008cameras
DESCRIPTION
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: ITRANSCRIPT
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
278 n Chapter 8: Cameras
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
Lesson: Cameras n 279
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.
280 n Chapter 8: Cameras
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.
Lesson: Cameras n 281
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.
282 n Chapter 8: Cameras
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
Lesson: Cameras n 283
3:4 format oriented vertically
Widescreen 1.85:1
Anamorphic 2.35:1
284 n Chapter 8: Cameras
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
Lesson: Cameras n 285
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
286 n Chapter 8: Cameras
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
Lesson: Cameras n 287
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.
288 n Chapter 8: Cameras
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.
Lesson: Cameras n 289
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.
290 n Chapter 8: Cameras
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.
Lesson: Cameras n 291
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.
292 n Chapter 8: Cameras
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