We just talked about camera placement, so let's now examine the basic rendering setup a bit deeper. We need to talk about what we can do with the following:
Cameras
Lights
Materials
Render passes
The Camera COMP is pretty straightforward. You've already seen how to position it interactively and how to use a Null COMP to control its orientation more easily, but there are some more features you should be aware of. In COMP's /project1/camera
folder, you will find some examples of the Camera COMP's capabilities.
Note
In any case, when experimenting with one or more cameras, be sure to take advantage of the camera's uniform scale parameter. This parameter is also available on a Geometry COMP and is used to scale the whole geometry up or down. In the case of the Camera COMP, it only affects how the camera is displayed in our geometry viewers, and it does not affect the rendering at all. Therefore, if you are working on a huge or tiny geometry and you can hardly see...