Your Ad Here

Orthogonality and Views

When you view a scene from the side, front, top, or bottom using the Camera, you'll see certain amounts of perspective distortions. These distortions can make precise visual alignments difficult.

For instance, if you have a dozen cubes in different locations and you place the camera so that it looks down on the scene from above, you will find it very difficult to place the cubes on top of one another. Cubes further from the camera would be slightly smaller than cubes close to the camera, resulting in a confusing array of lines.

The more complex the scene, the more confusing and difficult this kind of alignment becomes. If, for example, you viewed objects from above through a real-world camera, the perspective distortions would make alignment or placement difficult.

To solve this problem, Bryce uses a perspective free, drafting board kind of view in which like sized objects far away appear exactly the same as those up close. This perspective-free view is called an Orthogonal Projection. In Bryce, all views other than your Main View (that is, Top, Bottom, Right, Left, Front, and Back) are orthogonal projections. They are not generated by the camera, and so do not contain the perspective distortion that would necessarily come with a camera view.

As a result, Camera Controls do not work in these views and will be shaded to show they are not available in these views.

You can navigate within the orthogonal views using the Zoom and Pan tools.

If you press the Render button while in an orthogonal view, Bryce will quickly set up the camera position you need and render your image. There may be slight differences between what you see in the wireframe projection and what you see in the rendered image, as a result of the added perspective distortion in the rendered image.

Copyright © 2005-2007, DAZ Productions

Return to Bryce Index


Your Ad Here