Join Aaron F. Ross for an in-depth discussion in this video The importance of renderable cameras, part of Cinematography in Maya.
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…In this chapter we will look at the basics of renderable cameras.…A renderable camera is one that is intended for the audience to see through.…So, we have a perspective view, currently here, and that's for the user.…It's for the artist, the developer.…The person who's creating the digital content.…We need the perspective view and the orthographic…views in order to navigate in the scene.…And to see the virtual world from various points of view.…But we also need a renderable camera, which will be the final output.…
And that's what the audience will see.…We need to think of that renderable camera actually as a character in itself.…Sometimes called the invisible observer.…And, that is a concept that will help…you to create more compelling animations in Visual Effects.…Because, if you consider…the renderable camera, or the audience camera, to be a curious entity that wants…to investigate aspects of the scene, then…you will inevitably create more interesting shots.…
And this comes to mind also in…editing because the invisible observer or the renderable…
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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