According to the Autodesk the Knowledge , scaling occurs gradually, depending on the distance between the current observation point and a virtual target. Itself a virtual target is not displayed in the viewport and only used to calculate the growth rate of the zoom. By default, the virial goal is to center viewport.
To increase the zoom step should be to turn the mouse wheel while holding down the Ctrl key, in order to reduce, hold down the Alt key. To simply shift the center of viewport, you need to hold down Shift while scrolling the wheel. In the case closer to a virtual target, zooming stops, as you formally goal reached (approached as close as possible).
If you do not clear this formulation, then submit that the viewport is a common Target Camera. Alt and Kontralom changing increment closer to the Camera Target, Use Shift to select a shifting himself Target.
In addition, according to the 3ds the Max the Help , in the «Viewports Preferences Settings» has Mouse Control section with «Wheel Zoom Increment» option, although I myself this section is not found in 2013 Max.
Why I gvoril "according to", because I use the navigator and I do not know the details of the above person, including where missing «Wheel Zoom Increment»😁
I understand what you mean, though I have never encountered any transfer to vyuport parameters except FOV camera. Maybe because I do not deal with the VRayPhysicalCamera it , but I know how to get this effect. Just create the camera and all 4 types of viewport to switch to it. Then go to term "P key on the keyboard," and we get the same FOV twist in the port that was in the current camera. This applies to both the standard and maksovskoy vireyskoy. Maybe play a role version of 3ds Max and V-Ray. I 3ds Max 2016 and V-Ray 3. Nevertheless, in them I could not bear the «focal shift» to VRayPhysicalCamera on the viewport so. Only the FOV.
Correct the FOV can be a tool «Fild of View», which is located in the lower right corner of the interface, and specifying the exact value. To do this in the window viewport on the top left click on the icon "+", select «Configure viewports ...» in the window that appears, in the tab «Visual Style & Appearance», specify the desired value «Fild of View» in the section «Perspective User View ". There, there is a button «Apply to All Views in Active Layout Tab» and «Apply to Active View». I think their purpose is clear by name.
May well be correct and «focal shift».
As for the locale FOV viewport, I do not know of such a function, and it is likely that it is not as plug-camera, likely banal use standard «Fild of View» (the one on the right bottom of the interface) just quietly in the background, monitoring its application through its parametric field FOV. I could be wrong but to prohibit the standard software tool to work - it is hardly possible.
Good afternoon! I am trying to repeat the lesson in the interior, but incorrectly displayed viewport: objects either too dark or overexposed, uncomfortable work, which is not observed in the lesson of the author. Render is still correctly displays. Video: Mobile gtx1060. Lesson: My viewport: Work is not possible, I try to find the setting of lighting in the viewport, but it is not (17 minutes max): But to render everything is fine:
How to slow down the camera? Tried [ and ] - does not help
Maksovich, Fedor, the textual description of unpredictable or illogical behavior, unfortunately, is not enough to imagine what is going on. It is a reason no one helps, or advising very general things. In order to get an opportunity to even understand your problem, I suggest you to record the screen with a video grabber and share here a link for the resulting video on youtube.