Cameras can give you the opportunity to see things through a different angle, as would philosophy or meditation. Isn't that nice ?
Here we'll see how to create and organize the cameras.
There is many ways to create them, just chek this box when you create a new composition (Ctrl+Shift+N)
Or create it in your scenery (right click -> Camera), You have different kind of cameras, perspective an orthographic:
To move a camera in 3D view :
Alt+Click : rotate
Alt+Right Click or MouseWheel : Zoom
Alt + Middle click : Translate
F : Focuses camera on the currently selected object
You can move either in 3D or 2D viewport, but if you are in 2D viewport (selectable in 1.) and want to move your camera, make sure it is unlocked and that you are not in 2D mode (2.) :
You can change the viewport layout by clicking on the icons circled in red on the image below, doing that you can split the view in 2 or 4.
Remember that to move freely in the left window in 2 split view (stroke in green on the image below), you must choose to view it with the "vizualiser camera".
If you want to view only the 3D scene and not the final result on the output, double click on the 3D windows and bim !
Same thing goes for the 4 view vizualizer, don't forget to choose wisely your camera if you want to see...everything.
Do not forget that for each composition, you have to set your camera as a current camera. Usually it is automatically done but you'll have to choose the main camera for each compo as soon as you have more than one camera in your comp. A main camera is indicated by a little red square. Check the frustum parameters to configure the FOV (field of view).
If you have more than one composition in your tree, you'll get to choos of which composition is the selected camera the main camera
A key feature of smode's compositing engine is the ability to composite 2D/3D layers and furthermore compositing different 3D scenes between them.
In this example for instance, you can see the two shapes mixed in the 3D view but not at all in the final result:
- The shapes are in 2 distinct compositions so they don't mix
- Each Camera is set to be the current camera of the composition it is inside, which makes that shapes are viewed from different angles
Note that each composition can be set as any blending mode possible.
You can see this concept exploited in the generative temple composition into smode's examples.
Since version 7.6 smode integrates spherical cameras (sometimes called 360 cameras).
Theses cameras can be unwrapped (like cubmaps) using mainly following the unity conventions.
Cross Horizontal (usefull to export cubemaps)
Dome (for planetariums)
Equirectangular (sometimes called LatLong, usefull for video export)
Horizontal Split (follow the unity convention)
Single Face (display only one face of the camera)