9
1368 Chapter 15: Lights and Cameras
its volume (effectively making a volume out of the
entire scene).
A dimly lit scene
The scene’s colors desaturated using the Night shader
Lens shader: lume Night shader with Multiplier set to 0.5
You assign camera shaders using the Render Scene
dialog’s Camera Effects rollout (page 3–101) while
the mental ray renderer is active.
Note: No camera output shaders are provided with
3ds Max. You might have access to light map
shaders if you have obtained them from other
shader libraries or custom shader code.
See also
Common Camera Parameters (page 2–1373)
Characteristics of Cameras (page 2–1372)
Using Transforms to Aim a Camera (page 2–1379)
Using Clipping Planes to Exclude Geometry (page
2–1379)
Using the Horizon to Match Perspective (page
2–1380)
Animating Cameras (page 2–1381)
Procedures
To r ender a scene using a camer a:
1.
Create the c amer a and aim it at the geometry
you want to be the subject of your scene. To aim
a target camera, drag the t arget in the direct ion
you want the camera to look. To aim a free
camera,rotateandmovethecameraicon.
2. With one camera selected, or if only one exists
inthescene,setaCameraviewportforthat
camera by activating the view port, then press
C . If multiple cameras exist and none or more
than one are selected, the software prompts you
to choo se which camera to use.
You can a lso change to a Camera viewport
by right-clicking the viewport label and then
selecting Views and the camera of choice.
3. Adjust the camera’s position, rotation, and
parameters using the Camera viewport’s
navigation controls. Simply activate the
viewport,thenusetheTruck,Orbit,andDolly
Camera buttons. Alternately you can select the
camera components in another view p or t and
use the move or rotate icons.
If you do this while the Auto K ey button (page
3–717) is on, you animate the camera.
4. Render the camer a v iewport.
To change a viewport to a Camera view:
1.
Right-click the viewport label.
The Viewport Properties menu is displayed.
2. Cho ose Views.