Lighting and Cameras. Cameras By default, your scene already has one camera You add more cameras by hitting Shift-A ( ), like creating all other objects.

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Presentation transcript:

Lighting and Cameras

Cameras By default, your scene already has one camera You add more cameras by hitting Shift-A ( ), like creating all other objects discussed up until now To change which camera is active, you need to select that camera and press Ctrl and number pad 0. This changes the active camera.

Cameras Three cameras

Cameras Camera settings (, Button)

Cameras: Perspective/Orthographic Perspective

Cameras: Perspective/Orthographic Orthographic

Cameras: Lens (Focal) Lens (Focal) Set-up a lens length much like a real camera, ex: 35mm

Cameras: Lens (Focal) ex: 95mm

Cameras: Shift Shift- Pushes the view left, right, up, down from actual camera view, without changing perspective.

Cameras: Clipping ( ) Start and End- How close and how far an object can get to the camera and still be seen.

Lighting Types and Settings Most scenes usually require 3-4 lamps. Be careful not to use too many lamps! The different types of lamps available for you to use are as follows: Point- Basic Blender Lamp- shines all directions. Sun- Provides even angle of light, regardless of placement from objects. Spot- Shines a direct angle of light. Hemi- A wider light, much like area lights. Area- Provides large area lighting (like a classroom). Can be scaled.

Lighting Types and Settings In traditional Blender rendering, only spotlights are able to cast shadows. However, with Ray-tracing (discussed in a later chapter) all lamps can cast shadows.

Lighting Types and Settings

Lighting Types and Settings

Point

Lighting Types and Settings Sun: regardless of placement from objects

Lighting Types and Settings Spot

Lighting Types and Settings Hemi

Lighting Types and Settings Area

Indirect Lighting make objects emit their own light lets set up the material with the Emit feature on

Indirect Lighting World