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277 Chapter 8 CamerasChapter8: In this chapter, you will learn about cameras. Cameras are used in 3D software to allow users to quickly and easily create views of their designs. Properly used, cameras can add drama and focus the observer’s attention on points of interest. Objective After completing this chapter, you will be able to: Create and manipulate cameras to highlight aspects of your design

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Objective In this chapter, you will learn about cameras. Cameras are used in 3D software to allow users to quickly and easily create views of their designs. Properly used, cameras can add drama and focus the observer’s attention on points of interest. 277 Create and manipulate cameras to highlight aspects of your design After completing this chapter, you will be able to: I

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Page 1: 008Cameras

277

Chapter

8

CamerasChapter 8:

In this chapter, you will learn about cameras. Cameras are used in 3D software to allow users to

quickly and easily create views of their designs. Properly used, cameras can add drama and focus

the observer’s attention on points of interest.

Objective

After completing this chapter, you will be able to:

n Create and manipulate cameras to highlight aspects of your design

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Lesson: Cameras

Overview

Cameras give you the ability to capture your design from vantage points that are of particular interest

to the observer. The composition of your camera shots can add drama to your design and make it

more favorable or desirable.

As you plan your camera shots, try to focus on what holds your attention, and what makes an image

strong. Depending on what you would like to show a well composed camera shot will make a world

of difference in an image.

In addition to still images animating cameras provide the artist with the ability to add more

information in a design presentation.

Objectives

After completing this lesson, you will be able to:

n Create and manipulate Target and Free cameras

n Frame a camera shot and work with camera parameters, such as lens size, aspect ratio, or extreme

camera angles to create dynamic shots

n Work with different types of perspective, such as one, two, and three-point perspectives

n Understand how camera animation should be used in design

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Camera Types

You can use two different camera types to frame your shots: the Target camera and the Free camera.

Target Camera

Free Camera

The camera type you use in a given situation depends largely on the action taking place and the

camera shot you are trying to capture. You’ll learn how to create, position, and animate both camera

types as you learn the theory associated with camera shots.

Camera Techniques

When you start placing cameras in your scene, there are a set of guidelines or techniques that govern

the quality of your camera shots, whether the camera is static or in motion.

Framing a Shot

A basic set of conventions assigns names and guidelines to common types of shots, framing, and

picture composition. The most basic shot types are the long shot, the medium shot, and the close-up.

The Target camera has an associated object called a

target, which acts as a focal point to the camera. By

placing the target in a given spot or on a particular

object, you ensure that the camera always looks at that

object.

A Free camera does not have an associated target and

can roam and look in any direction you want. In that

respect, you orient the camera manually.

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In some situations, you might use a more extreme camera shot to convey a particular feel for the story.

For example, using an extreme close-up shot emphasizes emotions, such as fear or anger in a

subject’s eyes.

LS (Long Shot) The point of interest takes up

the full height of the frame.

MS (Medium Shot) Shows part of the point of

interest in enough detail to give an overall

impression.

CU (Close-up) A feature or a part of the Object

(hand, head, etc.) takes up the whole frame.

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Camera Lenses

In addition to positioning the camera in XYZ coordinates, you can also get closer or further away from

a subject by modifying the camera lens.

The camera lens is your entry point into the world you create in your 3D scene. It’s a tool you can use

to define the relationship between a point of interest or objects to their environment. Different lenses

have different personalities. The camera lens (or focal length) is expressed in millimeters (mm).

A wide-angle lens (30mm or less) distorts the perspective by exaggerating the distance between

foreground and background. The camera is closer to the action, which translates into greater “depth”

in the shot.

A long or telephoto lens (200mm or higher) compresses the depth of the image. Subjects or elements

that are either close or far from the camera appear to lie at approximately the same distance. It allows

very little or no perspective distortion. In a long-lens shot, the camera is at a considerable distance

from the action.

A camera composition where the shot of the

area of interest is framed by objects.

Wide-angle 28mm lens, the point of interest

and buildings spread out in the distance.

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Aspect Ratio

The camera aspect ratio defines the relationship between the width and the height of the frame. This

is typically dictated by the shot you are taking. Traditionally still photography uses a 3:4 aspect ratio,

but this is changing with more and more use of digital SLR replacement cameras.

If you are rendering an animation, that you wish to output to a standard video format you will use on

of the following:

n For standard TV or video, the camera aspect ratio will be set to 1.33:1 to accommodate the TV set.

n If you’re rendering for HDTV, film, or sometimes for game cinematics, you may need to render in

widescreen format (1.85:1) or anamorphic (2.35:1).

You gain more information in the shot by using a wider frame and can convey a greater sense of space

with a widescreen format.

Telephoto 500mm lens, the point of interest

and the surrounding environment appear

closer together.

The field of view (FOV) is the “cone” of vision

that the camera captures of the world around

it. The field of view is inversely proportional to

the camera’s lens size.

The FOV on a long lens is narrower than on a

wide lens.

Video and 3:4

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3:4 format oriented vertically

Widescreen 1.85:1

Anamorphic 2.35:1

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Angles

In addition to the camera-framing techniques discussed earlier, you can adjust camera angles to

create more-dynamic camera shots.

So far, you’ve mostly been using an eye-level camera angle. This provides a familiar feel, because it’s

how you normally observe the world around you.

You can also frame subjects based on how you want them to feel to the observer. For example, a

statue can appear more imposing from a low level shot and appear smaller when seen from above.

Eye-level angle

Low angle

High angle

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Perspectives

Perspective is a necessary tool for 3D artists. Perspective is adjusting the relative size of objects on a

flat page (or screen) to give the impression of 3D distance. An object that is far away is larger than how

it will appear in a 2D perspective projection. Perspective is an essential tool for representing a 3D

computer generated design in 2D fixed images and/or 2D animation formats.

Perspective Type

Cameras can be set to acquire various types of perspective shots, including one, two, and three-point

perspectives. The names of these categories refer to the number of vanishing points in the

perspective shot.

One-point perspective

Two-point perspective

Three-point perspective

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Perspective Correction

In design and visualization, architects and designers often rely on two-point perspectives to show off

their work. A two-point perspective has two vanishing points and all vertical lines run parallel to one

another. Theoretically, two-point perspectives can only be achieved when both the camera and its

target are located on the same horizontal plane. However, the software gives you the option to correct

the perspective distortion, even when this rule is not followed.

Any of these categories can be used

to focus on a point of interest or

create drama. For example, a one-

point perspective can be used to

simulate a long road that vanishes

into the distance, or to focus the

eye on a point of interest at the

vanishing point.

A three-point perspective is mostly

obvious when looking at a building

from above. The building walls tend

to recede into a vanishing point

below the ground. A similar effect

can be achieved when looking up

at a tall building from street level,

where the third vanishing point

would be much higher than the

building itself.

Before correction After correction

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Camera Animation in Design

The Moving Camera

Moving (animating) a camera in a 3D scene is a lot easier than it is in the real world. Creating good

moving pictures in the real world requires more expensive and heavier equipment than that required

for taking still images. In 3D, these limitations simply do not exist. You can make the camera travel any

way you want; even in ways that would be impossible in real life.

In general, in the design world, it is less important for scenes to be animated, than that in the

entertainment industry where almost everything is animated. Despite the new found freedom,

designers should be careful to use animation where appropriate.

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Exercise: Creating and Manipulating Cameras

Creating an Eye level Camera with a 2

Point Perspective

In this exercise, you will create a camera with a 2

point perspective at approximately eye level. You

will then change the proportions of the rendered

output and thereby change the proportions of the

camera shot.

1. Open the File cameras.max.

2. In the Create tab of the Command panel,

select the cameras button.

3. Select the target button.

4. In the Top viewport click and drag the camera

from the lower right inside the courtyard to

the center of the courtyard where the statue

stands.

5. Make the Orthographic viewport active, then

type the letter C at the keyboard. The

Orthographic view will change to a

Camera view.

6. Select the Truck camera icon.

7. Click and drag the camera view vertically

down until the camera appears to be

approximately at eye level.

The camera view is a 2 point perspective with

the default FOV of 45 degrees, approximate

Lens focal length of 43mm.

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8. Click on the Modify tab, and select a Stock

lens of 28mm.

The camera view of the courtyard displays

more of the courtyard.

9. Right-click the viewport label to display the

Viewport menu. Select Show Safe Frame.

Three rectangles will appear on the active

Camera viewport displaying the safe frames.

The rectangle is the limit of the rendered

image. Depending on the proportions of the

viewport, you may see cropping of the 3D

scene along the sides or the top/bottom.

10. On the Main toolbar, click on the Render

Setup button.

11. In the Common tab, in the Output Size Area,

select 35mm 1.85:1 (cine).

12. In the Width area type in 640.

The Height will adjust to maintain the 1.85:1

proportion.

13. Dismiss the Render Setup dialog, note that

the safe frame displays a different rendered

area in the viewport representing the new

proportions of the Output Size.

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Creating a 3 Point Perspective

In this exercise, you will modify the 2 point

perspective and create a 3 point perspective.

Correcting a 3 Point Perspective

In this exercise, you correct the 3 point perspective to

give it a 2 point perspective appearance.

1. Make sure your camera is still selected and In

the Edit Menu, select Clone.

2. In the Clone options dialog select Copy and

click OK to exit.

3. Right click in the left viewport to make it

active.

4. Type C to change that viewport into the

Camera02 view.

5. Activate the safe frame in the Camera02

viewport.

6. Right-click in the Front viewport to make it

active then right-click again to display the

quad menu. Choose Select Camera Target

from the menu.

7. On the Main toolbar, click on the Select and

Move icon.

8. Click on the Y-Axis of Move gizmo and move

the Camera02 target vertically up. Move the

Target to approximately the height of the

arches.

1. Select the Camera02 object.

2. Right-click and choose Apply Camera

Correction Modifier from the quad menu.

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One of the distracting aspects of using a 2 point

perspective at eye level is the amount of foreground

you will get when you simply place the camera and

target at eye level (Camera01). Tilting the camera

upwards removes the foreground but then

introduces the 3 point perspective. Using the

Camera Correction modifier removes the 3rd

vanishing point.

The Camera02 view is corrected to remove the

vertical perspective diminishing.

3. Go to the Modify tab of the Command panel if

you are not there already. Note the Camera

Correction modifier.

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Summary

Having completed this lesson, you can:

n Create and manipulate Target and Free cameras

n Frame a camera shot and work with camera parameters, such as lens size, aspect ratio, or extreme

camera angles to create dynamic shots

n Work with different types of perspective, such as one, two, and three-point perspectives

n Understand how camera animation should be used in design

Chapter Summary

Having completed this chapter, you can:

n Create and manipulate cameras to highlight aspects of your design