Join Aaron F. Ross for an in-depth discussion in this video Rendering an isometric view, part of Cinematography in Maya.
…For design and architectural renderings, it's pretty…common that you'll want to create an isometric…view, and that's one in which the lines of the grid do not converge at infinity.…There's no vanishing point.…There's no sensation of distance, and things…becoming smaller as they go farther away.…In a isometric view, just as in an orthographic view, an object…remains the same size in the screen no matter where it is.…But the different with an isometric view is…that we can see in all three dimensions.…
And additionally, all three dimensions are measured equally in each direction.…So, if you have a cube, it will measure equally…on each side on the screen in an isometric view.…And to help us understand that, in fact I am going to create a cube.…Go to the Create menu, Polygon Primitives, Cube.…Draw that out,…and then go into its shape note and just set all…of its width, height, and depth equal to, let's say, 100.…Okay, so in a standard perspective projection…you get distortion, especially as you get closer.…
So if I go into wire frame mode with the 4…
AuthorAaron F. Ross
- Getting the most out of viewport cameras
- Controlling camera attributes such as clipping planes
- Setting display options such as Resolution Gate
- Adjusting focal length and field of view
- Previz editing with the Camera Sequencer
- Setting rotation order for predictable camera animation
- Animating simple camera moves such as pan and dolly
- Mastering compound moves such as crane and handheld shots
- Understanding the Film Back attributes
- Achieving isometric and tilt-shift effects
- Projecting a texture from a camera
- Rendering depth-of-field and rack-focus effects
Skill Level Beginner
Lighting and Rendering with mental ray in Mayawith Eric Keller4h 56m Intermediate
1. Viewport Camera Basics
2. Renderable Camera Basics
3. PreVIZ Editing with the Camera Sequencer
4. Simple Camera Movement
5. Compound Camera Movement
6. Special Effects
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