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In LightWave 10 Essential Training, author Dan Ablan provides thorough, step-by-step instructions on building 3D models, scenes, and animations in LightWave 10. Beginning with a tour of the interface and LightWave's two main programs, Modeler and Layout, the course covers key concepts such as building models from basic polygonal shapes, assigning textures, and employing lights and 3D cameras to build real world scenes. Also included are tutorials explaining particle animation, dynamics, and bones. Exercise files accompany the course.
Every once in a while when you're working in a LightWave scene you might need more than one camera, and that's easy to do because you can have as many cameras as you like. This is the 07_03_ MultipleCamBegin scene from the Exercise Files. I am going to press 4 to get to a Perspective view. You can see that we've got one camera right there in the scene. That's our main camera. So let's select that just by clicking on it, press the P key, and at the very top where it says Current Camera, I can click and drag and say MainCamera, just rename it, and hit Enter and make sure that takes.
To add a new camera, we're just going to go to Items, under the Add category, choose Camera, and we'll call this SideCamera. What you'll see is another camera added right to the center of the screen. You can move it off. We can press 5 to get to our Light View and 6 to get to our Camera View, press the Y key, which is Rotate from the Modify tab, click and drag and rotate around, and now I have got a Camera View down here on the side. Press the T key get to Move, right mouse to move it up a little bit and left mouse to move it back, then Y, and just rotate it down.
So Y and T, you can use those a lot. You can also Spacebar between those, just a little added tip. So what happens now is that with the camera, we've got a SideCamera and a MainCamera. We can select between those for whatever we need, and I think in most situations you're not going to use that too much. I am going to go to Perspective view. You can see there are my two cameras. We can have as many as we want. So how would you use these? I've set these up when I've got architectural rendering, when we've got let's say a car driving down the road for accident recreation. You've got a MainCamera that's parented to the car following it along.
You've got another camera perhaps that's off to the side and watches it pass by. And maybe you've got another camera that has sort of a bird's eye view, and what you can do is cut between each of these during a render or what's even better is render out three views. So when you come to your Render > Render Globals, you can choose which camera is rendering. So you've got your Render right here, you've got Realistic set, Quick Shade, Wireframe. Under General, you've got Render Range, whether it's single or arbitrary, and we'll talk about that in rendering.
You've got your Filtering and how that's handled, and then you've got Global Illumination, and then you've got your output. And what you can do after setting all this up is tell the render engine which camera you want to work with, and we'll open up the regular Camera Properties so you can choose a Current Camera, and whatever is chosen that's just going to render through the Render Globals when you work through these tabs. So it's a very easy way to set up multiple cameras for, I don't know, architecture, accident recreation, and even product shots.
Even if you are doing a still, sometimes your client might want to see it from a different angle. So instead of you coming in and selecting this MainCamera here and then moving it a little bit and rendering and moving and little rendering, you could have multiple versions set up. I've seen it go one step further where people have set up a whole string of cameras and have rendered all the way around for stereotype images, for lithography, where there's multiple images of the same shot, but just slightly offset and then those are blended together to make some really cool images in print.
Multiple cameras in LightWave are very powerful, very useful, especially depending on what type of scene you are trying to create.
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