Sunteți pe pagina 1din 4

Your professional render-related stuff library!

Using the exclusive 3d models of the high quality and professional tricks is a confident w ay for your
promotion in the computer graphics, and the direct saving of your time and money.

Tutorials 3ds Max


Free 3d models
3d models SHOP

Home 3ds Max tutorials Tips and tricks Orthographic projection vray tutorial

Orthographic projection in 3ds Max and V-Ray

AAA

Probably, anyone w ho deals w ith visualization, especially of architecture, have faced the need of creating an image w ithout
perspective distortion. In particular, it is the rendering of the orthogonal projection of the facade of a building or a straight
interior elevations.
In most cases, the most common question on this theme is: "How to render a facade without the perspective using
VRayPhysicalCamera?" The answ er is quite simple - in no w ay w ith completely no perspective w ith VRayPhysicalCamera :)

In fact, the perspective is a distortion of dimensions and shapes of objects in their visual observation. It is specific not only to
any camera lenses, but to the human eye also. Speaking in the aspect of traditional photography, perception of the perspective
distortions of the human eye, for example, close to those in the so-called normal lens. The strongest perspective distortions are
in the w ide-angle lenses w ith small focal length. And in contrast, less perspective distortion observed in telephoto lenses w ith
long focal length.
Just these very distortions are imitated by the 3d program's cameras.
It is easy to guess that to get rid of perspective, you simply need to increase the focal length, simulating the telephoto lens and
reducing the perspective distortions to a minimum. How ever, as in real photography, the changing of the focal length also
changes the camera's zoom and angle of view . This makes a need to carry the camera to a considerable distance from the
subject, so that the shot hit the same part of the scene, as in the shot w ith a smaller focal length.
The focal length setting is responsible for a VRayPhysicalCamera focal length. To achieve results that are very close to the
orthogonal projection, it is necessary to increase this parameter. Typically 3000-5000 mm w ould be enough to significantly
minimize perspective distortion. Also you should move the camera back at a considerable distance for all objects to be
completely in the shot.
In any case, it w ill be only the relative visual similarity
w ith the orthogonal projection, w hile in fact not being it.

converted by Web2PDFConvert.com

The real orthographic projection can be obtained using


standard 3ds max camera. To do this, just replace
VRayPhysicalCamera w ith standard and activate the
appropriate function in it.
Take a look at the bike picture. At the first visualization it
looks pretty standard, like any forw ard-looking photo,
but at the second picture it looks more like a color
draw ing than a photo. This is especially evident at the
handlebar. In the first case the both left and right red
handles are clearly distinguishable, w hich go into
perspective and distort, w hile in the second case even
the left hand is virtually invisible. It is visible strictly on
the side only and has no perspective distortion.
If your scene is initially configured for visualization w ith
VRayPhysicalCamera, you can simply change it to standard
3ds Max camera using a few basic operations. You can
learn how to do it from the Sw itching from
VRayPhysicalCamera to standard tutorial.
The Orthographic Projection option is responsible for the
reconfiguration of the standard camera from perspective
into orthogonal. It is located in the camera settings
Parameters rollout. Simply set the checkbox near
Orthographic Projection and the camera w ill be orthogonal
w ithout any even minimal perspective distortion.
W hether to use VRayPhysicalCamera w ith intense
settings or an present feature of a standard 3ds Max
camera is rather a matter of taste than of a principle
correctness. The desired result can be achieved in both
w ays. Pick the one that is comfortable and easier. We
hope that this lesson has helped to answ er the
frequently asked question about how to do render
w ithout perspective distortion in the V-Ray.
Have a beautiful and precise ortho-renderings! :)
Questions and suggestions regarding this tutorial please leave in comments.
The tutorial is w ritten and prepared by:

Anton (RenderStuff)

3d rendering artist at Ren3d w ith more than eight years of experience in photorealistic 3d rendering. Author of all RenderStuff
rendering tutorials and much of the CG images on this site.

Max (RenderStuff)

Professional 3d modeler w orking at Ren3d, has seven years experience in creation of various 3d objects. Author of 3d models,
co-author & theoretical editor of all RenderStuff publications.
See you next tutorial, check for updates, and certainly support us by purchasing liked excellent premium 3d models
Your questions and suggestions regarding this tutorial feel free to w rite in comments below .

Sad #149, 1441 days ago

converted by Web2PDFConvert.com

really helpful. thanks man!


arq #193, 1428 days ago
I'm w orking on an architecture project, and needed the orthogonal projection of the building, I am designing the buildings
w ith sketchup w ith the help of v-ray for the renders, I appreciate if you can explain how I do in r-ray to obtain the
projections of the orthogonal to the building.
RenderStuff #195, 1427 days ago
Hi arq! We do not use the Google SketchUp in our w ork, but it is for sure that the conceptions for using 3dsmax's and
sketchup's V-Ray are similar. All you need is to correctly position the camera exactly perpendicular to the facade. Then to
minimize perspective distortion. This is done by enabling the Override Focal Length option and setting it to 3000-5000
millimeters. This w ay you imitate the extrastrong telescopic effect and get the minimum of the perspective distortions.
After that move the out (back) camera so the all facade be in the frame and render it. Also you can check if there is a
possibility of using the default camera w ith V-Ray in SketchUp in ortho mode.
3Dman #201, 1424 days ago
You guys are miracle-w orkers! Thnx for your advices. They very helpful to me.
fluid #375, 1282 days ago
great , it w ork for me. thank u guys. thanks again
cale #523, 1190 days ago
any idea how one could change the camera from perspective to orthographic over time? I have an animation w here I
w ant to pull the camera up from an object to show it from the top, but in orthographic.
RenderStuff #524, 1189 days ago
Hello cale,
Generally, the Orthographic Projection option is not animatable. How ever, you can decrease the camera's FOV value to the
unity. Also, move it aw ay from the object on the enough distance, so the object can fully be seen in the frame. Actually,
this is the trick described in the tutorial on the VRayPhysicalCamera using.
As an option, you may create additional camera w ith Orthographic Projection enabled, and sw itch to it on the desired
frame of the animation.
The last and the simplest, you can make your animation as before, but saving it to the rester image files sequence. After
this, separately render the ortho-frames and paste them by the desired numeration to the final sequence, shifting the left
frames.
If you w ish to have the smooth animation of the gradual changing from the perspective to the ortho, the first option w ill
be the most suitable
Big Chris #782, 1140 days ago
Grab hold of Vray 2 and use a normal max camera w ith VRay exposure settings.. then you can have w hatever angle you
w ant !!!!
RenderStuff #783, 1140 days ago
Yeah Big Chris, you're right, that is already possible w ith V-Ray 2.0 in V-Ray Exposure Control rollout of Environment tab in
Environment and Effects w indow
shir #3905, 711 days ago
thank you for help!
pun #4269, 659 days ago
go to tools, vray light lister
all vray light multiplier divided by 30.
for example, 30 change to 1
600 change to 20
and also the multiplier for vray lighting material.
here u go just render the elvation and plan
j avascr i pt : docum ent . l ocat i on. hr ef = ' ?l ang= en&edi t _di scussi on&m ode= i t em &i d= 0132&page= ' ;

converted by Web2PDFConvert.com

Leave your comment >>


By using contents of this site, you agree with these terms:
PRIVATE USE

SELL

You can freely use the dow nloadable content as w ell as


the informtaion from articles (tutorials) and 3d renderings
(images) in your ow n private projects and scenes.
Working w ith the materials from the site you can modify
them at your ow n discretion as long as it is done for
personal purposes.

You can NOT sell the any content from this site in
modified or not modified form, as a standalone product or
in the composition of the collections unless otherw ise
specified. Using of RenderStuff 3d models as a reference
for creating derivative 3d models and their further selling
is prohibited.

COMMERCIAL USE

REPUBLISH

The free 3d models and any files in dow nloadable


archives (*.zip) are prohibited to use in commercial
purposes. You can NOT use the free 3d models in
commercial or paid projects in modified or not modified
form, unless otherw ise specified. You can freely use the
3d renderings (images) from this site in commercial
projects.

You can republish articles (tutorials) and 3d renderings


(images) from this site only if there w ill be a dofollow
visible hyperlink to renderstuff.com as the author. The
reposting, sharing and distribution of the free 3d models
is NOT allow ed. You cannot distribute in any w ay the
derivative 3d models, made using any RenderStuff 3d
model as a reference.

Any trademarks or logos are property of their respective ow ners, and are used for identification purposes only.
ABO UT RENDERSTUFF

ALL CO NTENT 2008-2013 RENDERSTUFF.CO M

converted by Web2PDFConvert.com

S-ar putea să vă placă și