Camera

Cameras can be connected to either the GeoScene node or the ScanlineRender node. Camera connected to a ScanlineRender node define the projection for use by the 3D renderer. You can connect additional cameras to the GeoScene node and switch between them by choosing the viewing camera from the dropdown menu at the top of the Viewer. You can also read in .fbx, .abc, and .usd scene files containing standard cameras, though only one camera per Camera node can be read.

Cameras can also be used to project 2D textures onto 3D objects in a scene using the controls on the Projection tab and a Project3D node.

Tip:  Camera's classic 3D system equivalent is the Camera node.

Inputs and Controls

Connection Type

Connection Name

Function

Input

axis

An optional Axis node input. This links the position, rotation, scale, and skew of the transformed 3D object(s) to the Axis node, so that the transformation controls on the Axis node override the corresponding controls on this node.

If you’ve worked with other 3D applications, you may know the Axis node as a “null” or “locator” object.

scene

An optional input to import scene data.

Control (UI)

Knob (Scripting)

Default Value

Function

Camera Tab

Import Scene Prim

import_enabled

off

When disabled, the camera is configured using the controls under Local Xform on the Camera tab. Enable Import Scene Prim if you want to read in camera information from a file or from the scene graph.

Import From

import_source

N/A

When Import Scene Prim is enabled, determines where the camera is loaded from:

File Path - a file on disk specified by the File Path control.

Scene Input - a scene graph location specified by the Import Prim Path control.

Reload

Reload

N/A

Click to reload the camera information from the specified file or scene graph location.

Warning:  Any local changes you have made are overwritten by the imported camera data when you click Reload.

File Path

file

none

Sets the file path from which you intend to import camera information, if the scene input is not connected.

Import Prim Path

import_prim_path

none

Sets the absolute scene graph path to the prim from which to import camera data.

Output Prim Path

prim_path

none

Sets the scene graph path for the new camera prim, such as /Scene/Cameras/Camera1.

If the output path is left blank, the node name is used with a preceding / (forward slash). For example, /Camera1.

Parent Type

parent_prim_type

Xform

Sets the type of prim to create if there are missing ancestors in the path.

Note:  Setting the Parent Type to None may cause some referenced objects to behave as if they don't exist.

Passthrough

passthrough_enabled

off

When enabled, this node does not create output prims or affect the incoming scene file or scene graph.

Any controls affecting output transforms still affect direct node connections, but those transforms are not output to prims in the output scene.

A simple use case for passthrough might be importing a transform from an input prim and modifying or re-parenting the transform using the axis input or Local Parent Xform controls without affecting the source prim.

Merge Input Scene

merge_enabled

off

When enabled, the input scene is merged with this node's output scene.

Note:  If the output prim path matches an existing path in the input scene, this node overwrites the existing prim.

Lock Read Frame

lock_read_frame

off

When enabled, only the frame specified in the read_frame control is read.

When disabled, all frames are read.

read_frame

0

When lock_read_frame is enabled, specify the frame number to read or use the read_frame animation control to read any frame speed curve.

Lock Read View

lock_read_view

off

When enabled, only the view specified in the read_view control is read.

When disabled, all views are read.

read_view

main

When lock_read_view is enabled, specify the view to read.

Frame: Origin

frame_origin

0

Sets the origin of the incoming frame range. Any frame rate change is scaled from this point allowing it to remain unchanged on the output frame slider.

This can be very useful to keep an important frame in a time-warped range from shifting unexpectedly on the timeline. For example, if shot animation begins at frame 101, but there are some preroll keys at frames 50-100, then setting this control to 101 keeps that frame from changing when a frame rate change is applied, preserving the start of the shot.

Rate

frame_rate

24

Sets the frame rate (frames per second) used to sample the geometry file.

If this rate is lower than the rate encoded in the file, animation is slowed down. For example, if the file was animated at 24 fps and Rate is set to 12, the animation is read at half speed.

Output Offset

frame_offset

0

Offsets the incoming keyframes in time by the number of frames specified. The offset is applied after any frame rate change.

The offset shifts the final, possibly time-warped keyframes in the frame slider.

Xform Extract

decompose_xform_order

SRT

Sets the preferred order of the output transformation operations when decomposing an imported matrix transform.

decompose_rot_order

ZXY

Sets the preferred order of the output rotation operations when decomposing an imported matrix transform.

T

translate_enable

off

When enabled, import the specified translation, rotation, and scale curves.

When disabled, ignore the specified translation, rotation, and scale curves.

R

rotate_enable

on

S

scale_enable

on

Rotation Euler Filter

euler_filter_enable

off

When enabled, check for possible Euler flips in the decomposed rotation curves and remove them.

The Euler filter can help to avoid discontinuity in rotations.

Separate Parent

parent_extract_enable

on

When enabled, loading xform prim data inserts the prim's parent transform in the local-parent TRS controls.

When disabled, the parent transform is combined with the prim's local transform and placed in the Local Xform TRS controls.

Local Parent Xform

Sync Local Parent

sync_local_parent

on

When enabled and Import Scene Prim is enabled, sync the Local Parent Xform controls to the imported scene prim data, destructively overwriting any user-assigned values.

When disabled the Local Parent Xform controls are not overwritten and remain available for user-assigned values.

Translate

local_parent_translate

0, 0, 0

Applies translation prior to the local transform allowing a parenting hierarchy to be kept separate from the local transform. The transform is applied in fixed SRT transform order and XYZ rotation order.

When loading xform prim data from a scene file, the prim's parent transform can be placed here.

Rotate

local_parent_rotate

0, 0, 0

Applies rotation prior to the local transform allowing a parenting hierarchy to be kept separate from the local transform. The transform is applied in fixed SRT transform order and XYZ rotation order.

When loading xform prim data from a scene file, the prim's parent transform can be placed here.

Scale

local_parent_scale

1, 1, 1

Applies scaling prior to the local transform allowing a parenting hierarchy to be kept separate from the local transform. The transform is applied in fixed SRT transform order and XYZ rotation order.

When loading xform prim data from a scene file, the prim's parent transform can be placed here.

Local Xform

Sync Local Xform

sync_local_xform

on

When enabled and Import Scene Prim is enabled, sync the Local Xform controls to the imported scene prim data, destructively overwriting any user-assigned values.

When disabled the Local Xform controls are not overwritten and remain available for user-assigned values.

file_menu

N/A

Select to import or export a channel file:

Import chan file - import a channel file and transform the object according to the transformation data in the channel file. Channel files contain a set of Cartesian coordinates for every frame of animation in a given shot. You can create and export them using Nuke or 3D tracking software, such as 3D-Equalizer, Maya, or Boujou.

Export chan file - export the translation parameters that you’ve applied to the object as a channel file. This is a useful method of sharing setups between artists.

snap_menu

N/A

Choose what a selection in the Viewer or pivot point is snapped to in the Viewer:

Geo to Selection (position) - the object is snapped to a new position depending on the points selected.

Geo to Selection (position, orientation) - the object is snapped to a new position and orientation depending on the points selected.

Geo to Selection (position, orientation, size) - the object is snapped to a new position, orientation, and size depending on the points selected.

Pivot Point to Selection (position) - the pivot point is snapped to a new position depending on the points selected.

Pivot Point to Selection (position, orientation) - the pivot point is snapped to a new position and orientation depending on the points selected.

Pivot Point to Selection (orientation) - the pivot point is snapped to a new position, orientation, and size depending on the points selected.

Transform Order

xform_order

SRT

Sets the operation order for scale (S), rotation (R), and translation (T). The possible operation combinations are SRT, STR, RST, RTS, TSR, TRS.

Rotation Order

rot_order

ZXY

Sets the order of rotation. The possible axial combinations are ZXY, XYZ, XZY, YXZ, YZX, ZXY, ZYX.

Translate

translate

0, 0, 0

Lets you translate the object along the x, y, and z axes. You can also adjust translate values by clicking and dragging the object in the 3D Viewer.

Rotate

rotate

0, 0, 0

Lets you rotate the object around the x, y, and z axes. You can adjust rotate values by holding down Ctrl/Cmd and dragging in the 3D Viewer.

Scale

scaling

1, 1, 1

Lets you scale the object on the x, y, and z axes.

Uniform Scale

uniform_scale

1

Lets you scale the object simultaneously on the x, y, and z axes.

Skew

skew

0, 0, 0

Lets you skew the object on the x, y, and z axes.

Pivot Translate

pivot_translate

0, 0, 0

When you make changes to a 3D object’s position, scaling, skewing, and rotation, these occur from the location of the object’s origin point or pivot. The pivot translate and rotate x, y, and z controls allow you to move and rotate the pivot point as required - you can even move it outside of the object. Subsequent transformations applied then occur relative to the new pivot point location and rotation.

You can hold down Ctrl/Cmd and drag the pivot point to a new location in the 3D Viewer.

Pivot Rotate

pivot_rotate

0, 0, 0

Pivot Rotate

Local Matrix

Specify Matrix

useMatrix

N/A

Enable this control to specify matrix values for the object you’re transforming as an alternative to setting transform, scale, skew and pivot values above.

Matrix

matrix

N/A

The matrix displays values from the object’s transform, rotate, scale, skew, and pivot controls.

Check Specify Matrix and copy or drag-and-drop matrix values from another object to apply those values, for example, if you wanted to align objects in a scene.

World Matrix

World matrix

world_matrix

N/A

Displays the world or absolute xyz transform of the node in world coordinates.

Note:  Unlike the Local matrix, you can’t adjust the World matrix manually.

Display Tab

Display

display

wireframe

Adjust the display characteristics of the 3D object. These settings don’t affect the render output of the scene; these are for display purposes only in the 3D Viewer.

off - hides the 3D geometry object.

wireframe - displays only the outlines of the object’s geometry.

solid - displays all geometry with a solid color.

solid + wireframe - displays the geometry as solid color with the object’s geometry outlines.

textured - displays only the surface texture.

textured + wireframe - displays the wireframe plus the surface texture.

Note:  The Viewer node 3D > display setting overrides this control.

Selectable

selectable

on

When on, you can make selections as normal in the Viewer. When disabled, points cannot be selected or changed.

Editable

editable

on

When on, you can edit points as normal in the Viewer. When disabled, points cannot be edited.

Display At World Scale

gl_world_size-icon

off

When off, the camera representation in the Viewer scales with the scene so that it's always visible.

When on, the camera representation in the Viewer is drawn at an approximate real world size and does not scale, so that the camera doesn't obscure other objects in the scene.

Projection Tab

Projection

project_mode

perspective

Sets the camera projection type when projecting 2D textures:

perspective - objects in front of the camera have the illusion of depth defined by the camera's focal-length and aperture.

orthographic - objects are viewed using parallel projection.

uv - every object renders its UV space into the output format. Use this to cook out texture maps.

spherical - the entire 360° world is rendered as a spherical map.

World to Meters

world_to_meters

1

Sets the scale value to convert world-space units to meters for use in lens calculations to map into world-space units such as depth of field calculations.

Lens parameters like Focal Length and Horizontal and Vertical Aperture are defined in millimeters so this scale value is further divided by 1000 to get the final world-scale to millimeters scalar.

Focal Length

focal

50

Sets the distance (in mm) between the lens and the point where the rays converge after having been refracted by the lens. Together with the Horizontal Aperture value, this determines the field of view angle.

Shorter focal lengths increase the field of view angle, capturing more of a given scene.

Horizontal Aperture

haperture

24.576

Sets the an equivalent width (in mm) to the film negative in a real camera.

Vertical Aperture

vaperture

18.672

Sets the an equivalent height (in mm) to the film negative in a real camera.

Near

near

0.1

Adjusts the position, in scene units, of the camera’s near clipping plane. Objects closer to the camera than this plane are not rendered.

Note:  The value for the Near clipping plane must always be positive to produce a sensible result.

Far

far

10000

Adjusts the position, in scene units, of the camera’s far clipping plane. Objects farther from the camera than this plane are not rendered.

Window Translate uv

win_translate

0, 0

Changes the position of the film negative without changing the position of the camera itself, providing unique perspective views not otherwise possible. The value is in the range [-1,1] and it's relative to the film size.

Window Scale uv

win_scale

1, 1

Scales the film negative.

Window Roll

winroll

0

Rotates the film negative (by degrees) without changing the camera axis rotation itself.

Focal Distance

focal_point

2

Sets the distance in scene units from the camera center at which the image is perfectly in focus. Only applies to depth of field rendering.

Fstop

fstop

16

As in real world camera, fstop controls the amount of light that can reach the film negative. Only applies to depth of field rendering.

Shutter

shutter

0.5

Sets how long the shutter should be open for when blurring motion. The value is in frames, so 0.5 is half a frame.

Shutter Offset

shutteroffset

start

Controls how the shutter behaves with respect to the current frame value. It has four options:

centred - centers the shutter around the frame. That is, open from f - shutter/2 to f + shutter/2.

start - opens the shutter starting at the frame. That is, open from f to f + shutter.

end - closes the shutter at the frame. That is, open from f - shutter to f.

custom - opens the shutter at the time specified by the shuttercustomoffset control.

shuttercustomoffset

0

When shutteroffset is set to custom, this controls the time that the shutter opens by adding it to the current frame.

Values are in frames, so -0.5 would open the shutter half a frame before the current frame.

Bias

shutter_bias

0

Biases samples toward shutter close or shutter open for stylized motion blur. 0+ range (where 0 is uniform blur).

Step-by-Step Guides

Working with Cameras

Video Tutorials