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In this course, Aaron F. Ross covers all the features you'll need to start creating advanced 3D models and animation with 3ds Max 2015. Learn the most suitable techniques for modeling different types of objects, from splines and NURBS to polygonal and subdivision surface modeling. Then learn how to design 3D motion graphics, set up cameras, animate with keyframes, and assign constraints. Aaron also provides an overview of lighting scenes within a simple studio setup, and construction of materials with the Slate Material Editor. Finally, learn about your hardware and software rendering options, and make your projects more realistic with motion blur, indirect illumination, and depth of field.
The last major consideration for framing a shot is the field of view. Also known as angle of view. Also known as zoom. We can control the zoom factor for a camera using the icon in the corner. Field of View. Click on that and just click in the camera view. And you're adjusting the field of view. So, we can zoom in really tight. or zoom out. And the camera stays in one place. We're just altering the crop factor. We can see that even more clearly if we select the camera. One way to do that is to click on it to select it.
But we can also use the menus. I can click on the name of the camera here and choose Select Camera. And still keep my field of view tool active. And then when I click on this, you can see that this pyramid shape here is altering. That's called the frustum. And that's just showing us visually what's inside the camera's field of view. So if I zoom out, I have a really wide angle. And if I zoom in then I have a really tight angle. We can see the numerical values for that if we have the camera selected and go over to the Modify panel.
And as I adjust this you will see these Lens and FOV parameters adjust. FOV is the field of view. Which is the angle of the view left to right, horizontally. So if we bring this out to 90 degrees or so. Then we've got a 90 degree angle. We can type it in directly here if we want. Normally, it's about 45 degrees. That's about the amount of distortion that a human eye will have. The field of view parameter is linked to the lens parameter here. And this is the focal length of a lens.
If you're a photographer or cinematographer, you're used to the idea that the distance between the lens and the sensor is measured in millimeters. And half of that distance is the focal length. And if you have a long lens or a high value to the focal length, that's going to zoom in to telephoto lens. Or zoomed in shot. And if we have a short lens, then we have a low focal length with a wide field of view. So those two are reciprocal relationships there. They also relate to the aperture width which is set in the renderer.
If we go to our Render Settings once again, Render Setup. This Aperture Width value here, is the size of the virtual sensor. So on a real camera, there is a piece of film or there is an electronic sensor that captures the light. And if you have an aperture width or a sensor size that's very large, then you're going to have a wider cropping given the same lens length. Or the same focal length. So if I change this value, we don't actually see anything happen on the screen here.
But what it's doing is it's altering the lens parameter so that the focal length stays constant. So if you know what camera shot your footage. Then you can plug in the aperture width here. That's the size of the sensor horizontally. And the focal length of the lens, which is the zoom factor. And if you know both of those numbers, then you can plug them in here. And then the field of view will come out the same as what you had shot with the real camera. This is defaulted to act like a 35 mm single lens reflex camera.
But there are other presets here you'll see for motion picture cameras, and so on. For most computer graphic applications, simply setting the field of view is enough. But if you're trying to match to existing footage shot with a real camera, then you'll want to know what the aperture width or sensor size is. And also, the length of the lens or the zoom factor at the time the image was recorded. And that's how field of view and lens or focal length, work in 3DS Max.
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