6. Set the Orientation Reference to Room_Balls:CenterBall. This sets the initial
camera position to the same orientation as the ball. After you set this, press F9
to render a test frame. Figure 15.5 shows the example.
Figure 15.5 With a few simple settings, the center ball in the room becomes a camera!
Figure 15.4 To begin using the Advanced
Camera, you can tell LightWave to use an
object for the camera item.
7. You can see from Figure 15.5 that after inputting a few settings to the Advanced
Camera properties, you??™re rendering your scene from an object??™s point of view.
That??™s pretty cool! But there??™s a little more you can do to make the shot better. The
Horizontal FOV (field of view) is set to Perspective. This is similar to a default
camera view. Change it to Spherical. Then, set the amount to 90 degrees. Press F9
to render a test frame and you??™ll see that your shot now has a fish-eye effect, as
shown in Figure 15.6.
Figure 15.6 Using a Spherical field of view, the camera now has a fish-eye effect, but is still
rendered from the ball object.
Note
Figures 15.5 and 15.6 show the scene without global illumination.
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