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Compose an appealing shot with a Physical Camera.
Type:
Tutorial
Length:
6 min.
Tutorial resources
These downloadable resources will be used to complete this tutorial:
Transcript
00:03
The next step in scene layout for our product visualization project
00:07
is to establish the camera framing with a physical camera
00:11
that's going to depend upon the aspect ratio of the rendering.
00:15
Let's set that up in the render setup, dialogue,
00:18
click render, set up on the main toolbar
00:22
and in the common tab
00:24
and the output size section,
00:26
let's set both the width and the height to 540 pixels.
00:31
And that will give us a square aspect
00:34
type in 540 press tab type in 540
00:38
press enter.
00:39
Now we have an image aspect of one and a pixel aspect of one.
00:43
Close the render, set up dialogue.
00:46
We want to create a physical camera
00:48
and to make it easier on ourselves. Let's snap to 3d grid points.
00:54
So enable 3d snaps
00:57
and then back out in the top viewport
00:59
zoom out with control alt and middle mouse button
01:02
and pan our track with the middle mouse button.
01:05
And let's create a physical camera in that top viewport,
01:09
go to the crate panel
01:11
and choose the cameras panel,
01:14
click on the button labeled physical
01:17
and then over in the top view,
01:19
click on this center line here, which is the y axis of the world
01:25
and then drag closer to the geometry,
01:28
but don't quite reach the geometry just so we'll be
01:31
able to select that target a little bit more easily.
01:33
In the future
01:34
release. The mouse,
01:36
that camera and its target had been created.
01:38
Ryle
01:39
to exit out of physical camera creation.
01:43
Let's load that camera into one of the view ports.
01:46
We can sacrifice this front view port here.
01:49
Click on the Viewport name which is front
01:52
and choose cameras
01:53
fizz camera 01.
01:56
Now we are looking through that camera's lens.
01:59
We want to enable safe frames. So we get an accurate representation of the framing.
02:04
Go over to that viewport label once again
02:07
and enable show safe frames.
02:10
We additionally want this to be a shaded view
02:13
so we can toggle the wireframe display
02:15
with F three.
02:17
And now we're in a default standard shaded view,
02:20
we can interactively dolly the camera back.
02:23
We've got a button down here
02:26
which is Dolly camera
02:28
click on that and we can click and drag in this camera viewport to dolly back.
02:33
We can also pan or position or track with the middle mouse button
02:37
and we can sort of intuitively frame our shot.
02:40
But I want this to be very precise
02:43
and I actually know exactly where I want the camera and its target to be.
02:47
So I'm just gonna plug those values in
02:50
and it'll be easier to see over here in the left viewport.
02:53
So I'll go back to the select object tool
02:56
and then dolly back in the left view with control alt and middle mouse
02:59
and pan with the middle mouse.
03:02
Select that camera. If it's not already selected,
03:05
grab the move tool
03:07
and just plug in these values. Here,
03:09
we'll give it an X value of zero
03:12
A Y value of negative 50 centimeters,
03:17
press tab
03:18
and set the Z value to 11 centimeters.
03:22
Now, that camera is
03:24
positioned where I want it to be,
03:26
let's also position the target,
03:28
select that target.
03:30
And we've got some values to type in once again
03:33
with an X value of zero
03:35
A Y value of negative five, which I just coincidentally happened to have here,
03:41
we want a Y value of negative five
03:43
and then a Z value of 10 centimeters
03:46
and I've set it up this way so that the camera is just slightly above
03:50
the top of the radio.
03:52
So we'll be able to see the top of the radio.
03:55
Now, we want to zoom in with the camera's lens
03:58
and that's an optical effect of field of view.
04:02
We'll go back to the select object tool,
04:04
select the camera,
04:06
go over to the modify panel
04:08
and we can zoom in by specifying a field of view
04:12
in degrees.
04:14
So enable specify FOV
04:16
we can click and drag on that spinner to zoom in or out.
04:20
Let's set the field of view to 15 degrees
04:23
and press enter.
04:25
Now, I mostly have the framing that I want.
04:28
Although as you can see,
04:29
we've cropped off the bottom of our subject here
04:32
with a physical camera, we can simulate a view camera
04:36
also known as a tilt shift camera in
04:39
which we can offset the camera's lens from its sensor.
04:43
And that's accomplished in the modify panel, scroll down,
04:47
open up perspective control
04:50
and we have lens shift, horizontal and vertical.
04:53
If we click and drag on the spinner for the vertical lens shift,
04:57
we can see what's happening here. We're able to
04:60
reposition
05:01
the frame without changing the camera's position.
05:05
Let's set the vertical lens shift amount
05:08
to 35.
05:11
All right. That's really a perfect framing for this.
05:14
The last touches to our layout will involve setting up
05:17
a ground plane and also just rotating our helper.
05:20
Let's grab that helper
05:22
and rotate it.
05:24
Let's plug in a value here
05:26
in the Z rotation field. Let's give it a value of 30 degrees.
05:31
We also need a ground plane for the floor.
05:34
So go back to the create panel
05:36
to geometry
05:38
standard primitives
05:39
plane,
05:41
click and drag to create that in the top viewport,
05:44
right? Click to exit creation mode,
05:47
select the move tool
05:49
set its position to the origin XY and Z values all of zero
05:54
with that plane still selected,
05:56
go into the modified panel
05:58
and we'll just change up its length and width.
06:01
Give it a length of 50 centimeters,
06:03
press tab and give it a width of 70 centimeters,
06:06
making it extra wide just to make sure that if we later change the aspect ratio,
06:12
the plane will be actually wider than the available field of view.
Video transcript
00:03
The next step in scene layout for our product visualization project
00:07
is to establish the camera framing with a physical camera
00:11
that's going to depend upon the aspect ratio of the rendering.
00:15
Let's set that up in the render setup, dialogue,
00:18
click render, set up on the main toolbar
00:22
and in the common tab
00:24
and the output size section,
00:26
let's set both the width and the height to 540 pixels.
00:31
And that will give us a square aspect
00:34
type in 540 press tab type in 540
00:38
press enter.
00:39
Now we have an image aspect of one and a pixel aspect of one.
00:43
Close the render, set up dialogue.
00:46
We want to create a physical camera
00:48
and to make it easier on ourselves. Let's snap to 3d grid points.
00:54
So enable 3d snaps
00:57
and then back out in the top viewport
00:59
zoom out with control alt and middle mouse button
01:02
and pan our track with the middle mouse button.
01:05
And let's create a physical camera in that top viewport,
01:09
go to the crate panel
01:11
and choose the cameras panel,
01:14
click on the button labeled physical
01:17
and then over in the top view,
01:19
click on this center line here, which is the y axis of the world
01:25
and then drag closer to the geometry,
01:28
but don't quite reach the geometry just so we'll be
01:31
able to select that target a little bit more easily.
01:33
In the future
01:34
release. The mouse,
01:36
that camera and its target had been created.
01:38
Ryle
01:39
to exit out of physical camera creation.
01:43
Let's load that camera into one of the view ports.
01:46
We can sacrifice this front view port here.
01:49
Click on the Viewport name which is front
01:52
and choose cameras
01:53
fizz camera 01.
01:56
Now we are looking through that camera's lens.
01:59
We want to enable safe frames. So we get an accurate representation of the framing.
02:04
Go over to that viewport label once again
02:07
and enable show safe frames.
02:10
We additionally want this to be a shaded view
02:13
so we can toggle the wireframe display
02:15
with F three.
02:17
And now we're in a default standard shaded view,
02:20
we can interactively dolly the camera back.
02:23
We've got a button down here
02:26
which is Dolly camera
02:28
click on that and we can click and drag in this camera viewport to dolly back.
02:33
We can also pan or position or track with the middle mouse button
02:37
and we can sort of intuitively frame our shot.
02:40
But I want this to be very precise
02:43
and I actually know exactly where I want the camera and its target to be.
02:47
So I'm just gonna plug those values in
02:50
and it'll be easier to see over here in the left viewport.
02:53
So I'll go back to the select object tool
02:56
and then dolly back in the left view with control alt and middle mouse
02:59
and pan with the middle mouse.
03:02
Select that camera. If it's not already selected,
03:05
grab the move tool
03:07
and just plug in these values. Here,
03:09
we'll give it an X value of zero
03:12
A Y value of negative 50 centimeters,
03:17
press tab
03:18
and set the Z value to 11 centimeters.
03:22
Now, that camera is
03:24
positioned where I want it to be,
03:26
let's also position the target,
03:28
select that target.
03:30
And we've got some values to type in once again
03:33
with an X value of zero
03:35
A Y value of negative five, which I just coincidentally happened to have here,
03:41
we want a Y value of negative five
03:43
and then a Z value of 10 centimeters
03:46
and I've set it up this way so that the camera is just slightly above
03:50
the top of the radio.
03:52
So we'll be able to see the top of the radio.
03:55
Now, we want to zoom in with the camera's lens
03:58
and that's an optical effect of field of view.
04:02
We'll go back to the select object tool,
04:04
select the camera,
04:06
go over to the modify panel
04:08
and we can zoom in by specifying a field of view
04:12
in degrees.
04:14
So enable specify FOV
04:16
we can click and drag on that spinner to zoom in or out.
04:20
Let's set the field of view to 15 degrees
04:23
and press enter.
04:25
Now, I mostly have the framing that I want.
04:28
Although as you can see,
04:29
we've cropped off the bottom of our subject here
04:32
with a physical camera, we can simulate a view camera
04:36
also known as a tilt shift camera in
04:39
which we can offset the camera's lens from its sensor.
04:43
And that's accomplished in the modify panel, scroll down,
04:47
open up perspective control
04:50
and we have lens shift, horizontal and vertical.
04:53
If we click and drag on the spinner for the vertical lens shift,
04:57
we can see what's happening here. We're able to
04:60
reposition
05:01
the frame without changing the camera's position.
05:05
Let's set the vertical lens shift amount
05:08
to 35.
05:11
All right. That's really a perfect framing for this.
05:14
The last touches to our layout will involve setting up
05:17
a ground plane and also just rotating our helper.
05:20
Let's grab that helper
05:22
and rotate it.
05:24
Let's plug in a value here
05:26
in the Z rotation field. Let's give it a value of 30 degrees.
05:31
We also need a ground plane for the floor.
05:34
So go back to the create panel
05:36
to geometry
05:38
standard primitives
05:39
plane,
05:41
click and drag to create that in the top viewport,
05:44
right? Click to exit creation mode,
05:47
select the move tool
05:49
set its position to the origin XY and Z values all of zero
05:54
with that plane still selected,
05:56
go into the modified panel
05:58
and we'll just change up its length and width.
06:01
Give it a length of 50 centimeters,
06:03
press tab and give it a width of 70 centimeters,
06:06
making it extra wide just to make sure that if we later change the aspect ratio,
06:12
the plane will be actually wider than the available field of view.
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