Here are a few pointers for camera tracking (for more details follow the links in blue text):
1. Prepare your scene carefully before shooting to make tracking and reconstruction easier
Avoid sudden camera movements to prevent blurry footage and rolling shutter artifacts. Blurry, shaky or otherwise distorted video is very hard to track and will result in ...
The camera can only see the geometry that is within a range defined by the clipping distance.
Anything that that closer of further away from that distance range will be ignored.
With the camera object selected, increase its End clipping distance in Properties > Camera settings > Lens:
For 2.79 and earlier versions
To visualize the camera clip ...
In the object properties, you can turn off Ray Visibility of the 'emission object' for the camera:
As of Blender 2.76 the Ray Visibility panel was renamed to Cycles Settings:
As of Blender 2.8x, Ray Visibility panel is now part of the new Visibility Panel:
You can also run this script to toggle the Camera Ray Visibility for selected objects (updated for 2....
A way to achieve camera motion with fluid non-synthetic feel is with softbody camera rig. This will do automatic easing of any motion and will save some graph-editor work.
Create a filled Circle with 3 vertices, subdivide it and delete the middle face:
Create new empty vertex group, don't assign any vertices to it, leave it empty:
Add camera to the scene ...
An alternative solution is to use a Refraction shader. Since this does not require changes to the geometry of the original "image" it can be very easily animated.
The key is to be able to control the bending of each ray hitting a surface (the zoom window) into a particular direction, irrespective of the incoming angle of the ray. This allows the camera rays ...
First hit NumPad 0 to enter camera view, then press Home so the camera fills the window.
Now when you press Ctrl Alt NumPad 0 (or go to the camera view any other way) the camera will fill the screen.
If the camera is still not positing where you want it; then that means you are in Orthographic view. Hit NumPad 5 to switch to perspective view, and the camera ...
I think I know what you're talking about (cause I'm a huge fan of these kind of oldschool 3d-imitating games :)). You may use a Damped Track constraint.
Select the plane, go to Constraints header, select a Damped Track constraint and set the Camera as a Target. Then select an axis you want a plane to lie on.
If you move the plane in any direction it'll ...
I wrote the function get_3x4_RT_matrix_from_blender to do this, listed below.
from mathutils import Matrix
from mathutils import Vector
# 3x4 P matrix from Blender camera
# Build intrinsic camera ...
The answer was to first select the camera and press Ctrl+Numpad 0 and then perform the Ctrl+Alt+Numpad 0
User CD38 on http://blenderartists.org/forum/archive/index.php/t-78116.html explains:
I'm pretty sure you made the body into the camera at some point with
an accidental Ctrl-zero when it was selected. You need to be careful
with those Numpad-zero ...
You can use the Curves Extra Objects Add-on to create a spiral and convert this into a Path. A Follow Path constraint and Track To constraint on your camera will then allow your camera to follow the spiral whilst tracking the object.
While it isn't strickly each 'face' (since it's a spiral rather than a set of concentric circles) it might suit your ...
One option is turning off the Shadow property per object (Properties > Object > Cycles Settings):
As of Blender 2.8x the Cycles Settings panel has been renamed to Visibility and the Shadow property is now part of the new Ray Visibility subpanel. For Eevee you can only turn off the Shadow property per light for the time being (Properties > Object Data > ...
Thanks to the Blender dev forum, I figured it out.
The Cycles camera is a pinhole model that "uses the distance between a given point and the pinhole as its Z depth".
So we cannot apply the depth to points on the camera plane, but rather points that lie on the unit sphere, hence normalized.
Here is the correct formula to unproject a camera pixel into a 3D ...
With some helpful references from Campbell (ideasman42), I was able to find the relevant Blender C code that creates the perspective matrix (from properties that were actually available via bpy), and I managed to port it to Python:
def view_plane(camd, winx, winy, xasp, yasp):
#/* fields rendering */
ycor = yasp / xasp
use_fields = False
Go to the front view by pressing NumPad 1. Then press Ctrl+Alt+NumPad 0 to set the camera to the current view. Then switch the camera from perspective to orthographic.
Unlike with a perspective camera, the local Z location of an orthographic camera is irrelevant. To render more or less of your scene, you must change the orthographic scale.
Everything in Blender is artificial. (lighting, shading, ...)
Blender Cycles has the rolling shutter functionality. Go to the scene settings and enable motion blur. In the Shutter Type, select Top To Bottom. Make sure to choose a relatively large shutter time and a small rolling shutter duration.
The lens shift controls on the camera exist in Blender precisely to solve this problem. Photographers use tilt-shift lenses to do the same thing.
Rather than rotating the camera upwards to the building, you can keep it pointing straight ahead, and increase the camera Y shift. This will preserve straight vertical lines.
A good visualization of that is here:
As has already been mentioned, the same techniques as used in Zoom Windows Magnification can be used here - but this is very dependent on getting the vector maths correct, which is also critically dependent on getting the geometry and orientation correct, so I'll try and explain the set up in an as easy to replicate method as possible.
For the geometry, we ...
After hitting CtrlAltNumpad 0 (and being disappointed by a cropped version of what you were expecting), select the camera (in the outliner panel), press G, then press the middle mouse button and move your mouse towards you. This will allow you to zoom out the camera little by moving the camera back in the correct direction.
When you are happy with the ...
To achieve a smooth transition from a Perspective camera to Ortho (and back), @someonewithpc's answer gets you part of the way there. However, that solution just jumps between Perspective and Ortho; the transition is not smooth. Use the following steps:
Set a keyframe for your camera's location (I -> Location)
In Camera Properties, set a keyframe for your ...
rfabbri's excellent answer works in many cases but not always. Based on his version I created a new one that (at least in my tests) works in all cases, including portrait and landscape pixel aspect ratios, automatic, horizontal and vertical sensor fitting as well as principal point offset (shift).
I had to dig a bit through Blender's source code to figure ...
You can do this by drivers.
Right click on Scale X property and Add Driver > Manually Create Later (Single).
Go to Graph Editor and switch to Drivers mode.
Draw a line like this: (this line will show dependence between distance and scale)
In Drivers tab change value to distance, select both objects in Object 1 and Object 2 inputs and swich Type to ...
You can also change the Resolution in Render Settings > Dimensions:
For this you probably want to increase the X resolution.
Note that you can't scale the camera up by adjusting these values, you will need to move the camera and/or change the Focal Length to zoom/scale the camera.
Adjust the Focal Length in Properties > Camera > Lens
The easiest ...
Another way to achieve camera switching in Blender is though the VSE or Video Sequence Editor.
Establish multiple cameras in the scene.
Add a scene strip to the VSE for each camera and set the active camera of the strip to each camera in the scene.
Note: If you cannot add a scene strip (because the menu is empty), just add a new scene and then you can add ...