The Render Pass view is the camera view that shows the viewpoint of the camera associated with the current render pass. You can define which camera a render pass uses by choosing Render > Render > Options from the Render toolbar, then setting camera options on the Format tab of the Render Options property editor. You can then edit the camera’s properties to make sure that you get the right result. Once your cameras are associated to render passes, you can specify which frames each camera will render to switch cameras at designated times.
The aspect ratio is the ratio between the width and the height of the image. It is very important to set the aspect ratio when you first start working on a scene. See Setting Output Format Preferences [Rendering].
To ensure that what you see in a window accurately reflects what is within the frame in the final render, you can load the camera’s ratios into the render setup. For more information on render passes and their settings, see Managing Rendering Options [Rendering].
Setting Shutter Speed for Motion Blur
If you are using motion blur in your scene, you must set the shutter speed of the camera from the Render Options property editor to see the motion blur effect. For more information about using motion blur, see Motion Blur.
Because you can create, edit, and animate as many cameras as you wish, you may need to switch from one camera to another during a sequence. For example, you may want to see your scene with Camera 1 from frames 1 to 80, use Camera 2 from frames 81 to 200, and then return to Camera 1 for frames 201 to 300.
The easiest way to switch cameras in a scene is by using passes. You can create as many passes as you wish from the same original scene. For more information on how to create render passes, see Passes & Partitions [Rendering].
The following example can be applied to any Softimage scene. The first camera is the scene’s default camera. For this example, we used a 100
To switch camera views during a sequence
1. Open an explorer and expand the Camera Root. Select the camera and press h to display it (if necessary).
2. From an orthographic (Top, Right, Front) view, zoom out so you can see the camera.
3. Create another camera using the Get > Primitive > Camera > Perspective command on the Render toolbar. Name this camera Cam2.
4. Translate or rotate Cam2 so that it has a different angle than the default camera.
Each render pass has its own set of render options and settings. To switch from one camera to another, we define the default camera as the active camera for the default pass and Cam2 as the active camera for another render pass. Let’s create the second pass.
5. From the Render toolbar, choose Pass > Edit > New Pass > Empty. This creates a new, empty pass based on the existing scene. Notice how it becomes the active pass in the Pass combo box (leave this pass active).
6. In the new pass’s property editor, name the new pass Camera_Pass.
7. Click the lock icon in the corner of the property editor to keep it open.
8. In the explorer, select the Passes scope (press p). You should see both the Default Pass and the Camera_pass listed.
9. Click the icon for the Default pass to open its property editor.
You should now have the Render Options property editors for each render pass side by side.
10. In the Default Pass render options property editor, set the Start and End Frames at 1 and 40, respectively.
11. On the Format tab, make sure the default camera (named camera) is selected in the Output Camera field.
12. In the Camera_Pass render options property editor, set the Start and End Frames to 41 and 100, respectively.
13. On the Format tab, make sure to select the Cam2 camera in the Output Camera field.
You have just specified which camera renders at which frame. Of course, you can create as many passes as you wish to change camera as often as you like.
14. To see the final result, choose Render > Render > All Passes from the Render toolbar. The rendered sequence renders every pass you have defined.
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You can also use the animation mixer as a way of switching cameras, by using a series of constraints or expressions from your source cameras to a master camera. If you store the expressions/constraints (as well as any camera parameters you want to maintain) in actions for the mixer, you can sequence/mix as you like. |
Autodesk Softimage v.7.5