Join Aaron F. Ross for an in-depth discussion in this video Moving viewport cameras, part of Creating Product Shots in Maya.
…Our scene is pretty small, it's only a few centimeters in…size, but as we add more elements to the scene, we just…want to make sure that the view port cameras are far…enough away, so that we can actually see everything in the scene.…This is a common issue in Maya because the view port cameras are actual…objects in the scene that are by default only 100 centimeters away from the origin.…So anything that's more than a meter away from…the origin is invisible to the view port cameras.…We'll fix that up really quickly.…
Go into the Display menu and choose Show, Cameras.…And if you dolly back in the perspective view with the mouse wheel, you can…see these squares, which are the view port…cameras, top camera, side camera, and front camera.…We just want to move them all farther away, let's say about a 1000 units.…So, I've got the front camera selected here.…Set translate Z to 1000.…Now that's translated back.…Pretty far away from the origin.…
Likewise, we've got the side camera.…I'll set its translate X value to 1000.…
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
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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