Join Dave Schultze for an in-depth discussion in this video Dave's camera settings and strategies, part of Rhino and V-Ray: Rendering.
In this video, I will share some of my favorite camera settings and strategies. These simple adjustments can make a huge, difference in your renderings. Since we've previously covered the physical camera, let's start there and open the V-ray options. On my V-Ray toolbar, click over options, and here is the camera section. Now we're using the physical camera, so it's important that you have the exposure box checked, otherwise this camera is pretty much useless. Also I'm going to be doing most of my adjustments on shutter speed.
So you do have F number, which is the F stop on a camera, and shutter speed which work hand in hand. I like to just stick with one, so it's kind of a personal preference. So we'll leave this at 30. In future renderings, we may make adjustments on the speed alone. Let's go ahead and just do a comparison render. Make sure this view point is highlighted. Hit the R4 render button. You may have noticed the label I gave it. I called that the beginner default view. So, I see this problem with a lot of first timers and students just forgetting what the project looks like cause they're so familiar. So, to me this looks like someone just dropped it, and forgot it. So, we're going to have to make some adjustments on that. I'm going to go ahead and move that out of the way. So, next up I've got a check list, so this is a bit of other material from earlier but, I think it's useful bringing it all together in one spot. So, let's close some of these and make room, on these other view ports you can see I've got the lighting, I always have a key light at the top and that's going to be the brightest light in the scene. So, if we want to check its properties you'll notice over here on the properties side bar under light its an intensity or power of eight and then the fill light which is great to make sure there's no dark shadows along edges, that's about half the power. So I've got that set at four. Also, one thing we haven't gotten into. As you make larger and higher quality renderings, you start to see a little bit of artifacts.
So, the quality setting for the light is down here. And its called subdivisions, so by default, a lot of properties start off at eight, you can actually double that to 16, and that would clear up almost every problem. If you're going to do a gigantic rendering, you might want to bump it up to 32, its the maximum. But until you notice a problem, I would just leave it at eight. So item number two on our check list is extra copies. I turn on this penguin prop layer. We talked about this earlier as well, that's where I try to avoid having one object, I don't think there's any way you can make a single object look interesting.
It just looks lonely. So, now we have an assembly, there's kind of a dialogue we're also seeing other views. This is very important, you don't have to do three renderings, you can do one, just make copies and rotate them. And as I also like to say, there's no extra charge for copies, make as many as you want. We talked about camera position, this is the up in the sky default beginner, I've got it labeled. Let's go to named views. And try to get this a little more dramatic, so I'm going to switch to the better view, so I think this is way better, we're a little bit more up front and personal with our characters or designs, but I think this is another amateur mistake here, because we're just trying to get.
Every part of every object in this scene, not necessary. If we can't see the part of one object, we know it's still there. So I'm going to click over to the best. We're going to zoom in just a little bit. So, I'd like to get kind of a definition of foreground and background objects. Now that I have all the items kind of in the same plane. From the camera. Feel free to have stuff up close. It's a little more dynamic and way more interesting. So, that takes care of item number four. Number five on my little checklist is the camera angle.
So, if you forget where that is, we're going to go to Viewport Properties. I like to stick around 30 millimeter lens, that's slightly wide angle, but the default on most Rhyme installations will be 50. To me, that's just not distorted enough. It's too flat. I like to have it exaggerated just a bit. If you go down to like 15 or lower, it's going to become like a fish-eye lens and everything is going to be way too distorted. So that's not good either. Try 25 or 30, is a good starting point. And finally item number six on my little, mini checklist is wide scenes like this can sometimes benefit from a little tilting.
So what I mean by that. So we're going to go to set camera > Tilt the view. So, sometimes things that are horizontal can look a little static. So I'd just like to tip this guy just a little bit. I kind of also call this the comic book pose. So, you'd be surprised a lot of objects that kind of look boring, if you have a little bit of tilt. They suddenly look a little more dynamic. So that's it for the checklist. Let's hit a couple other tips as we move around the scene. We talked about this before. If you want to see exactly where the camera is, there is a shortcut F6.
So, that takes the camera from the perspective Viewport and it shows up in the other Viewports, and as you can see from this front view, it is tilted. That's the most obvious part, but it is looking horizontal. So the camera wants to be low. Looking level or slightly up. Finally, we've made some changes. Actually I'm going to hit F6 to turn that camera off. Now that way a name views, and this is very important. If you want to get back to this same image, it's going to be actually gone by, when we turn our line off and back on. So, I'm going to go ahead and save this view. We've done a tilt, so you'll notice the best view I had earlier is horizontal.
This is actually a little bit different. It's no longer best view. So let's save it. And I'm just going to call it the data view. Seems like a logical name. Now, if this thing gets mixed up. Or rotated accidentally, or you just closed the program. I could find the data view on here, there it is. Just Double-click and the camera repositions. This is actually a huge benefit. As you're doing lots and lots of testing renders for some projects. I like to get it back the exact same spots, then compare much better. Okay, we've made a bunch of changes. Let's go ahead and render this data view prospective shot. I'm going to hit R for render. Okay, the rendering's complete. I'm really liking the way this is composed. It does look a touch dark to me. I'm going to go ahead and make some changes here. And this is the entire reason we're using the physical camera. If we weren't using the physical camera, with this little adjustment.
On the intensity or lighting, we would have to possibly change multiple lights or the materials or both. So, that's why I'm using the physical camera whenever possible. So 30th of a second is coming out too dark, so we want to slow the lens shutter speed down 15 to the 2nd will be open twice as long. Let's go ahead and do a quick test of that one change, and you can see the difference here. Click "R" for render. Okay, so it's looking a lot better. Maybe even a little bright it all depends upon your taste.
So I'm going to share with you another little cool adjustment, that many people have never noticed. So, I'm going to go back to the options that's because they're still open. This one is called vignetting. So I've actually found this out by accident, by clicking on it when I didn't meant to. What it's going to do is kind of highlight the center of this scene, and then very very subtly it'll a darker towards the extents of the outside, and that's all you have to do. So, when I was saying earlier it was a little to bright that's okay, I can turn vignetting on and I'll re-render.
Make sure the tab is still selected. It is R for render and be right back. Okay, the vignette version of the render is done, and you can see it has a fairly dramatic popage is what I call it. We've got this center area almost looks like somebody used a spotlight. You can see this fade of intensity going off to the sides. So, the attention is really focused on the center. But you've got kind of dynamic tilt angle and you've got stuff in the foreground, you've got stuff in the background and things are reading clearly and looking very compelling.
So, the camera and it's placement can make a big difference in a well composed rendering. Fortunately, there's not a lot of settings or strategies involved. Besides the few we just covered. They key is to make your render pop to new viewers. And that means it should read quickly and clearly, and have a little bit of drama.
- Why use V-Ray?
- Installing DR Spawner
- Understanding 3D terminology
- Activating V-Ray
- Adjusting quality settings
- Get quick previews with the material override
- Understanding lighting types
- Exploring materials in the Material Editor
- Creating your own materials
- Texture mapping materials with bitmaps and procedurals
- Saving time with V-Ray presets
- Getting the right size for your render with output settings
- Working with environment lighting
- Strategies for working with cameras and camera settings
- Ensuring accurate color for your scene with color correction
- Rendering tips and tricks