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Table Of Contents
Tip: The position of a Framing cameras origin makes it useful for orbiting moves. Rotating
the camera causes it to orbit, whereas rotating a Viewpoint camera causes it to pivot—also
known as panning (horizontal) or tilting (vertical).
Angle of View: A slider that sets the angle of view of the camera, which is the number
of degrees in which the camera sees. Values range from 0 to 180 degrees.
Note: When you animate the Angle of View parameter on a Framing camera, the result
is an opposing dolly effect. An opposing dolly zooms in the opposite direction that the
camera moves. When you animate the Angle of View parameter on a Viewpoint camera,
the result is a regular camera zoom.
Angle of View = 45 deg
Angle of View = 80 deg
Framing camera
Near Plane: A slider that sets the distance where the camera begins to see objects. Objects
closer to the camera than this distance are not rendered from this camera’s point of view.
Far Plane: A slider that sets the distance where the camera ceases to see objects. Objects
further from the camera than this distance are not rendered from this camera’s point of
view.
Near Fade: A slider that sets the softness factor for the near plane. The softness factor
sets a boundary range over which near objects fade in.
Far Fade: A slider that sets the softness factor for the far plane. The softness factor sets
a boundary range over which far objects fade out.
Note: Camera depth of field parameters are also contained in this window. For a complete
description of these controls see Depth of Field.
HUD Controls
The Camera HUD contains the Camera Type, Angle of View, Focal Length, and DOF Blur
Amount parameters, which are also available in the Inspector. The Camera HUD also
contains 3D transform controls. For more information, see 3D Transform HUD Controls.
1256 Chapter 21 3D Compositing