Join Aaron F. Ross for an in-depth discussion in this video Framing the shot, part of Creating Product Shots in Maya.
…With our cameras rotate order set correctly and the rotate…tool in gimble mode now we can setup our camera angle.…We'll need to load the camera into a panel.…Let's go into the side view, choose panels > perspective > camera one.…Now we're looking through the lens of camera one.…We'll dolly back using the wheel.…And then press the five key so we can see shaded mode.…And we can roughly set our shot using the alt, left,…or tuml, alt, right for dolly, and alt, middle for truck.…
But in order to know what our framing is going to be, we'll…need to enable the resolution gate, and that's this button here, resolution gate.…Turn that on, and now the viewport is cropped to indicate the framing.…Anything outside this frame line will not appear in the rendered image.…The default resolution of MIA is 960 by 540.…We're going to need to reduce that…resolution and maybe change the aspect ratio.…It's going to render faster and it'll fit better on the screen for the tutorial.…So, let's go into the render settings and…in the common tab, scroll down and under image…
AuthorAaron F. Ross
Want to learn how to create the same effect with 3ds Max? Check out Creating Product Shots in 3ds Max.
- Understanding the scene layout, hierarchy, and display layers
- Working with mia_material_x
- Creating and optimizing mental ray area lights
- Generating reflections with self-illuminated white cards
- Providing indirect illumination with Final Gathering
- Image-based lighting with high dynamic range files
- Rendering to a 32-bit file format
- Saving material and lighting components to render passes
- Adding ambient occlusion
- Layering and color correction in After Effects
Skill Level Intermediate
Creating Shader Networks in Maya and mental raywith Aaron F. Ross5h 28m Intermediate
Maya: Lighting and Rendering with mental raywith Eric Keller4h 56m Intermediate
1. Laying Out the Scene
2. Studio Lighting
3. Shading Models with Materials
4. Image-Based Lighting
5. Rendering and Color Correction
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