Cameras
Method #
Cameras are used to view a 3D scene.
Cameras are generally hooked into the Root node, although they can be applied to any node - they will still appear in the scene as long as there is a path to a Root node; they will inherit the transformation values of parent nodes.
Cameras can be used within a Render To Texture setup to use the view from a camera, which can output a texture to be reused within the scene.
Most Post-FX nodes applied to a camera will only be visible when viewed through that camera.
Connecting a Null to a cameras Target Node input is a useful way to quickly point a camera at something.
Nodes
Camera | Places a standard 3D camera in the scene. |
Camera Focus Target | A transform for a cameras depth of field parameters to focus on. |
Cylindrical Camera | Places a camera for generating a 360 degree panoramic render of the scene. |
Exposable Camera | Places a camera designed to be controlled directly by a media server when running as a block. |
Fisheye Camera | Places a camera with a wide fish-eye lens into the scene. |
Hardware Tracking Camera | Places a camera which receives data from external camera tracking systems. |
Multi Camera | Places a node which combines multiple cameras views together into a single render. |
Orbit Camera | Places a Camera which uses a target to orients around, similar to the scene editing Orbit Camera. |
Proxy Camera | Places a camera which uses a camera from another layer in the project. |
Region Camera | Places a camera whose view is fixed to a particular area of the scene. |
Stereo Camera | Places a camera which uses stereioscopic methods to record two prespectives into one render view. |
UV Camera | Places a camera which captures the lighting and materials from a connected 3D object and renders it onto the objects UV Map. |
VR 360 Camera | Places a camera which captures a 360 projection of the scene around it. |
VR Headset Camera | Places a camera designed for use with VR headsets. |