Cutting between vcams with different FoVs leaves wrong FoV on the alpha renderstage.

I’ve got a CineMachine FreeLook vcam and a higher priority vcam which I turn on and off as needed for dialogue cutscenes. My default transition is defined as a cut.
However, after using the dialogue vcam, and returning to the FreeLook vcam, all my transparent geometry is rendered with the FoV of the (now-disabled) dialogue vcam. The opaque pass and posteffects are rendered correctly, however.
This is on Smart Update - doing further tests to see if a different update mode will get round it…

[EDIT: Late Update / Fixed Update makes no difference. Setting the blend to Ease-In-Out doesn’t fix it, although blending the dialogue vcam IN works correctly - it’s the blend OUT that leaves the wrong FoV]

Can confirm i have the same bug. @Gregoryl @Adam_Myhill

Can you post a small project that demonstrates this? Thanks.

@Chris_Payne_QS Does this happen both in Play mode and in Edit mode?

Haven’t tried it in Edit mode yet. I’ll try to get you a small repro case but it won’t be until the weekend…

@JakubSmaga Do you have a repro project that you can post?

I can get it in a few hours, lighting is baking in my own project and PC is laggy :eyes: After the bake I’m gonna make a new project and send it to you.

Small update: I made 2 cameras in my project when the lighting was baking but i can already confirm that the problem is not happening in the edit mode.

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Right now I’m using 2017.2 Beta 4 and looks like the problem is gone (The problem was happening in 2017.1 Beta), Maybe it was Unity bug, not Cinemachine?

@Chris_Payne_QS Which Unity and Cinemachine version are you using?

I was playing around with creating new CM cameras with different FOVs, after that i switched to Timeline where i use different FOV and i got the bug (2017.2.0b5)… i don’t really know how to make a repo project because i don’t really know how to “activate” this bug, it’s really random. :face_with_spiral_eyes:

Only thing that i can say is that disabling and enabling camera component fixes the bug.


Update on how to “activate” this bug… well kinda:
-Import Post Processing v2, add PostFX Layer to the camera and set AA to FXAA
-Create 2 cameras with different FOV’s
-Create Timeline where you put 2 cameras
-Go to the second camera in the Timeline to set it active
-Now go to your Main Camera, switch to AA to TAA and back to FXAA
-Go to your first camera in the Timeline and you can notice the bug

(If you want to fix the bug you need to disable and enable Camera component)
(I can manage to make a repo project)

Before:

After:

CM does not currently support PostProcessing V2. When you say Camera, do you mean camera or vcam?

Main Camera = Camera.
camera = vcam.

A repro project would be nice :slight_smile:

Update: It’s not a Cinemachine bug, it’s Post Processing bug.
-Add Post Process Layer to your main camera.
-Set AA method to FXAA, then to TAA and then to FXAA again.
-Change your FOV and see that the alpha models are still using the old FOV.

Working on a repo project.

Repo project sent, Check your dm’s.

PPS v2 is still in beta, a few more gremlins to shake out. Nice bug find, we’ll let them know.

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Should be fixed, it doesn’t repro in your test project anymore.

Tested in my project and the bug is fixed, Thanks for the great support! @Gregoryl @Adam_Myhill @Chman

Make sure you grab the latest version, I also pushed a fix 15 minutes ago for TAA.

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Yup, grabbed it! Thanks, have a great day!