In ZB3 there is perspective cam now. FoV angle in XSI is 53.638. In Maya it’s 35. Each app has it’s own different FoV but they all “look” the same insofar as viewing the 3d models. Is there a “default” value for this perspective cam in ZB3 that matches up to the other 3d apps out there?
bro i have been waiting for lotso things in this version but i m kinda disappointed in few areas. overall zb3 is a great leap (not jst a step) but the biger problems we faced in past, few o those are still there.
i poasted my queree couple o years ago in here for UV layout options and reccomended some improvement specially for game developers (as we use zb now in so many different ways in our pipeline). similar issue was feild of veiw. all 3d applications understand the importance of perspactive and illusion in veiwport. zbrush has a default FOV of 90 degrees i guess which is simply=== no perspactive==== that causes problems. wen u export ur model to the native applications there are undesired differences in proportions and scale and features. i dont know wats the solution for this but i m having the same problem.
Taemee: Have you tried enabling Draw > Perspective Distortion ? You will need a 3D tool to enable the function.
As for the original question I guess we will see some Focal Length values posted in the coming weeks that approximate the perspective of various other applications.
thanx for the help buddy… never really considered this draw pull down as important. i always tried to find somthing in preferences etc.
the shortcut ‘p’ on the keyboard will turn Perspective cam on and off
essclock
Perhaps a word from the devs on what is the “correct” perspective cam FoV value to mimic every other 3d app or is the perspective cam in ZB3 still not a real, true perspective cam?
I’m pretty certain that the cam in the Zbrush is still not a “true” perspective cam. It gets close but still not the exact same as all the other 3D apps out there. Hopefully this will be something they can address with a future update. It’s definitly a step in the right direction and is surely better than nothing! Thanks for at least taking some step to address the issue Pixologic.
try using a setting of 70 I found this to be similar to mayas 35 mm, also note perspective is based on math and well if the z model isnt in real world units that can create discrepancies, but that applies to any 3d application. I don
t think many apps are completely safe of these issues.
ill prove it draw a cube on your favorite app and scale it to something like .010 and you will se persp won`t work properly. At least thats what I am seeing here.
m getting off tangent,though, by saying this.
i think there is no right perspactive at all.
our eye creates a sphercal abberation and 3d application camera dont create similer 3 point or 4 point perspactive…
so there is no standerd in my opinion with whom u can compare any other distorted volume to verify the perspactive…
m i right or its … shootable
You’re right - in reality things appear bigger the closer they are to the eye/camera - towards a point, while in zbrush’s perspective (as far as i understood it) they appear bigger the higher the pixol’s z value is - which goes into the screen plane, not towards the cam/eye point.
The parts of the object that have an angle far away from the view direction will have a strange distortion that way.
If you set your persp viewing angle a bit lower than the default though I think the effect is hardly noticeable so I think it’s far from shootable
the perspective is completely off. its the same perspective as was on the zbrush 2.01 for macs…
its totally fisheyed…nothing like maya
I agree that the default level of perspective is too intense…but, you know theres a slider there…It can be adjusted. Sheesh.
the slider is completely off as well. id show examples but its all work related, the perspective is beyond fisheyed. that slider makes it go from fisheyed to orthographic with no realworld inbetween
anyway, zbrush is nothing like a 3d camera simulation like i XSI or maya or houdini.
in simulating a camera you sould not only take in accont the size of the lense, but also the size of the media you are projecting the picture on too.
I know that is a bit strange for most people so i will try to give a exemple.
4 or 5 years ago i had one of my guy in the publicity team tryed to match a 55mm shot in maya. so he of course adjust the maya cam to the PAL format and then make the maya camera a 55 mm cam…
but still the perspective was totaly off!!!
Why that. because, matching the focal lens is not enough you should mach both the lens focal and the ratio of the picture and to do than you have to know the size of the shoted picture 16mm 35mm or 70mm for exemple.
crude exemple try to shot a pic in digital camera and then in a filme camera.
for the same focal you are not going to have the same angle of shot. for most of the digital camera it’s fold 1.5 over a film camera… why? because the film media is bigger than the digital media (most of the time, appart for some so call full frame digital camera !!)
so too the point : there is no lens imulation in Zbrush (cause the zbrush systeme do not allow for lens and media size relative too each other)
it’s just a perspective distortion… which is by noway the same!! but in the end not so bad as not having perspective!!!
Was curious so I made a quick comparison image… XSi vs Z vs Z orthographic
seems not TOO off imho, it’ll good enough for me— much better than working in ortho.
do a cross. or a character in a divinci pose…and do that example again.
it’s good enough for the artiste inside of use…
I agree there’s a slight difference but I’m quite happy with what we got.
[]
ortho was really bad to work in
that’s really great to see!
how do focal length values relate?
Have no idea. F.L. in XSI seems to zoom in/out only, not distort the model in a perspective manner. Only moving the cam does. I’m not an expert in photo/lens things.