Camera

Cameras can be connected to the GeoScene node, the ScanlineRender node, or any node with a cam input. 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.

To learn more about the workflow, see Working with Cameras in the New 3D System.

Note:  Camera's classic 3D system equivalent is also named Camera. For New 3D System scenes, make sure you are adding the New 3D System node (found in right click node menu under 3D > 3D), not the Classic one (3D > 3D Classic).

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.

   
look at Look At constrain input allows your constrained prim to always face and look at the target prim you are constraining to and functions much like the LookAt input pipes in the classic system. Edit the Constrain > Type in the Position tab to change the input pipe to Parent, Transformation, Translation, Rotation, or Scale.

Control (UI)

Knob (Scripting)

Default Value

Function

Camera Tab

Live Read read_from_scene_link on If enabled read values from the source prim attributes dynamically into the knobs. If disabled the knobs switch into normal/local mode. Note that in this dynamic mode the values are not baked into keyframes in the knobs. They are dynamically created as if they were an expression. This means that the node will always update to the latest prim state.
Source Prim source_prim_path N/A Specify the source prim's scene graph location to load the camera.
Projection projection_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.
• Spherical - the entire 360° world is rendered as a spherical map.
• Cylindrical - the entire 360° world is rendered as a cylindrical 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.
Frustum

Focal Length

focalLength

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.
Clipping 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.

Clipping 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.
Scale uv win_scale 0 Scales the film negative.
Roll winroll 0 Rotates the film negative (by degrees) without changing the camera axis rotation itself.
Shutter
Length 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.
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.
Bias shutter_bias 0 Biases samples toward shutter close or shutter open for stylized motion blur. 0+ range (where 0 is uniform blur).
Depth of Field

Focus Distance

focusDistance

0

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

0

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

Lens Distortion
a (r^3) nuke_lensDistortA 0 Lens distortion A.
b (r^3) nuke_lensDistortB 0 Lens distortion B.
c (r^3) nuke_lensDistortC 0 Lens distortion C.
Position Tab
Live Read read_from_scene_link on If enabled read values from the source prim attributes dynamically into the knobs. If disabled the knobs switch into normal/local mode. Note that in this dynamic mode the values are not baked into keyframes in the knobs hey are dynamically created as if they were an expression. This means that the node will always update to the latest prim state.
Source Prim source_prim_path N/A Specify the source prim's scene graph location to load the camera.
Constrain
Apply Constrain to Local Parent TRS local_parent_constrain_enable off Enabling this will apply any constrain transform only to the Local Parent Translate/Rotate/Scale controls, leaving the Local Xform controls available for application -after- the constrain is applied. This reduces the need for parenting connections. For example a light can be Local Parent constrained to a surface point while allowing the light to be translated back from the object via Local Axis.
Type constraint Look At

The type of constraint:

Look At - Allows your constrained prim to always face and look at the target prim you are constraining to.

Parent - Modifies the prim’s transformation as if the target was the parent hierarchically. Allows your constrained prim to match the translation, rotation and scale of the target prim and allows you to set whether you want that transformation to be absolute or relative to the constrained prims existing location in world space, using the maintain offset knob.

Transformation - Matches the location, rotation and scale of the prim to the those of the target. Acts similarly to the Parent constraint but is a quick way to constrain via translation or rotation.

Translation - Matches the location transformations of the prim to that of the target.

Rotation - Matches the rotation transformations of the prim to that of the target .

Scale - Matches the scale transformations of the prim to that of the target.

Orientation Axis (Look At only) constraint_orient_axis -Z Orientation axis of the effect. Applies to following types of constraint: LookAt. Also has controls for enabling and disabling the X Y Z axes rotation.
Translate (Parent and Transformation only) constraint_apply_translate on Enables or disables the translation for the constraint for Parent and Transformation Types only.
Rotate (Parent and Transformation only) constraint_apply_rotate on Enables or disables the rotation for the constraint for Parent and Transformation Types only.
Scale (Parent and Transformation only) constraint_apply_scale off Enables or disables the Scale for the constraint for Parent and Transformation Types only.
Strength (Look At only) constraint_strength 1 Strength of the effect. Applies to following types of constraint: LookAt.
Maintain Offset Frame constraint_maintain_offset off, 0 When enabled, the prim maintains the relative offset between itself and the target at the specified offset frame.
Maintain Offset Frame (Set to Current Frame) constraint_set_maintain_offset_frame N/A Set the frame to use to the current frame for maintain offset calculation.
Local Parent Xform

Parent Xform Sync

sync_local_parent

on

If enabled, extract the prim’s parent Xform. If the ‘Combine With Parent’ control is enabled this control is ignored.

Parent 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.

Parent 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.

Parent 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 Axis Xform
Local Xform Sync sync_local_xform on If enabled extract the prim’s local Xform. If the ‘Combine With Parent’ control is enabled the local and parent Xforms are combined.
Combine With Parent parent_combine_enable off If enabled the parent prim Xform is combined (concatened) with the local prim Xform and placed in the local-Xform TRS knobs.
When not enabled the parent prim Xform is extracted separately and placed in the local parent Xform TRS knobs, while the local primXform is extracted and placed in the local axis Xform TRS knobs.
Snap geosnap_operation N/A

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

Geo to Set your geometry to a vertex selection within the scene.

Geo to Set your geometry to a vertex selection within the scene in a frame range.

Geo to Snaps your geometry by using a custom script.

Pivot Point to Set your pivot point to a vertex selection within the scene in a frame range.

Pivot Point to Set your geometry to a vertex selection within the scene in a frame range.

Pivot Point to Set your geometry to the selected prim’s bounding box within the scene. Click knob to select which part of the bounding box to snap to.

Pivot Point to Snaps your pivot point by using a custom script.

(Snap) T geosnap_translate on Sets the translation to the selection within the scene.
(Snap) R geosnap_rotate off Sets the rotation to the selection within the scene.
(Snap) S geosnap_scale off Sets the scale to the selection within the scene.

Transform Data

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.

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.

Import/ Export Tab
Live Read read_from_scene_link on If enabled read values from the source prim attributes dynamically into the knobs. If disabled the knobs switch into normal/local mode. Note that in this dynamic mode the values are not baked into keyframes in the knobs hey are dynamically created as if they were an expression. This means that the node will always update to the latest prim state.
Source Prim source_prim_path N/A Specify the source prim's scene graph location to load the camera.

Import From File

file_source_enabled

off

If enabled an external scene file is used to retrieve prim attribute data, overriding the scene input connection which is ignored.

If a valid source prim path specified that prim’s attribute data will be ‘live’ pulled into the node’s parameters - not baked into knob curves.

A valid path to the input prim must be specified otherwise the node will produce an error.

File Path file N/A Path to external scene file, if scene input is not connected
Reload reload N/A Force-update the scene source data. Typically used when file contents have changed but Nuke is not aware of the change.

Rotations Euler Filter

euler_filter_enable

on

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.

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.

Create Missing Parents create_missing_parents on When turned on, this will create the missing ancestor prims which don’t already exist in the path. When off, missing ancestors will be pure overs (i.e. overrides), which will cause the prim to not appear in the scene graph or render unless the parent prim ‘overs’ are turned into ‘concrete’ prims.
Create Missing Parents (Type) parent_prim_type Xform The type of prim to create for any ancestor prims in the path which don’t already exist.

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.