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mr Sky Portal ignores camera clipping?


raterry
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Hi all, I looked around but haven't found anything directly relating to this, but I was curious if anybody has noticed or found a workaround to this. I need to show one wall of a very small room. It has one window through which I am using a Light Portal, however I have to have the camera outside the building using a clipping plane so I don't render the outside wall, (the camera is looking past/through the window with the light portal to the opposite wall) all is good except the window with the ligh portal still renders despite being outside the clipping range. I did a little test and basically the size of the light portal which itslef doesn't render determines the size/shape of the area the gets ignored by my clipping plane. any thoughts?

 

-=Rob

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nope, if behind the camera I'm in good shape, problem is when I move the camera closer in so the window/light portal are behind the camera, I have to adjust camera FOV to a terrible degree which distorts the room too much, unfortunately it's such a small room I need the camera to be pulled back a bit to keep it looking even relatively normal...

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I do have that same problem, and I have to "adjust" the room in order for the light portals to be behind the camera. I already tried those properties check/uncheck but neither resolved it. We just have to wait someone who has a workaround with this.

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Any yet another camera clipping issue. I was experimenting with a couple render optimizations including turning scanline off and changing to BSP2 (huge difference by the way, now I can render mrProxys till the cows come home) so back I went to my tight shot small room render with the camera clipping and with scanline turned off it was all black..turn it back on, good to go. Man I hope I don't need to use camera clipping again...:mad:

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