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Setting up a camera in a scene

From: LightWave 10 Essential Training

Video: Setting up a camera in a scene

So we've run through how all the cameras work, lighting is important, so let's go ahead and just actually set up a camera for the scene. So with Camera selected for the current item, that's just the default camera, we'll hit Properties and we've got a Perspective Camera, which is pretty much a default camera in LightWave. Now the typical default 24 millimeters is okay for most things, but when we are doing a product shot like this I kind of like to be zoomed in just a little bit. The reason is, in the real world if you actually had these on a tabletop you wouldn't be up on top of it.

Setting up a camera in a scene

So we've run through how all the cameras work, lighting is important, so let's go ahead and just actually set up a camera for the scene. So with Camera selected for the current item, that's just the default camera, we'll hit Properties and we've got a Perspective Camera, which is pretty much a default camera in LightWave. Now the typical default 24 millimeters is okay for most things, but when we are doing a product shot like this I kind of like to be zoomed in just a little bit. The reason is, in the real world if you actually had these on a tabletop you wouldn't be up on top of it.

You actually would be zoomed in. I have found that this Lens Focal Length doesn't really equal 40 millimeters in the real world. It's a little bit arbitrary. But what you want to consider is how the look is. Don't worry about the numbers as much. So I am going to select Move, I am going to hit the right mouse and I am going to move this up, and then I am going to click the left mouse and pull back, just click and drag on the mouse backwards. Then I am going to hit Rotate and click with the left mouse and rotate like this and then back in the Properties panel hit the P key.

I can zoom in a little bit more. So this zoom has a much different look to it than just actually pushing the camera in. Then if you take a look at the Perspective view, you can see what I'm talking about here. We just rotate the view around. You could see that the camera is back here, just as if we'd set this up on a tabletop and you had a tripod with the camera. That's kind of about the distance you'd be. The camera wouldn't be right up here on top of it with a wide-angle. So anytime you're setting of a product shot you want to give it that realism.

It changes the overall look of the perspective of the shot. So that's fine and just to make it even, because I am a little OCD, we've got to make that 50 millimeters. We are setting Use Global so our resolution will be set from the Global Illumination panel and the Render Globals panel. Our Antialiasing is set at 9 which I know just from past experience that's a good resolution and what that will do, see these little jaggies right here? Now that's OpenGL. That's just the viewport display. But we don't want those when we render and that's what that Antialiasing will do.

What the Antialiasing does is rebuilds. It reconstructs the edges and how does it reconstruct it? Well that's this value right here. Often Classic works fine. You can set to Gaussian, which is more of a blurring, but it will work fine for that. Sampling Pattern can be fixed. you can also just choose Classic, but Fixed works well. We do not want Soft Filter because we don't want a soft image. I use Soft Filter for doing a very low res preview. I'll put Soft Filter on to clean it up a bit. Motion effects we are going to use Use Global as well, okay.

So that's setting up just a basic camera. The next thing I like to do even just to give this camera a little bit of interest is just right-click, choose Rotate, and then right-click just to tilt it a little bit, a little touch angle. You can also see down here in the very bottom left Rotation. So just like any object or light you can choose camera and set a numeric value. If you hit Move, you could see there's the X, Y, Z positions and if you hit Rotate, you can see there is the Heading, Pitch and Bank for each of the camera values. Lastly, we'll go to Render > Render Globals, hit the General tab and then down here under Resolution, I'll change it to 1920 x 1080, or you can go 720p, which is 1280 x 720, but one of these two settings is most current these days.

Now the Multiplier, this again has to do with your camera. Let's say I've got my scenes set up the way I want, my client is happy with it, but I need to do some tests. So when I press the F9 key, I'll actually see that full frame render and you can see here Resolution 1920 x 1080, Antialiasing set to 9. It gives me all the information I need and the Camera Name, I just set to Camera and I see Perspective Camera Type. You can see that wide-angle look. I'll hit Close, and then you can see that there is my render, nice and clean on the edges.

This is not the scene with all the default lighting and it looks fine, but what I can do in here, let's say the client says, "Well that's good and you need to make some changes." If you're doing a still image, it's not a problem, but if you are doing animation, a full res animation like this might take some time just to send a preview. This is where the Multiplier comes in. You can jump this down to 25% and keep all of the settings, the High-Resolution, the Aspect Ratio, the Antialiasing, but it will scale that resolution down 25%.

So press F9 and what you'll see now is that you get the exact same ratio and the Antialiasing, but at 480 x 270, 25% size of your full HD. What you'll be able to do is render out an animation in that size and it renders much quicker of course because it's not the full resolution. The Multiplier is very, very nice way to test an animation or a scene and by the same token you can double it. Sometimes if your resolution doesn't go high enough, you can set it and just double it. Again the Antialiasing will still prevail.

Limited Region, if you turn this on for your camera and you could turn on Borders what you'll get is this nice outline and so let's say you only want to render a portion of your scene. You can click and drag your corner and then click in the center and then when you press F9 to a render it will render only with that Limited Region shows. You can do a full res animation like this to a QuickTime or an AVI. You could render a square animation if you want. It doesn't have to be set to a standard resolution.

You can choose an overlay if you want for your camera as a frame number or as timecode or as film if you are doing a movie, even time in seconds. Sometimes I like the frame number and you can punch that in there, press F9, and when your animation goes you'll see a frame number at the bottom of the screen. Now it won't show up on a still image like this because we are not doing a full animation, but if you have an animation going you'll actually see that frame number on there.

So that works really, really well. But again that's usually more for a client preview than anything else. We'll turn that off and we'll turn that off. Last thing, Segment Memory Limit, normally you don't have change this anymore. In years past you did. What this will do it says how much memory is being used for that render. So 256, more than enough, but if you've got a super high-resolution you may need to change that. The reason is you want to render in one segment. If this is a too low, it will render half the frame and then half the frame and sometimes with certain plug-ins and values, that kind of screw things up a little bit.

So it's best to render in one segment, not only for the scene itself but also for a time's sake it will render a little bit faster. But that's setting up a camera in LightWave, very easy to do with the Camera Properties panel and the Render Globals panel working in conjunction to set the right resolution and frame rate.

Show transcript

This video is part of

Image for LightWave 10 Essential Training
LightWave 10 Essential Training

83 video lessons · 5142 viewers

Dan Ablan
Author

 
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  1. 4m 22s
    1. Welcome
      49s
    2. Using the exercise files
      1m 30s
    3. Working with projects and setting the content directory
      2m 3s
  2. 46m 20s
    1. Understanding the LightWave 3D interfaces
      1m 50s
    2. Exploring the Hub
      1m 54s
    3. Understanding 3D space
      1m 13s
    4. Working in Modeler
      6m 49s
    5. Working in Layout
      4m 48s
    6. Selecting elements
      5m 31s
    7. Identifying the elements of a 3D model
      5m 26s
    8. Using the Numeric panel
      3m 10s
    9. Using layers
      8m 38s
    10. Using the Statistics panel
      2m 52s
    11. Working with menu and keyboard configurations
      4m 9s
  3. 22m 49s
    1. Working with geometric shapes
      4m 21s
    2. Using Extrude
      5m 11s
    3. Building with Bevel
      3m 47s
    4. Working with Polygon Bevel
      6m 4s
    5. Editing polygons
      3m 26s
  4. 34m 37s
    1. Understanding subdivisional surfaces in LightWave
      3m 20s
    2. Comparing Subpatch with Catmull-Clark subdivisions
      2m 18s
    3. Creating a basic model
      4m 27s
    4. Beveling with subdivisions
      3m 50s
    5. Adding detail to models
      6m 39s
    6. Deforming and shaping objects
      7m 13s
    7. Recapping subdivisions
      6m 50s
  5. 48m 42s
    1. Working with EPS files
      3m 24s
    2. Correcting EPS errors
      6m 13s
    3. Creating 3D text objects
      8m 1s
    4. Building objects with curves
      10m 6s
    5. Exploring Rail Clone methods and uses
      5m 13s
    6. Exploring Rail Extrude methods and uses
      2m 49s
    7. Modeling with Array
      4m 42s
    8. Using Symmetry
      8m 14s
  6. 56m 24s
    1. Understanding the Surface Editor
      10m 56s
    2. Comparing the Surface Editor and the Node Editor
      5m 12s
    3. Creating surfaces for polygons
      5m 11s
    4. Editing surfaces
      4m 39s
    5. Understanding the Texture Editor
      6m 22s
    6. Looking at image map textures
      4m 29s
    7. Using procedural texture options
      7m 40s
    8. Adding bump maps for realism
      4m 39s
    9. Enhancing surfaces with specularity and glossiness maps
      2m 43s
    10. Creating a reflective surface
      4m 33s
  7. 42m 2s
    1. Building 3D scenes
      1m 26s
    2. Importing, loading, and working with objects
      8m 29s
    3. Organizing a 3D scene
      8m 48s
    4. Working with different light types
      9m 25s
    5. Lighting a 3D scene
      6m 39s
    6. Employing environmental lighting
      7m 15s
  8. 22m 27s
    1. Understanding LightWave cameras
      8m 25s
    2. Setting up a camera in a scene
      7m 6s
    3. Placing multiple cameras
      3m 27s
    4. Animating cameras and camera elements
      3m 29s
  9. 38m 23s
    1. Understanding the Timeline
      3m 9s
    2. Adding and controlling keyframes
      6m 9s
    3. Fine-tuning keyframes in the Graph Editor
      8m 44s
    4. Using motion plug-ins to enhance keyframes
      5m 15s
    5. Animating textures
      7m 37s
    6. Enhancing scene animation with displacement maps
      7m 29s
  10. 36m 58s
    1. Introducing particles
      7m 29s
    2. Creating a particle animation
      7m 21s
    3. Working with Hypervoxels
      9m 6s
    4. Going a step beyond with particle animation
      8m 8s
    5. Replacing particles with items
      4m 54s
  11. 21m 58s
    1. Understanding dynamics in LightWave
      1m 27s
    2. Setting up a dynamic scene
      4m 21s
    3. Animating cloth
      2m 39s
    4. Building collisions
      6m 16s
    5. Creating a hard dynamic scene
      7m 15s
  12. 27m 30s
    1. Understanding bones
      3m 14s
    2. Understanding skelegons and when to use both skelegons and bones
      4m 4s
    3. Placing bones in an object
      6m 10s
    4. Fine-tuning bone placement and activating bones
      3m 51s
    5. Setting up Inverse Kinematics
      6m 37s
    6. Working with rigged characters
      3m 34s
  13. 21m 32s
    1. Understanding resolutions and rendering
      2m 21s
    2. Setting up a render project
      6m 50s
    3. Determining the proper anti-aliasing filter
      4m 24s
    4. Rendering to movie files vs. image sequences
      7m 57s
  14. 4m 8s
    1. Exporting an object
      2m 13s
    2. Exporting a full scene for backup
      1m 55s
  15. 1m 0s
    1. Final thoughts
      1m 0s

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