Edit Views
Views (also named "Cameras" in other programs) determine
the part of the scene that will be displayed in an image.
View Setup Diagram
This diagram illustrates the properties of the current
view. The graphics area represents the possible image
area, or a part of it for perspective and parallel views.
The red rectangle represents the area that is covered
by the image with the proportions set to the right.
The viewing angle of each image boundary relative to
the view direction (or its distance for parallel views)
is marked at the border of the diagram, also in red.
The light grey crosshair marks the view center or the view
direction.
Tick marks on the crosshair are displayed every 15 degrees
(or 15 units for parallel views), and the outline of each
30 degree frame is shown as a light grey rectangle or square.
In the screenshot above, this principle is best seen
on the vertical crosshair line. The 60 degree square
is also the outline of the diagram.
Image Proportions
This area of the dialog sets the size and proportions of
the view. Some of the fields may not be available for
all projection types.
Orientation:
Image Aspect:
Those two options together define proportions of the image
with respect to it's width and height. If the image aspect
is set to square or a free aspect, then the orientation
selection has no effect. Otherwise, it will determine if
the width or the height of the image is bigger than the other.
Horizontal Opening Angle:
Vertical Opening Angle:
Diagnoal Opening Angle:
Those three values are the angles of the field of vision
in horizontal, vertical, and diagonal direction. They
determine how much of the "world" can be seen from the
specified point of view. If the image aspect is set to a
fixed value, then each change here will also modify the
respective other two entries, to maintain that aspect.
Focal Length:
The focal length is determined in terms of the standard
24mm slide format. If the images aspect is set to 2:3,
then the image shows exactly what a usual photographic
camera would show with a lens of this focal length.
Right Shift:
Up Shift:
The shift values move the frame of the image in the
specified direction, without modifying any other of
the view properties. This can be used to avoid distortions
of perspective, eg. when looking up a tall building
from a close distance in the street.
Front Clipping Plane:
Back Clipping Plane:
The clipping planes can be used to cut parts of the
geometry away, that would otherwise obstruct the view,
without actually removing them for the simulation.
A typical application is to look into a room outside,
by setting the front clipping plane just behind the
front wall, or for floor plan views, looking through
the ceiling. The distances are measured from thev
view point, so that a zero distance will result in
no clipping at all, except with parallel projections.
For fisheye projections, the view planes are actually
view spheres. A negative front clipping plane may
cause objects behind the view point to be displayed
in inverted view.
View Specification
Projection Types:
There are several ways to project the world into a
two dimensional image:
- Perspective
- The perspective view projection comes nearest to what
we usually consider a "natural" view, as it most closely
reproduces the way that the human eyes perceive reality.
- Parallel View
- The parallel view is equal to an axonometry.
- Cylindrical Perspective
- The cylindrical perspective is also known as
"panorama view".
- Hemispherical Fisheye
- The hemispherical fisheye projects the hemisphere
in front of the viewpoint on a circular image plane.
- Angular Fisheye
- The angular fisheye projects the full environment
around the viewpoint on a circular image plane.
View Point:
The view point is where the eye of the viewer is
located in the scene for the view.
View Direction:
The view direction defines the central main axis of
the view. Points that lie in this direction
are displayed in the center of the image, except when
an image shift is applied.
View Up Vector:
The view up vector determines the orientation of the image,
and is usually equivalent with the vertical axis of the
image plane. In most cases, this axis will point towards
positive Z, which means that the viewer holds an upright
position. Other directions would imply that the viewer
tilts his head to one side, a direction towards negative
Z will produce an upside down image.
Buttonbar
Ok
- accept the edited view configuration and close the dialog.
Cancel
- discard the edited view configuration and close the dialog.
Revert
- discard the entered values and reset all fields to
the values they had when the dialog opened.
Help... - display this information.
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