From the course: Maya and After Effects: Product Visualization
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Creating an orthographic camera
From the course: Maya and After Effects: Product Visualization
Creating an orthographic camera
- [Instructor] A common requirement for a product shot is an isometric projection in which there is no perspective distortion caused by foreshortening. In a perspective projection such as this perspective viewport, parallel lines appear to converge at a vanishing point, at infinity, but in an isometric view, parallel lines never converge, they remain parallel. This is similar to an orthographic view, such as the top viewport, except that in an isometric view, all three XYZ dimensions are visible, and additionally, all three dimensions are measured equally in screen space. In other words, all edges of a cube will be displayed the same length in the rendered image, and that's why I've got a cube in my scene as a test object to illustrate the isometric rendering. Let's begin by staging our subject. I'll select the axis one object and set its rotate Y value to negative 90 degrees. We can see in the top view that the robot arm…
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