Object Data

Référence

Mode : Object Mode
Éditeur: Properties ‣ Camera

Les caméras sont invisibles dans les rendus, aussi elles n’ont pas de réglages de matériau ou de texture. Par contre elles ont des panneaux de réglages Object et Editing qui sont affichés quand une caméra est l’objet sélectionné (actif).

Lens

../../../_images/render_blender-render_camera_object-data_lens-panel.png

Panneau Lens de la caméra.

Les options Lens de la caméra contrôlent la manière dont les objets 3D sont représentés dans une image 2D.

Type de lens

Il y a trois types différents de lens :

Perspective

Ceci correspond à la manière dont vous visualisez les choses dans le monde réel. Les objets à distance apparaîtront plus petits que les objets en avant-plan, et les lignes parallèles (telles que les rails sur un chemin de fer) apparaîtront comme elles vont au loin.

../../../_images/perspective_perspective_traintracks.jpg

Rendu d’une scène de voie de chemin de fer avec une caméra Perspective.

Les réglages qui contrôlent cette projection incluent :

La longueur focale

The focal length setting controls the amount of zoom, i.e. the amount of the scene which is visible all at once. Longer focal lengths result in a smaller FOV (more zoom), while short focal lengths allow you to see more of the scene at once (larger FOV, less zoom).

../../../_images/perspective_perspective_traintracks_telephoto.jpg

Rendu de la même scène que ci-dessus, mais avec une longueur focale de 210mm au lieu de 35mm.

Lens Unit

La longueur focale peut être définie soit en terme de millimètres soit Field of View comme un angle.

Orthographic

With Orthographic perspective objects always appear at their actual size, regardless of distance. This means that parallel lines appear parallel, and do not converge like they do with Perspective.

../../../_images/perspective_orthographic_ortho_example.jpg

Render from the same camera angle as the previous examples, but with orthographic perspective.

Orthographic Scale

Ceci contrôle la taille apparente des objets dans la caméra.

Notez que ceci est effectivement le seul réglage qui s’applique à la perspective orthographique. Puisque les lignes parallèles ne convergent pas en mode orthographique (pas de points de fuite), les réglages de correction d’objectif sont équivalents à une translation de la caméra dans la Vue 3D.

Panoramic

Les caméras panoramiques sont uniquement pris en charge dans le moteur de rendu Cycles. Voir la documentation de Cycles.

Shift

The Shift setting allows for the adjustment of vanishing points. Vanishing points refer to the positions to which parallel lines converge. In this example, the most obvious vanishing point is at the end of the railroad.

Pour en voir le fonctionnement, prenez les exemples suivants :

../../../_images/perspective_perspective_traintracks_lens_shift.jpg

Render of a train track scene with a horizontal lens shift of 0.330.

../../../_images/perspective_perspective_traintracks_camera_rotate.jpg

Render of a train track scene with a rotation of the camera object instead of a lens shift.

Notice how the horizontal lines remain perfectly horizontal when using the lens shift, but do get skewed when rotating the camera object.

Using lens shift is equivalent to rendering an image with a larger FOV and cropping it off-center.

Clipping

Clip Start and End
The interval in which objects are directly visible; Only objects within the limits are rendered.

For OpenGL display, setting clipping distances to limited values is important to ensure sufficient rasterization precision. Ray tracing renders do not suffer from this issue so much, and as such more extreme values can safely be set.

When Limits in the Display panel is enabled, the clip bounds will be visible as two yellow connected dots on the camera line of sight.

Astuce

Changing the clipping value can have a serious impact on render performance. It is important to always set the Start and End values to a safe distance that is both not too extreme, nor too small to have the best possible render times.

Camera

../../../_images/render_blender-render_camera_object-data_camera-panel.png

Camera Presets panel.

Camera Presets
Presets to match real cameras.
Sensor size
This setting is an alternative way to control the focal-length, it is useful to match the camera in Blender to a physical camera & lens combination, e.g. for motion tracking.
Sensor Fit
Option to control which dimension (vertical or horizontal) along which field of view angle fits.

Depth of Field

../../../_images/render_blender-render_camera_object-data_depth-of-field-panel.png

Panneau Depth of Field de la Caméra.

Real world cameras transmit light through a lens that bends and focuses it onto the sensor. Because of this, objects that are a certain distance away are in focus, but objects in front and behind that are blurred.

The area in focus is called the focal point and can be set using either an exact value, or by using the distance between the camera and a chosen object:

Focus Object
Choose an object which will determine the focal point. Linking an object will deactivate the distance parameter. Typically this is used to give precise control over the position of the focal point, and also allows it to be animated or constrained to another object.
Distance

Sets the distance to the focal point when no Focus Object is specified. If Limits are enabled, a yellow cross is shown on the camera line of sight at this distance.

Indice

Hover the mouse over the Distance property and press E to use a special Depth Picker. Then click on a point in the 3D View to sample the distance from that point to the camera.

High Quality
In order for the viewport to offer an accurate representation of depth of field (blur radius calculation), like a render, you must enable High Quality. Without it, you may notice a difference in shading. (Grayed out if not supported by the GPU).
Viewport F-stop
Controls the real-time focal blur effect used during sequencer or OpenGL rendering and, when enabled, camera views in the 3D View. The amount of blur depends on this setting, along with Focal Length and Sensor Size. Smaller Viewport F-stop values result in more blur.
Blades
Add a number of polygonal blades to the blur effect, in order to achieve a a bokeh effect in the viewport. To enable this feature, the blades must be set to at least 3 (3 sides, triangle)
../../../_images/render_blender-render_camera_object-data_depth-of-field-bokeh.png

The viewport bokeh effect with the blades set to 3.

Display

../../../_images/render_blender-render_camera_object-data_display-panel.png

Camera Display Panel.

Limits
Shows a line which indicates Start and End Clipping values.
Mist
Toggles viewing of the mist limits on and off. The limits are shown as two connected white dots on the camera line of sight. The mist limits and other options are set in the World panel, in the Mist section.
../../../_images/render_blender-render_camera_object-data_display-view.png

Camera view displaying safe areas, sensor and name.

Sensor

Affiche une frame en pointillé dans la vue Camera.

Name
Toggle name display on and off in camera view.
Size
Size of the camera icon in the 3D View. This setting has no effect on the render output of a camera, and is only a cosmetic setting. The camera icon can also be scaled using the standard Scale S transform key.
Passepartout

This option darkens the area outside of the camera’s field of view.

Alpha
Controls the transparency of the passepartout mask.

Composition Guides

Composition Guides are available from the menu, which can help when framing a shot. There are eight types of guides available:

Center
Adds lines dividing the frame in half vertically and horizontally.
Center Diagonal
Adds lines connecting opposite corners.
Thirds
Adds lines dividing the frame in thirds vertically and horizontally.
Golden
Divides the width and height into Golden proportions (About 0.618 of the size from all sides of the frame).
Golden Triangle A
Draws a diagonal line from the lower-left to upper-right corners, then adds perpendicular lines that pass through the top left and bottom right corners.
Golden Triangle B
Same as A, but with the opposite corners.
Harmonious Triangle A

Trace une ligne diagonale du coin inférieur gauche à celui supérieur droit, puis des lignes depuis le coin supérieur gauche et celui inférieur droit à 0,618 fois la longueur du côté opposé.

Harmonious Triangle B
Same as A, but with the opposite corners.

Safe Areas

Les Safe areas sont des guides pour positionner les éléments pour assurer que les parties les plus importants du contenu peuvent être vues sur tous les écrans.

Different screens have varying amounts of overscan. (specially older TV sets). That means that not all content will be visible to all viewers, since parts of the image surrounding the edges are not shown. To work around this problem TV producers defined two areas where content is guaranteed to be shown: action safe and title safe.

Modern LCD/plasma screens with purely digital signals have no overscan, yet safe areas are still considered best practice and may be legally required for broadcast.

Dans Blender, les safe areas peuvent être définis depuis les Vues caméra et Séquence.

../../../_images/render_blender-render_camera_object-data_safe-areas-panel.png

Le panneau safe areas est dans les propriétés de la caméra, et le mode de vue du séquenceur.

The Safe Areas can be customized by their outer margin, which is a percentage scale of the area between the center and the render size. Values are shared between the Video Sequence editor and camera view.

Main Safe Areas

../../../_images/render_blender-render_camera_object-data_safe-areas-main.png

Red line: Action safe. Green line: Title safe.

Title Safe
Also known as Graphics Safe. Place all important information (graphics or text) inside this area to ensure it can be seen by the majority of viewers.
Action Safe
Make sure any significant action or characters in the shot are inside this area. This zone also doubles as a sort of “margin” for the screen which can be used to keep elements from piling up against the edges.

Astuce

Legal Standards

Each country sets a legal standard for broadcasting. These include, among other things, specific values for safe areas. Blender defaults for safe areas follow the EBU (European Union) standard. Make sure you are using the correct values when working for broadcast to avoid any trouble.

Center-Cuts

../../../_images/render_blender-render_camera_object-data_safe-areas-cuts.png

Cyan line: action center safe. Blue line: title center safe.

Center-cuts are a second set of safe areas to ensure content is seen correctly on screens with a different aspect ratio. Old TV sets receiving 16:9 or 21:9 video will cut off the sides. Position content inside the center-cut areas to make sure the most important elements of your composition can still be visible in these screens.

Blender defaults show a 4:3 (square) ratio inside 16:9 (wide-screen).