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Understanding the MODO 501 camera

From: MODO 501 Essential Training

Video: Understanding the MODO 501 camera

As you are building scenes in modo, there are three components you need to think of: the objects which are like your actors; the lights of course, which light up the scene; and then the camera--and that's what this video is going to talk about. The camera in modo can be very powerful, but it's often very simple to use. You don't need to put a lot of thought into it sometimes, even though you can animate it and you can create depth of field and you can do all these great things. Sometimes you just want to learn to place it, and that's what we are going to do here. The camera is in your scene by default and when you select it in the Items tab, you can see all the properties for it.

Understanding the MODO 501 camera

As you are building scenes in modo, there are three components you need to think of: the objects which are like your actors; the lights of course, which light up the scene; and then the camera--and that's what this video is going to talk about. The camera in modo can be very powerful, but it's often very simple to use. You don't need to put a lot of thought into it sometimes, even though you can animate it and you can create depth of field and you can do all these great things. Sometimes you just want to learn to place it, and that's what we are going to do here. The camera is in your scene by default and when you select it in the Items tab, you can see all the properties for it.

First of course is the Transform, so its Position. Now I can't see it in my layout here and to do that, I will press the O key on my keyboard and make sure Show Cameras is turned on. Move the mouse and that panel will go away. So there is my camera. That's just a representational icon. It's not really useful in any way. It doesn't show up in reflections. It's just an icon that represents what that camera is. Then when you go to the Position, obviously you can manually come in here like this, but I really don't do that too often. I press the Y command, and I just move it and I rotate it as I need.

A lot of people will just use Move, which is fine, which is just. Then they will go to Rotate and that's fine too. And the Scale isn't really going to change much. That's not going to do a lot for you. But what might happen is if you load an object--and then I will press the A key here, Shift+Click to add an object-- if you add an object, sometimes that camera just is a little too big for the scene, especially when getting in close. Or by the same token, if you've got a really large object, your camera is almost invisible; it's too tiny. So under the Display, with that camera selected, there is the Size.

This is the view size; it's not the actual size of your renderer or anything else-- it's the size of the camera icon. So you can change that depending on your scene, and what I've often told people is just set it to 0 and it stays relative to your zoom. So notice the camera pretty much stays the same size, whether you zoom in or out, and that's really kind of nice. So I always know where it is. If I zoom out really far, my object are hard to see, but because I have this size Set to 0, I can always find my camera. So, something to think about when you are building larger scenes.

Channels for the Camera, obviously we have a Position, Rotation, and Scale, like you would with most objects, but then you also have whether it's visible if it's going to render, and so on. These are the things you should not often going to get into. It's more of the properties, in a way, that you are going to set in another panel, and that panel for those is in the Shader tree. So we will go here to Properties, go to Render, and here is your Camera Properties that you want to set up when you render. Later in a video we are going to talk all about Render, but you have to understand that a combination of the Camera properties itself, from Target Distance, to the Focal Length, to the Angle of View are mixed with the actual Render Camera, the Frame Range, and so on, as well as the Resolution. And the reason I am showing you this now is because when you're setting up a scene you want to kind of get that Frame Rate set first.

So for instance if your client says "I need a high definition," you want 1920x 1080. Now the dpi, that doesn't necessarily matter if you are rendering out in animation. This has been in there since the beginning, and often you could render out a 4,000-pixel image, but if it doesn't show 300 dpi, your client might say it's the wrong size. We will talk about that when we get to rendering. So all we want to do in here for right now is set our Resolution, and the reason is when we look through our Camera--and the way we do that is up here in the top left, click and go to Camera-- now we get the proper aspect ratio.

I always tell people to do this. Even though it's in the Render tab, go set up your frame first. How can you set up your Camera if you don't have the right size and aspect ratio? Now we can set up the Render just the way we need, because everything renders from the Camera view. And with that said, I can add another camera. You can come here to the Item list, choose Add Item, and Camera. And why would you add two cameras? Well, one might your Render Camera; one might be your Setup Camera. So you can rename this SetupCam.

This one could be your RenderCam. And as you are working, you can come back here to the Render and in this Render Camera, you can tell modo which camera you want to work with. In the top left, I can hold the Ctrl and swipe down to duplicate my view. Just click on that little dot right there and then change SetupCam. So now we have got two cameras we're working with. So maybe you've got just a shot right here that you want to see your whole scene, and then you can tell the render which one you actually want to render.

So the SetupCam is actually, if we press F8, maybe something we are working with that we want to see our entire view, or we want to see close up, even though we want to render, when it's final, from the RenderCam. Just another way to work. I don't often set up multiple cameras, but you can if you are doing architecture or you are doing product shots. It's very easy just to set those up, and for your client especially, click the different settings, change the render camera, and render. You don't have to move the camera around while the client is there. Nice way to work. Lastly, the Camera Effects. Depth of Field, Motion Blur, and Stereoscopic Rendering are all available.

So we are going to set those up in this chapter as well, really creating some nice realism for the scene. So the camera in modo, very easy to set up and very easy to use, but the big thing you need to remember is that the camera is what renders your scene. Even though you might be viewing from a Perspective view or Top view, it's the camera that you need to set up in order to render.

Show transcript

This video is part of

Image for MODO 501 Essential Training
MODO 501 Essential Training

80 video lessons · 4569 viewers

Dan Ablan
Author

 
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  1. 2m 21s
    1. Welcome
      55s
    2. Using the exercise files
      1m 26s
  2. 42m 37s
    1. Understanding the interface
      4m 30s
    2. Understanding the workplane
      5m 7s
    3. Understanding Action Centers
      4m 12s
    4. Working with the modeling tools
      5m 10s
    5. Understanding surfaces
      7m 12s
    6. Selecting elements
      7m 33s
    7. Understanding the elements of a 3D model
      4m 3s
    8. Understanding symmetry
      4m 50s
  3. 1h 2m
    1. Building a model
      8m 56s
    2. Editing geometry
      10m 39s
    3. Controlling geometry
      10m 31s
    4. Bending geometry
      6m 42s
    5. Adding detail with edges
      5m 37s
    6. Editing polygons
      10m 27s
    7. Extending polygons
      9m 34s
  4. 42m 53s
    1. Understanding subdivisions
      3m 49s
    2. Understanding Pixar-based subdivisions
      2m 48s
    3. Creating a basic model
      7m 51s
    4. Beveling with subdivisions
      6m 6s
    5. Adding detail to models
      8m 54s
    6. Deforming and shaping objects
      7m 48s
    7. Cloning
      5m 37s
  5. 49m 32s
    1. Creating with Radial Sweep
      4m 44s
    2. Working with text
      8m 40s
    3. Understanding replicators
      7m 22s
    4. Instancing objects
      7m 0s
    5. Working with Curve Clone
      4m 36s
    6. Working with Curve Extrude
      2m 25s
    7. Modeling with Array
      8m 50s
    8. Understanding Mesh Paint
      5m 55s
  6. 1h 4m
    1. Introducing the Shader Tree
      4m 32s
    2. Exploring layer-based shading
      4m 29s
    3. Creating surfaces for polygons
      7m 41s
    4. Editing surfaces
      7m 4s
    5. Applying procedural textures
      7m 38s
    6. Applying image-mapped textures
      6m 2s
    7. Working with transparent images
      5m 48s
    8. Adding bump maps for realism
      8m 49s
    9. Enhancing surfaces with specularity and glossiness maps
      3m 25s
    10. Creating a reflective surface
      3m 27s
    11. Working in glass
      5m 28s
  7. 39m 9s
    1. Building 3D scenes
      2m 49s
    2. Working with different light types
      8m 26s
    3. Lighting a 3D scene
      12m 51s
    4. Reflecting light
      5m 23s
    5. Lighting environments for realism
      4m 18s
    6. Blending light sources
      5m 22s
  8. 21m 1s
    1. Understanding the MODO 501 camera
      5m 39s
    2. Setting up a camera
      5m 42s
    3. Placing multiple cameras
      7m 11s
    4. Animating cameras
      2m 29s
  9. 29m 58s
    1. Understanding the timeline
      7m 16s
    2. Adding and controlling keyframes
      3m 22s
    3. Fine-tuning keyframes in the Graph Editor
      6m 17s
    4. Animating nontraditional elements
      4m 31s
    5. Animating colors
      4m 39s
    6. Animating displacement maps
      3m 53s
  10. 13m 57s
    1. Working with Hair Guides
      3m 18s
    2. Creating human hair
      4m 7s
    3. Creating the hair's surface
      1m 30s
    4. Generating animal hair
      1m 48s
    5. Building enhanced hair textures
      3m 14s
  11. 26m 21s
    1. Working with the painting tools
      6m 14s
    2. Painting on multiple layers
      9m 37s
    3. Sculpting models
      5m 45s
    4. Tweaking and finishing with the sculpting tools
      4m 45s
  12. 25m 56s
    1. Working with the Schematic interface
      1m 20s
    2. Understanding channels
      4m 9s
    3. Building a channel-based animation
      5m 51s
    4. Creating a schematic network
      6m 26s
    5. Setting up inverse kinematics
      4m 29s
    6. Adding the finishing touches on schematic rigs
      3m 41s
  13. 26m 47s
    1. Understanding resolutions and rendering
      12m 43s
    2. Setting up a render project
      4m 51s
    3. Rendering to movie files vs. image sequences
      9m 13s
  14. 3m 23s
    1. Exporting an object
      1m 2s
    2. Exporting a full scene for backup
      2m 21s
  15. 2m 2s
    1. Next steps
      2m 2s

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