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Manual Reference Objects Scene Objects Camera Object

Camera Object

Basic Coord. Object Depth

Object Properties

Projection

By default, objects are shown from the viewpoint of a central perspective projection. Alternatively, choose other types of projection.

From left to right: Perspective, Gentleman, Dimetric, Isometric.

Focal Length [1..10000]

The CINEMA 4D cameras simulate a lens system. You can choose the focal length of this lens.

The camera model used in computer graphic programs corresponds to a pinhole camera of infinite sharpness. Therefore CG focal length is to be understood only as a simulation and corresponds in no way to a physical model.

Short focal lengths give a wide-angle view and are ideal for a good overview of the whole scene. They do, however, distort objects in the scene — a particularly striking effect is that of a very short focal length.

Large focal lengths correspond to a telephoto lens and display a very small area of the scene since only a small spatial angle can be captured.

Lens type Focal Length

Fish-eye 20 mm

Wide-angle 35 mm

Normal 50 mm

Portrait 85 mm

Telephoto 200 mm

Super telephoto 1000 mm

The advantage of a telephoto lens is that you can capture detail with hardly any distortion. With an extremely high value used as a focal length, the perspective depth is lost completely as the perspective projection changes into a parallel projection.

Aperture Width [1..2000]

The Aperture Width parameter corresponds to the size of the opening in a camera (the aperture) that allows light to pass through the lens onto the film. The ratio of the Aperture Width to the Focal Length determines how much of the scene (the ‘viewing volume’) can be viewed through the camera. For example, if you double both the Focal Length and the Aperture Width, the viewing volume is unchanged.

Field of View [0.2..174°]

A measurement for the camera’s angle of view. The greater the Focal Length, the smaller the Field of View.

Zoom [0..10000]

The Zoom setting allows you to zoom the view. It defines the scaling factor for the view.

This setting is not available if Projection is set to Perspective.

Film Offset X [-10000000..10000000%]
Film Offset Y [-10000000..10000000%]

Suppose the CINEMA 4D camera worked like a traditional film camera, with images being recorded onto photographic film one after the other. Now imagine if additional image information could be recorded by moving this film along the X and Yaxis (beyond the strip of film in the example). This is exactly what these parameters do. CINEMA 4D takes this one step further in that it does not restrict itself to the size of the filmstrip.

So what use is all this?

  1. First, it lets you shift the part of the image displayed without changing the perspective.

    This is especially useful for adjusting views in architectural visualizations. Perspective, linear direction and linear angles are not affected.

  2. Second, you can create images larger than 16,000 x 16,000 pixels, and you can network render single pictures over a network with CINEMA 4D NET.

A special trick makes it possible to render images to any given size. This is how it works: Animate Film Offset X and Film Offset Y in steps of 100% for each image. Split the scene into separate parts that will be rendered sequentially. Choose an image format as your output format (don’t choose video). Because you’re animating, it’s possible to use CINEMA 4D NET. Of course, you can also simply split a normal sized image, such as 1024 x 768 pixels, and render it using CINEMA 4D NET.

Once you’re done rendering, you’ll have several images (none of which may exceed a resolution of 16,000 x 16,000 pixels) that you can then piece together in an image editor.

Example:

For the example, the scene was been split into four pictures. The camera’s Film Offset X and Film Offset Y were animated over four frames as follows.

The result is four separate images that you can piece together in an image editor.

When using global illumination, use Stochastic mode (Render Settings > Global illumination).

Enable Near Clipping

The transparent pink layer represents the clipping plane (in reality this layer would extend infinitely).

When Enable Near Clipping is active, a vertical imaginary plane will be assumed. All objects that lie in front of this plane will be clipped. This is useful for rendering objects in cross-section.

Note:
If your scene contains lights, all of which cast shadows, remember that the inside of closed objects will always be rendered as black. Even if the clipping plane gives you the impression that an object is no longer closed, it remains closed with regards to shadow calculation.

Near Clipping [-10000000..10000000m]

Use this setting to define the distance of the clipping plane from the camera (see previous image).

Show Cone

If this option is enabled, the viewing volume is displayed in the 3D viewport as a green pyramid.

Rotation

Center

Depending on whether or not an object has been defined in the field below the following options will be available:

Tip:
Hide the Null Object so it doesn’t obstruct your editor view.

World

The point of rotation will lie at the world coordinate origin.

Camera

The point of rotation will lie at the camera’s origin.

Note:
The SHIFT (rotate around active object) and CTRL (rotate around camera origin) hotkeys will work in conjunction with the aforementioned options.

Object

The point of rotation will lie at the center of an active object or in the center of multiple selected objects. If an object is defined in the field below, this object will be used as a reference for the center of rotation.

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