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Sweet Home 3D Forum » List all forums » » Forum: Features use and tips » » » Thread: Storing exact location of camera and size of viewport |
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| Print at Dec 18, 2025, 2:17:25 AM | View all posts in this thread on one page |
| Posted by klimek at Dec 4, 2022, 12:15:21 PM |
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Storing exact location of camera and size of viewport I'd like to over time do multiple renderings and overlay them pixel-exact. For that, I'd like to store the exact camera location and viewport size. I can store the camera point, but that will always be relative to the currently selected item, so I have to remember which item I used before loading the camera point. While that is a bit annoying, I can still handle it. Next comes the view port - it looks like I have to resize the window to the exact size I had it to get the same rendering pixel-wise. Overall, is there a way to store the exact camera and view port to be able to redo renderings pixel-exactly? Thanks for any help! |
| Posted by Daniels118 at Dec 5, 2022, 6:20:49 AM |
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Re: Storing exact location of camera and size of viewport Use the virtual visitor mode to make the camera position unrelated from the selection. When rendering change the proportions (not resolution) from viewport to a fixed one (eg. 4:3). |
| Posted by klimek at Dec 5, 2022, 8:14:49 AM |
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Re: Storing exact location of camera and size of viewport Thanks for the detailed instructions, that's super helpful! |
| Posted by klimek at Jan 7, 2023, 3:54:05 PM |
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Re: Storing exact location of camera and size of viewport Ok, that doesn't work - now when I render I see the ceiling of the floor that's visible, which is not what I want - is there an easy way to switch off the ceilings in rendering when in Virtual Visitor mode? I haven't found anything yet searching the forums. |
| Posted by klimek at Jan 7, 2023, 4:04:07 PM |
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Re: Storing exact location of camera and size of viewport Ok, answering my own question: I can switch off the ceiling for all rooms on the floor I want to render, then it works. That's a bit annoying, but works, I guess. |
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