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Creating a camera

From: Creating Product Shots in 3ds Max

Video: Creating a camera

To wrap up our scene layout, we want to create a camera. You want to move it back so in the top view, right-click so we Now let's load the camera into a panel, we can use the front view here.

Creating a camera

To wrap up our scene layout, we want to create a camera. And we want to set our environment background as well. Let's create the camera first, it's just going to be very simple, a free camera facing straight in the world y axis. Go to the Create panel, and choose Cameras > Free, and then click in the front view port right on the watch. Right-click to exit that tool, and choose the Move tool and then down in the transform type area just choose set all the values to zero, zero tab zero tab zero.

You want to move it back so in the top view, right-click so we don't lose our selection and then just move that camera back a bit. Now let's load the camera into a panel, we can use the front view here. Click to activate the front view, click to, click on the name front and choose Cameras > Camera001 and now we're looking through that camera's lens. The view port is a wide aspect ratio. But remember we previously set our renderer to a square aspect. Before we frame the shot we want to make sure that we've enabled safe frame, so we know what frame you are going to get, and to the shortcut for that is Shift+F.

And now the view port's being cropped to a square aspect as set in the renderer. We also want to set up an environment background. We want to render this against a white flat background. If we do a test render now by clicking on Render Production, what we'll see is we get the actual geometry of this hemisphere. Remember that's only going to be for the purposes of reflection mapping. So we don't actually want to see that render. Let's go ahead and make it invisible to the camera. And also make sure that it doesn't cast or receive shadows.

And we can do that through its layer. It's on a layer already. We'll go into Manage Layers > Environment. And then right-click and choose Layer Properties. And over on the right we want to disable Visible to Camera. And also, Receive Shadows and Cast Shadows. But very importantly, we want to have Renderable on and we want to have Visible to Reflection Refraction on so that we'll actually get reflections in the watch. Alright, so click OK, and then we'll render this camera view again and see what we get now.

We get a black background, which is the default environment. And finally, I'm just going to set it to a white background. Go into the Rendering menu and choose Environment, and for the background color here, we'll just set that to white. Click OK. Close the dialogue and do another test render. And now we've got it against a white background.

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Creating Product Shots in 3ds Max

42 video lessons · 957 viewers

Aaron F. Ross
Author

 
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  1. 5m 50s
    1. Welcome
      1m 1s
    2. Using the exercise files
      4m 49s
  2. 32m 32s
    1. Setting the Customize UI and Defaults Switcher
      1m 43s
    2. Choosing units and grid options
      1m 13s
    3. Importing a CAD file
      5m 12s
    4. Managing the scene hierarchy
      7m 46s
    5. Managing display layers
      3m 52s
    6. Working with Body objects
      2m 53s
    7. Modeling an environment sphere
      4m 17s
    8. Creating a camera
      2m 44s
    9. Framing the shot
      2m 52s
  3. 16m 46s
    1. Creating mental ray area spot lights
      4m 31s
    2. Creating photometric spot lights
      5m 9s
    3. Setting exposure for studio lighting
      3m 9s
    4. Controlling Final Gather
      3m 57s
  4. 1h 1m
    1. Creating Arch & Design materials
      7m 26s
    2. Creating an environment material
      6m 14s
    3. Enabling self-illumination
      5m 33s
    4. Applying procedural textures
      7m 20s
    5. Working with reflectivity
      7m 10s
    6. Creating a metal material
      4m 33s
    7. Adjusting highlights
      5m 4s
    8. Varying highlights with a bump map
      6m 43s
    9. Working with transparency
      4m 44s
    10. Adding ambient-occlusion nodes
      6m 40s
  5. 37m 47s
    1. Understanding image-based lighting
      2m 42s
    2. Creating a skylight
      2m 10s
    3. Adding a spherical environment map
      2m 51s
    4. Controlling bitmap coordinates
      4m 5s
    5. Setting exposure for image-based lighting
      7m 36s
    6. Adjusting materials
      5m 38s
    7. Modeling environment geometry
      5m 42s
    8. Self-illuminated image-based lighting
      7m 3s
  6. 50m 6s
    1. Controlling mental ray Sampling Quality
      5m 18s
    2. Rendering to the high-dynamic-range EXR format
      5m 52s
    3. Defining After Effects color settings
      4m 0s
    4. Adjusting the image
      10m 4s
    5. Setting up render elements
      7m 51s
    6. Creating ambient-occlusion materials
      6m 9s
    7. Layering specularity and reflections
      3m 47s
    8. Adding all render-element layers
      7m 5s
  7. 49s
    1. Goodbye
      49s

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