ABSTRACT

This chapter shows how to control multiple cameras and rendering composites, how to configure 2dimensional orthographic cameras for pixel-perfection, how to create split-screen games, and optimal ways to light one's scenes, plus lots more. Every camera has a Depth value. When multiple cameras are in the scene, the Depth value determines the render order of cameras. By default, cameras are rendered on top of each other like layers, with the lower depth cameras rendered before higher depth cameras. An orthographic camera is one in which perspective distortion have been removed to show an entirely flattened view of the 3D scene. A view where parallel lines remain parallel and objects don't scale based on their distance from the camera. There are two quick and really easy ways to control lighting in one's scene using only maps and materials, as opposed to light objects themselves. These are Environment Lighting, and Emissive Lighting.