View Full Version : Shift-tilt camera question (Archi Edition)
maikukai 12-11-2007, 01:26 PM I just bought the Architectural Edition and I'm a little confused with the workings of the shift-tilt camera. With a traditional real-world shift-tilt camera, you can take a photo from the ground level of a building looking up, then shift/tilt the plane of the lens/film so the lines of the building are vertical. With the C4D shift-tilt Camera, I can place myself at the base of a building but I can't seem to pan the camera upward. The entire camera moves upward so that when the building is where I want it in the viewport, the camera is 20ft off the ground.
Is this camera not a true shift-tilt? It keeps the lines vertical but only allows for limited camera placement. For example, if my building is 40ft high, my camera needs to be 20ft off the ground for the building to be centered in the viewport. I want to be on the ground looking up but still have the lines of the building vertical. Am I missing something?
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Ernest Burden
12-11-2007, 01:50 PM
Is this camera not a true shift-tilt?
It is a true shift-tilt camera. That's why I use C4D.
All you have to do is select the camera as an object and go to the object panel. It helps to have the coords portion displayed. You want to verify thet your camara is not rotated upwardly by checking the middle of the R (rotation) setting to be 0.0 (the P for pitch--I know, its not very architectural, but live with it). Below the coords you will find the view angle in focal length and angle-of-view, allowing you to type in an exact zoom of your choice. Then, below that you find the film offsets, X and Y. That's where the quality come in! Settings above or below zero pan the filmplane left, right up or down--a proper, intuitive tilt-shift control.
Oh, and you will find that all four of the external render engines for C4D (Maxwell, FinalRender2, Fry and vray) respect the shifted camera 100%. If you render with one of them it will match pixel-for-pixel with a native Cinema render.
Can't beat it! Happy architectural rendering.
Damn! I didn't know there was a tilt shift cam in C4d! Is it only in the Architecture version? I do alot of product renderings, and I always need to imitate a tilt shift. We just bought a 90mm Canon TS and an EOS 5D, it would be great if I could match that set up in C4d.
-Jim
lllab
12-11-2007, 02:12 PM
the siftcamera is in base packege, it is there since at least 2 yeasr:-)
very nice i use it almost in all renderings
cheers
stefan
really? I will have to take a look! That's great!
thanks.
-Jim
OOOOHHHH found it! That's sweet! Can't wait to use it! C4D rocks!
Thanks again!
-Jim
STRAT
12-11-2007, 02:32 PM
i dont use the tilt camera anymore, i just use the film offset X and Y controls. (making sure your camera and camera target point are on the same Y level all the time)
Ernest Burden
12-11-2007, 03:38 PM
i dont use the tilt camera anymore, i just use the film offset X and Y controls. (making sure your camera and camera target point are on the same Y level all the time)
Tilt camera? What do you mean?
I use the film offsets ALL the time. By the way--they can be animated, so you can frame a shot the way you like from beginning to end. It's fantastic. Even Lightscape (the heavens sing at the mere mention) couldn't do that.
Keeping the camera and target the same is one way to make sure you have a perfectly horizontal camera, but I prefer the R>P coordinate--it's one setting to keep, not two, and a zero is quicker to enter than copy/pasting the Y height from one field to another.
I wish we had a lock for that R>P setting. We probably can, and now hopefully someone will post how to do that.
STRAT
12-11-2007, 03:49 PM
Tilt camera? What do you mean?
look in the content browser under Presets > Maxon > Cinema4D > Add ons > Misc
maikukai
12-11-2007, 04:38 PM
Thanks guys! As always everyone has been a huge help.
bobtronic
12-11-2007, 05:30 PM
I wish we had a lock for that R>P setting. We probably can, and now hopefully someone will post how to do that.
That is easy :) Just feed a constant value (zero for instance) into the pitch rotation channel via XPresso. File attached.
cheers,
Matthias
imashination
12-11-2007, 10:11 PM
Made this one a year or two ago:
http://www.3dfluff.com/files/tiltcam.zip
Select it, go to the userdata controls
jackb602
12-12-2007, 03:53 AM
Thanks for the tip Strat. I think I stumbled across that long ago and promptly forgot about it. After playing with both cameras, it seems that they do the exact same thing, but with a different interface. Is the TiltCam somehow different?
The two work in exactly the same way. Mash allowed MAXON to include his Tilt Camera in the main CINEMA 4D distribution, only the interface was altered a bit, the functionality is the same.
Cheers
Björn
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