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By default Maxwell Studio has a standard perspective visualization mode that acts like a camera, but without all the possibilities of a real Maxwell camera. It is not always necessary to create a camera for your scene to be able to render, but we do recommend it is recommended. It will give you full control over the final look of the image.

Creating a camera

  • Use the viewport menu (right-click in the viewport) and choose “New Camera”

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  • press CTRL + Shift + C (Cmd + Shift + C on Mac OSX)

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  • right-click in the Cameras List panel and choose “New Camera”.

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These options will create a camera with the point of view of your current perspective view. You can create as many cameras as you want.

Once a camera has been created, the camera frustum is displayed in the viewport as a thin yellow frame. To switch to a camera viewport, click the Viewport Switch icon in the upper left corner and choose the desired camera or double click on the camera in the Cameras List panel. Selecting a camera in the Camera List panel will display the properties of that camera in the Camera Parameters panel.

Camera frustum (Yellow frame)

The camera frustum is adapted according to the resolution of the image set in the Camera Parameters panel. When the render is launched from the camera view, only the region inside the frustum is rendered. The same applies when you launch a viewport render.

Selecting a camera in the Camera List panel will display the properties of that camera in the Camera Parameters panel.

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h6. The frustum is visible as a yellow frame when a camera is selected
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Moving a Camera

Switch the viewport to “Camera View” and rotate, pan or zoom the view as explained earlier (ALT + mouse). This mode only affects the origin of the camera. In order to pan or rotate the camera as well as the target of the camera, use the shortcut ALT + SHIFT + mouse.
The camera can also be moved using its translate handles. Select the camera from the Camera List panel, and press the move icon from the top row of icons. The translate handles appear and you can move the camera without moving its target.
You can use the ‘L’ key on your keyboard to go through different camera move modes. By default only the camera will move when using the transform handles.

Press L once to only move the camera target. You will see the text Editing From change to Editing To at the bottom of the viewport.
Press L again to return to the default camera mode where you are only moving the camera.
Press L once again to move both the camera target and the camera itself. You are now Editing From-ToImage Added

The frustum is visible as a yellow frame when a camera is selected

 

Camera focus ring

When viewing your scene through a camera you can get an idea if the center of your render will be in focus or not (Press I on your keyboard if the focus ring is not visible when looking through the camera). When the focus ring is red it means the camera target is placed in front of the area/objects within the focus ring circle. When it is blue it means the camera target is placed further away from the area/objects within the focus ring. You can adjust the target distance parameter from the Camera Parameters panel interactively to see the focus ring color change. When it has no color it means the area within the focus ring is in perfect focus.

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Left: Camera target is placed at the third sphere which is also the area where the focus ring is pointing: perfect focus. Middle: Camera target placed too close, Left: Camera target placed too far back.

 

Moving a Camera

Please see the Viewports and Navigation page for details.

Hidden and Locked Cameras

When editing a camera, keep in mind that you can Hide/Unhide a camera (for a cleaner visualization), or Lock/Unlock it (to prevent an accidental editing) on the Camera Parameters panel of each camera.

These and the rest of the cameras features are explained on the Cameras List panel and the Camera Parameters panel sections.

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Hide/Unhide

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Lock/Unlock

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camera

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Camera

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Parameters

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panel

 

Projection

You can choose whether the selected camera should be a perspective camera (3D projection) or any of the 2D orthographic projections (Top, Left, Right etc.)