Camera framing and image resolution

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Transcript

In this lesson video, we are going to discuss on how to set up the camera frame and change the resolution for the final rendering. If you want to follow along, you can just use this file I provided for this lesson. In here I have a monkey head model with a red metallic material. Before we do final rendering, the first thing we need to do is to set up the camera. As you may notice, we don't have any cameras yet in our scene. So let's create the camera object by pressing Shift a and then to camera here.

Then while in the user view mode, you can try to find the best viewing angle for the final rendering by rotating and zooming the viewport. I think I like this angle. Next, you need to make sure to zoom back a little to give more room for the camera frame. Then press Ctrl Alt zero to align the camera object to our current viewing angle. Okay, next we need to specify The size of the rendering output. To do this, you can open the properties editor, and then click on the output tab here, which has the sprinter like icon.

The resolution x value here determines the width of the image. And the resolution y value here determines the height of the image. You can set these values to any number you like. But you need to remember that the larger the image size, the longer it will take to render it. Okay, now notice if you change one of these values, the camera view frame changes also to reflect the new size ratio. One thing that you need to understand is that changing these values will not change the focal length or the field of view of the camera to show you what I mean.

Let me reset these values to the default, which is a full HD resolution. Okay, now let's say you have the setup. Imagine you have some objects out of frame and you want to make these objects visible in the camera. View, if you try to increase the x value here, notice the width of the frame or how wide the camera does not change at all. Instead, the frames height, they're actually getting shorter. Why is that?

Well, this is because you are changing the wrong parameter. If you want to change the field of view, then you need to go to the camera tab and change the focal length value here. Just as we discussed in the previous lesson, you do not change the image resolution if what you need is a wider view, changing the image resolution will affect two things. First, it will affect the frame size ratio, or in other words, the rectangular shape of the frame. And second, it will affect the image size of the rendering result, which essentially define the amount of pixels needed to be rendered. After we have the initial camera view and the resolution set up correctly, sometimes You still want to make slight adjustments to the camera.

There are two methods to do this. First is by using the transformation shortcut method and second by using the low camera to view mode. Let's discuss each of them one by one. The first method is by using the transformation shortcuts. In this lesson, we will cover only two of these shortcuts just enough for you to adjust the camera. If you want to learn more about object transformation using shortcuts, you can check the lesson about advanced transformation.

Okay, to do a transformation, the first thing that you need to do is to make sure that the camera object is actually selected. If for example, you have the monkey head object selected like this, doing any transformation will change the monkey head model instead, and not the camera. To select the camera object. Well in this camera view mode, you need to click on this frame. You can see the frame now has this orange color. This means that the camera object is now selected.

Yes, you can also click the camera in the Outliner. But I believe you already know how to do this. Okay, first to pan the camera, we can press G and then move the mouse around. If you want to confirm the new position, you can left click on the mouse, but if you want to cancel, you can right click instead, the second keyboard shortcut is pressing G and then followed by z and then z again. So press G and then double z and then move the mouse up and down. This will activate the movement mode using the local Z axis as the constraint in terms of the camera movement.

By doing this, you can make the camera move forward and backward. This is like camera Dolly in cinematography term. Now you might be wondering, can I just use the mouse scroll wheel to zoom in and out? Well the scroll wheel can always zoom in the viewport, but it will not change the camera view frame. When you do rendering, it doesn't matter if you zoom out like this, or you zoom in very close like this, what you will get is what is inside this frame, okay. However, you can use the viewport navigation method to control the camera using a special mode called low camera to view mode.

In this mode, any viewport navigation method you performed will affect the camera objects position and rotation. For this to work, you don't need to have the camera objects selected. So you can select the monkey head object or any other objects that you have in a scene and this method will still work. So to activate this mode, you can go to the sidebar panel of the viewport. You can do this quickly by pressing n on the keyboard and then go to the View tab. In the view section, you will find a view lock subsection and in here you can see the location To view checkbox, if you click it, and then try to navigate the viewport, everything you do will actually affect the camera object transformation.

So you can use the middle mouse button to rotate scroll wheel to zoom in and out and shift middle mouse button to pan. After you are satisfied with the result, you can click again on a checkbox to turn off the mode.

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