PXC Documentation

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3D Camera

pre 1.18

Create 3D camera that render scene to surface.



Node Data

3DArray

Display name

3D Camera

Internal name

Node_3D_Camera

Inheritances

node
node_processor

node_3d

node_3d_object

node_3d_camera

Inputs

node_3d_object

vec3

Position

quaternion

Rotation

vec3

Scale

vec3

Anchor

node_3d_camera

int

Fov

vec2

Clipping Distance

dimension

Dimension

enum

Projection

d3scene

Scene

color

Ambient Light

bool

Show Background

enum

Backface Culling

float

Orthographic Scale

enum

Postioning Mode

vec3

Lookat Position

rotation

Roll

rotation

Horizontal Angle

float

Vertical Angle

float

Distance

bool

Gamma Adjust

surface

Environment Texture

bool

Ambient Occlusion

float

Ao Radius

float

Ao Bias

float

Ao Strength

int

Round Normal

enum

Blend Mode

Outputs

node_3d_camera

surface

Rendered

surface

Normal

surface

Depth

3D Camera Node render out 3D Scene to 2D image similiar to camera in other 3D softwares. Camera node comes with multiple positioning mode to make it easier to position and animate the view.



Preview



Camera node represent itself by a camera gizmo. Preview tools will change depends on the Postioning Mode.



Camera Properties


Camera properties are parallel to physical camera. Apart from basic transformation, some important properties are:


Projection


Projection type of the camera. It can be Perspective or Orthographic.



Field of View


When using perspective projection. Field of View control the angle of the camera view frustum. Larger FOV will result in wider view, and vice versa.



Orthographic Scale


When using orthographic projection, the camera position will not have an effect on the view size. Use Orthographic Scale to control render area.


Clipping Distance


Clipping distance determine the depth of the camera frustum aka. the range of distance the camera can see. While this may tempt you to set clipping distance as wide as possible, large clipping distance can cause rendering artifact (especially with shadow). Thus choose clipping distance based on the scene and camera position.




Positioning Modes



Camera nodes comes with 3 positioning modes for ease of positioning and animating camera.


Position + Rotation


The default settings. Set position and rotation of the camera directly.



Position + Lookat


Set position of the camera and the position where the camera is looking.



Lookat + Rotation


Use for rotating camera around a point. Set a center point and horizontal, vertical angle, distance of the camera.




Render Settings


Ambient Light


Color of the ambient light. Ambient light is a constant light that affect objects in all direction.


Environment Texture


A texture that will be used as background of the scene and reflection. Use the "Show Background" settings to control whether the background will be show in the rendered image.



Backface Culling


For optimization reason, the model will only render one side of the model and the backface will be transparent. This settings control whether to render only frontface, backface or both.



Ambient Occlusion


Ambient Occlusion is a shading method that darken the area where light is hard to reach (e.g. corner, inner edge) to simulate the effect of environment light. It can be used to add more depth to the scene.



Effects


Effects are post processing effect the can make modify the rendered image. Currently, there are only 1 effect:


Round Normal


This effect will blur out the screen-scale normal which create a softer edge.




Outputs


Camera node has 3 outputs, by default only the "Rendered" output is visible.