It’s possible in 3dsmax for a Physical camera to have a negative fov value if ‘specify fov’ is off… this breaks in the customize.ms script for the 3dsmax plugin. A rare bug but one that ruined a load of overnight renders for us.
Here’s the easy fix.
Before
DeadlineUtil.LogMessage (" +Changed viewport FOV from " + ((viewport.GetFOV()) as string) + " to " + (viewportCam.fov as string))
viewport.SetFOV(viewportCam.fov)
After
--dwortley fix, bad Physical Cameras can have negative fovs which need flipping.
local camFOV = (abs viewportCam.fov)
DeadlineUtil.LogMessage (" +Changed viewport FOV from " + ((viewport.GetFOV()) as string) + " to " + (camFOV as string))
viewport.SetFOV(camFOV)