. 
> (LARC-E1A)[LITES II]" <[email protected]> <[email protected]>:
>
>
>
>
>
> So it seems I was wrong. The 1000.1 value can change when using the Framing 
> function. The F key. But It doesn’t change when attempting to zoom or dolly 
> in the front, top or side viewport using the mouse.
>
>
>
> What I am seeing is the part of a really large object closest the camera is 
> clipped and the near clip is incapable of seeing anything because the camera 
> head is not actually in front of the object. And I can't set near clip to a 
> negative value. Is this what you are experiencing?
>
>
>
> To replicate, in a new scene create a sphere with a radius of 1500 units. 
> Select the sphere and hit F key in the Front viewport. This illustrates that 
> part of the 1500 radius sphere is past the normal position of the Front 
> camera which is 1000.1 units Z. You can clearly see the problem if you have 
> the viewport set to shading. So in Front camera for example you have to 
> manually set camera Z to a value which places the camera in front of all 
> geometry, such as 1600 units Z, which means you have to know the geometry 
> extent relative that camera. And then make sure the far clipping plane is 
> beyond the far side.
>
>
>
> It seems that you can somewhat correct the situation by executing 
> View>Default View for the viewport in question, executing the A key or 
> selecting the object or objects then hit the F key. Then suddenly it will set 
> the Z extent in front of the selected geometry without difficulty.
>
>
>
> I'm seeing this in 2018 and all the way back to 2014. As long as your scene 
> is never beyond 2000 units wide, or twice the distance wide of the camera 
> position to world center, you're not likely to ever see the problem. Further, 
> the inability to frame on the object appears to be affected by the size of 
> the object rather than its position. In other words multiple objects at a 
> distance of 3000 units apart but at normalized sizes seem less likely to 
> exhibit the framing problem than one object that is 3000 units across.
>
>
>
> I don’t recall if this is how it worked in the past. This does not seem 
> normal. But this seems to not be framing the objects correctly nor permitting 
> the user to dolly the orthographic cameras in a predictable fashion without 
> first executing Default View which apparently knows how to correctly set the 
> orthographic camera's lens position outside the volume of the existing 
> geometry.
>
>
>
> Joey
>
>
>
>
>
> -----Original Message-----
>
> From: [email protected]
>
> [mailto:[email protected] 
> <[email protected]>] On Behalf Of
>
> Ponthieux, Joseph G. (LARC-E1A)[LITES II]
>
> Sent: Wednesday, October 04, 2017 11:56 AM
>
> To: [email protected]
>
> Subject: RE: OT Maya Q - default cameras clipping planes
>
>
>
>
>
> I'm seeing them work even after 1 Billion units in the front camera. Having 
> issues at 1500 units does not seem normal. I suspect the camera has been 
> edited.
>
>
>
> Check the following in the Front Camera:
>
>
>
> 1. Select the front camera in the outliner 2. In the attribute editor
>
> for front, is Z set to 1000.1.
>
>
>
> Top should have always have 1000.1 for Y, and Side should have 1000.1 for X. 
> These should never change though the remaining position values will.
>
>
>
> If they are not 1000.1, does setting them manually to that value fix the 
> problem?
>
>
>
> Alternatively, does executing View> Default View for each viewport fix the 
> issue?
>
>
>
> Joey
>
>
>
>
>
>
>
>
>
>
>
> -----Original Message-----
>
> From: [email protected]
>
> [mailto:[email protected] 
> <[email protected]>] On Behalf Of Morten
>
> Bartholdy
>
> Sent: Wednesday, October 04, 2017 11:30 AM
>
> To: Official Softimage Users Mailing List.
>
> https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com
>
> _forum_-23-21forum_xsi-5Flist&d=DwIGaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7
>
> a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=NyDUWHi
>
> GTmPTrUyJA1FzibkPOsRIiAEVWCVDPe_yfy0&s=iAHP0nbxB5ngtcbuawEGG8f_VOSTfR3
>
> gqg7TD6w0uEw&e=  <[email protected]> 
> <[email protected]>
>
> Subject: RE: OT Maya Q - default cameras clipping planes
>
>
>
> The scene is not that large - only about 1500 Maya units across and deep. I 
> have worked with scenes 100x larger in Soft. It seems ridiculous.
>
>
>
> Changing clipping plane values has no effect on the default scene cameras - I 
> am on Maya 2016 base version if that makes any difference, and the cameras 
> are neither scaled nor rotated as far as I can tell.
>
>
>
> I use wip cameras that I create for moving cameras around as I don't know the 
> do's and dont's with Maya default cameras, so I thought it better to leave 
> them be.
>
>
>
> MB
>
>
>
>
>
>
>
> Den 4. oktober 2017 klokken 17:04 skrev "Ponthieux, Joseph G. 
> (LARC-E1A)[LITES II]" <[email protected]> <[email protected]>:
>
>
>
>
>
> I’m wondering exactly how large your scene is. Sometimes things get weird 
> with astronomically large scenes.
>
>
>
> You should be able to edit the Far Clip Plane for frontShape, topShape, or 
> sideShape. I just tested this and it works as expected. But the numbers I am 
> using are less than 100K.
>
>
>
> Have the Top, Front, or Side cameras been edited in any unusual way? They are 
> special cameras, special objects if you will, that can act bizarrely if 
> treated like real objects, or articulated in ways they are meant to be. 
> Rotation or Scaling for example. They can be moved but should only be 
> articulated using the viewports. They are generally hidden by default and 
> should remain that way. I do remember having issues when treating them in a 
> non-typical way. But there is no obvious reason I can think of that would 
> directly prevent their clipping planes from being edited.
>
>
>
> Joey
>
>
>
> From: [email protected]
>
> [mailto:[email protected] 
> <[email protected]>] On Behalf Of Rob
>
> Wuijster
>
> Sent: Wednesday, October 04, 2017 10:40 AM
>
> To: [email protected]
>
> Subject: Re: OT Maya Q - default cameras clipping planes
>
>
>
>
>
> I ran into the same thing for my last project.
>
> Huge scenes that were clipped off in the default cameras, so a hard time 
> selecting stuff in the viewport.
>
> Due to time limits I never had the chance to dive into this, so anyone who 
> can answer the question please do.
>
>
>
> And scaling up stuff, including cameras can result in some nasty render 
> surprises. Unless that has been fixed in the last couple of versions.
>
>
>
> Rob (already grey...)
>
>
>
>
>
>
>
> \/-------------\/----------------\/
>
> On 4-10-2017 15:48, Morten Bartholdy wrote:
>
>
>
> I have run into a problem with Mayas default scene cameras for top, front and 
> side views. It appears if I work with very large objects, like in landscape 
> scale, the objects are clipped by distance in the respective cameras. 
> Changing the clipping planes of these cameras does not work - the objects are 
> still clipped. A very unfortunate side effect is I can't select components of 
> my objects that are outside the clipping planes, ie. if I have a long grid 
> road piece and want to select edge vertices to move them all, I can't do that 
> from the side or front view - only the vertices visible inside clipping 
> planes get selected.
>
>
>
>
>
>
>
> The workaround (usual Maya style) is to either make new camera and position 
> as side- or frontview camera, because for new cameras clipping planes 
> work(!), or to select edgerings and move them instead of selecting all 
> vertices in sideview - or as our local Maya resident (a patient man these 
> days ;) says, to work at smaller scale and then scale up at the end. I say it 
> is moronic.
>
>
>
>
>
>
>
> I am sure you smart people have run into something similar and perhaps have a 
> more nifty workaround I can use.
>
>
>
>
>
>
>
> Thanks
>
>
>
> Morten (rapidly turning greyhaired while learning Maya)
>
>
>
> ------
>
>
>
> Softimage Mailing List.
>
>
>
> To unsubscribe, send a mail to 
> [email protected]<mailto:[email protected]>
>  <[email protected]> with "unsubscribe" in the subject, 
> and reply to confirm.
>
>
>
>
>
>
>
> ------
>
> Softimage Mailing List.
>
> To unsubscribe, send a mail to [email protected] with 
> "unsubscribe" in the subject, and reply to confirm.
>
>
>
> ------
>
> Softimage Mailing List.
>
> To unsubscribe, send a mail to [email protected] with 
> "unsubscribe" in the subject, and reply to confirm.
>
>
>
> ------
>
> Softimage Mailing List.
>
> To unsubscribe, send a mail to [email protected] with 
> "unsubscribe" in the subject, and reply to confirm.
>
>
>
> ------
>
> Softimage Mailing List.
>
> To unsubscribe, send a mail to [email protected] with 
> "unsubscribe" in the subject, and reply to confirm.
>
>
>
> ------
>
> Softimage Mailing List.
>
> To unsubscribe, send a mail to [email protected] with 
> "unsubscribe" in the subject, and reply to confirm.
>
>
>
> ------
>
> Softimage Mailing List.
>
> To unsubscribe, send a mail to [email protected] with 
> "unsubscribe" in the subject, and reply to confirm.
>
>
>
> ------
>
> Softimage Mailing List.
>
> To unsubscribe, send a mail to [email protected] with 
> "unsubscribe" in the subject, and reply to confirm.
>
>
>
> ------
>
> Softimage Mailing List.
>
> To unsubscribe, send a mail to [email protected] with 
> "unsubscribe" in the subject, and reply to confirm.
>
>
>
> ------
>
> Softimage Mailing List.
>
> To unsubscribe, send a mail to [email protected] with 
> "unsubscribe" in the subject, and reply to confirm.
>
>
>
> ------
> Softimage Mailing List.
> To unsubscribe, send a mail to [email protected]
> with "unsubscribe" in the subject, and reply to confirm.
>
------
Softimage Mailing List.
To unsubscribe, send a mail to [email protected] with 
"unsubscribe" in the subject, and reply to confirm.

Reply via email to