how to get whole shot of a full room

 i was thinking about doing a full room scene and  wondering how can i get a full shot?

Comments

  • BeeMKayBeeMKay Posts: 7,019
    edited October 2016

    "Full room" as in "360°", or camera with wide angle?

    The first, I don't know.

    The second, check your camera in the Parameter Tab, under "Camera". It has several options to change the default formats of 65mm/35mm.

    Suggested readings: http://docs.daz3d.com/doku.php/public/software/dazstudio/4/userguide/chapters/cameras_and_views/start

    Post edited by BeeMKay on
  • Assuming this is Daz Studio, and you are using Iray, an iray Section Plane (from the Create menu) can be used to make everything on the normal side of the plane invisible to the camera so you can see through walls etc. By default the hidden sections will also let light through, and will not show in reflections - assuming that is not the desired result, with the plane selected, go to the Parameters pane and turn Clip Lights on.

  • TangoAlphaTangoAlpha Posts: 4,587

    It's a common trick in the movie and TV world to remove one of the walls and move the cameras back beyond it (and in theatre the "fourth wall" is where the audience sits). That allows you to see more or all of the room and not have to resort to a wide angle lens. That's often possible in the 3D world too. A lot of sets come with the walls rigged as bones, and those bones can be hidden, thereby making the wall invisible. Other sets may have the walls as separate props, which can be moved, hidden or deleted. And as Richard said above, Iray also allows you to hide things by using section planes.

  • i  appreate it you guys

  • fred9803fred9803 Posts: 1,565

    That's a great post Richard H. I've never even heard of that before. What do you mean by  "normal side"? Nearest side?

  • The normal is the direction in which the polygon is facing, I just meant that the side that gets cut is determined by how the plane is facing (rather than always clipping the stuff between the camera and the plane).

  • MistaraMistara Posts: 38,675

    poser has this feature, but in render settings you have to tick 'remove backward facing polys'

    so, in DS you drop an 'iray Section Plane'?  nothing else to tick in render settings?

    kewlstuff.

  • Remove back-facing polys will work only if the polygons are back-facing - if the wall is a box rather than a plane it won't help.

    Yes, the Section Plane works without needing to adjust any other settings.

  • LeatherGryphonLeatherGryphon Posts: 12,314
    edited October 2016

    3D graphics borrowed the term "normal" from mathematics. https://en.wikipedia.org/wiki/Normal_(geometry)

    For example from elementary geometry, a straight line tangent to a curve is perpendicular to the normal at the point the line touches (but doesn't cross) the curve.

     

    OH FUDGE!  the link doesn't work.frown  Cut & paste the full URL address "https://en.wikipedia.org/wiki/Normal_(geometry)" including the final parenthesis into your browser.  Yeah, yeah, I know there's a way to get the final parenthesis into the URL but I keep forgetting what it is. "Friggin, fraggen, mumble grumble forum gotchas"angry

    Post edited by Richard Haseltine on
  • 3D graphics borrowed the term "normal" from mathematics. https://en.wikipedia.org/wiki/Normal_(geometry)

    For example from elementary geometry, a straight line tangent to a curve is perpendicular to the normal at the point the line touches (but doesn't cross) the curve.

     

    OH FUDGE!  the link doesn't work.frown  Cut & paste the full URL address "https://en.wikipedia.org/wiki/Normal_(geometry)" including the final parenthesis into your browser.  Yeah, yeah, I know there's a way to get the final parenthesis into the URL but I keep forgetting what it is. "Friggin, fraggen, mumble grumble forum gotchas"angry

    Click the Source button while writing/editing your post and edit the link in the tags:

    <a href="https://en.wikipedia.org/wiki/Normal_(geometry)">https://en.wikipedia.org/wiki/Normal_(geometry)</a>

     

  • 3D graphics borrowed the term "normal" from mathematics. https://en.wikipedia.org/wiki/Normal_(geometry)

    For example from elementary geometry, a straight line tangent to a curve is perpendicular to the normal at the point the line touches (but doesn't cross) the curve.

     

    OH FUDGE!  the link doesn't work.frown  Cut & paste the full URL address "https://en.wikipedia.org/wiki/Normal_(geometry)" including the final parenthesis into your browser.  Yeah, yeah, I know there's a way to get the final parenthesis into the URL but I keep forgetting what it is. "Friggin, fraggen, mumble grumble forum gotchas"angry

    Click the Source button while writing/editing your post and edit the link in the tags:

    <a href="https://en.wikipedia.org/wiki/Normal_(geometry)">https://en.wikipedia.org/wiki/Normal_(geometry)</a>

     

    Thank you.  Must practice that.  Brain like sieve lately. sad

Sign In or Register to comment.