Join Brian Bradley for an in-depth discussion in this video Adding a Physical Camera to the scene, part of V-Ray 3.0 for 3ds Max Essential Training.
- As has pretty much always been the case with the standard 3ds Max Camera, we actually have a couple of options available to us when it comes time to create or add a new physical camera to our scenes. In terms of what we tend to think of as a typical creation method in Max, we could come to the Create and Camera sections of the command panel and then, after choosing the Physical option, simply left-click and drag in order to add a new camera to the scene. Before I actually go ahead and do that, though, I just want to make certain that our camera is going to be at least somewhat visible once it is created.
To help with that, I am going to, first of all, put a check in the Auto Grid box and then left-click and drag in the scene to create. With a right-click, of course, taking us out of Create mode. To get a proper look at the camera, let's left-click to select the line that connects the camera icon to its target, which is a quick way, in 3ds Max, of selecting both, which, of course, now gives me the ability to pull the camera up in the view so that we can both see and start to work with it. All pretty standard 3ds Max functionality, of course.
Another creation option that we could use would be to set up a perspective view port to the approximate view that we want for our camera, and then, with that view active, use the Ctrl plus C keys in order to place a physical camera at that spot or point in the scene. With a camera already created and selected, as we have here, though, if I hit the Ctrl and C keys now, the camera appears to disappear. If I hit C on my keyboard, though, the view port POV menu, which was labeled Perspective, now becomes PhysCamera001, which is what we are, of course, now looking through.
Rather than disappearing then, our newly-created camera had, in fact, jumped to the point in the scene that was occupied by the perspective view port. Now, if we are not a great lover of keyboard shortcuts, we could also, if I just hit Delete in order to remove that new camera from our scene, come to the Create menu and, from the Cameras fly-out, use the Create Physical Camera From View command. Which instantly sets us up to view the scene through the newly-created physical camera, as confirmed by taking a look at the POV view port label.
Again, all pretty standard 3ds Max functionality. Indeed, once we have our physical camera in the scene, we can make use of the same navigation controls, as per Max's standard camera, in order to frame up for the shot that we want. So the Hand tool for trucking, the Orbit and Pan tools for different kinds of rotation, the Dolly tool to push either in or out in a shot, and, of course, the Walk-Through mode for more of a game-style navigation of the scene using the W, A, S, and D keys.
With our physical camera firmly in place, then, let's move on to our next video, where we will take a quick tour of some of the control parameters that it makes available to us.
- Using the new UI elements, Quick Settings, and revamped Frame Buffer
- Understanding color mapping modes
- Adding V-Ray light types
- Working with the V-Ray Sun and Sky systems and dome light
- Using irradiance mapping and light cache
- Working with diffuse color maps
- Making reflective materials
- Creating a translucency effect
- Using the new SSS and skin shaders
- Ensuring quality with image sampling
- Working with the adaptive subdivision engine
- Controlling the physical camera
- Working with FX tools such as VRayFur and VRayMetaball
- Stereoscopic 3D rendering
- Using Render Mask
Skill Level Intermediate
Q: This course was updated on 02/02/2016. What changed?
A: We added tutorials on the new 3ds Max camera tool, which replaces the defunct V-Ray Physical Camera. The author also includes a method for creating a V-Ray camera via scripting.
Q: This course was updated on 04/19/2018. What changed?
A: New videos were added that cover V-Ray 3.1 to 3.3 updates.
SketchUp: Rendering with V-Ray 3with Brian Bradley4h 15m Intermediate
V-Ray: Control Color Bleed in SketchUpwith Brian Bradley1h 2m Intermediate
Introduction and Important Information
V-Ray 3.1 to 3.3 Updates
V-Ray 3.4 to 3.6 Updates
1. Getting Ready to Render with V-Ray
2. Key Lighting Tools
3. Global Illumination
4. V-Ray Materials and Maps
5. Quality Control with Image Sampling
6. Working with Cameras: The V-Ray Physical Camera
7. Working with Cameras: V-Ray 3 & the 3ds Max Physical Camera
8. The V-Ray FX Tools
What's next?1m 47s
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