Join Larry Mitchell for an in-depth discussion in this video Viewports, part of Vue 6 xStream Essential Training.
- [INstructor] When you're working in Vue, one of the areas that you'll spend a great deal of time and have a whole lot of your fun is in the viewports. The viewports are the most visual area of Vue, as is common in most 3D applications because this is the 3D space where you actually get to see the result of what you're building. So here we have the main camera view viewport. And they're all labeled, so you'll always know which viewport you're really in. And so there are some controls that you need to be aware of when working in our viewports, and these controls aren't necessarily the same for every viewport.
What I mean by that is, we have two different types of viewports. Our main camera view is what's called a perspective viewport, so things that are in the distance are smaller. Things that are closer are larger, and you have the distortion angle of perspective applied to everything in the viewport, pretty much like in the real world. However, in the other three viewports, we'll double-click on this top bar to get to them. These are called orthogonal viewports, which is common, again, in most 3D applications.
In the orthogonal viewports, what happens is you have a very precise view of everything with no perspective distortion, so that you can be guaranteed to be selecting precisely what you wish to be selecting without worrying if it's really scaling differently in the distance. This is a very big help when laying out complex scenes. Let's go into one of our viewports, our top viewport. This is an orthogonal view, and no matter how far we zoom in or out, everything will always maintain the same lack of perspective.
Now to zoom in and out, if you have a three-button mouse with a wheel, you can just press and scroll your mousewheel to zoom in and out. However, if you don't have a mousewheel, you can just use your icons on top to zoom in and out. Works just fine. And to pan around your view, you hold your right button down and you just drag, and so it makes it fairly easily to zoom and pan in these.
In orthogonal views, you don't rotate the view itself, you rotate the contents. In a perspective view, you could rotate the view, and that's done in Vue by using the Orbit for the camera controls. Now we have our ability to view display options for viewport, and here we get a menu, it's a context menu, and you can also get to that information by right-clicking in the viewport.
As you can see, there are some extra options if you select it on top here, and so you can maximize to restore the view. You can choose which view you're seeing. For example, we're set to main camera. We can go to the top view here, so in case you want to change the distribution, maybe you want to have a top view that's close up, a top view that's far away, so you can be able to set those things. You can go to a perspective view, which gives you some unique angle but not the one the camera's seeing.
This could be helpful when you want to know how something will look from the other side when the camera comes around, but not at the point in time where the camera is, so you can use a perspective view in one of your viewports and the camera view in another viewport. We'll set this back to our main camera view, and that means that this viewport is always in sync with the main camera's preview, and so as we change this view, we will see that our camera preview updates to match it, and this does not change anything in these other views.
Here we also have the quick render option, we can just click this. We get a quick render. We can also hit the Escape key at any point, that says right here, to stop the render. You'll automatically get the post-render options. We'll just hit OK for now to get past that. And you have the ability to display the last render. We don't really have renders in place at the moment, and this would display the last render color information, and this will display the last render alpha channel information.
We'll get into all of what these all mean as we go much further. And the display last render depth, this is yet another sort of information. These come in very handy, by the way, when you go to compositing. When you have advanced compositing applications that can use all these channels, these single channels, this becomes a very helpful thing. We have yet more of these that we can render and save out. In your viewports, you also have the ability to change the relationship of their size to each other by just dragging.
Depending on the project you're working on, you may never need to do this, but sometimes, it could just be the thing to save the day, to get the relationship reference between a few viewports. Let's work with just our main camera view at the moment, we'll just double-click this so it's large, and we'll get back to our little menu here, and we can change to different ways of viewing our content. Here we have the wireframe box. We have the filled box.
Wireframe itself all the way. Flat shaded. Smooth shaded. Now the reason for these is not just that they look different, but there are two main issues to be aware of. One is, when you have complex scenes, it's sometimes very helpful to be able to look through objects in simplified modes so you can be able to see objects behind them. But also, when you have complex scenes, if you are low on memory, if you're challenging your video card because it's really overloading, it may be very helpful to simplify the viewport method of displaying the objects because then you can have faster updates, and this can really affect your work flow if you're under a deadline.
You got one hour to deliver something. You really don't have the time for the interface to be drawing every polygon. That'll drive you nuts and you'll just miss your deadline, so you may want to look at these lower-quality options, or in the case where you really got to work with a customer sitting down with you, directly sitting down with you, you may want to work with smooth shaded because it gives more feedback, and a team can generally better understand where everyone is when you can see more. Now as you may notice if you're looking to the bottom right of the interface, this is currently showing the number of polygons in this scene, and if you've ever worked in 3D software before, you know having more than four million polygons is generally comes in at impossible in 3D applications because you would need 47 billion gigabytes of RAM.
Well, Vue has a magical way of dealing with incredibly ridiculous numbers of polygons. I've actually rendered scenes with more than 20 billion polygons in Vue on a two gig of RAM system, so there's a different set of rules that define what's too much in Vue. Still though, you're going to learn when you have to keep an eye on how many polygons are in your scene that you need to choose these different view methods. We have quite a few things we can achieve in our viewports that will make our ability to navigate and our ability to work with our scene and our objects relatively easy.
So that's the basics of the viewports in Vue 6 infinite.