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- [Instructor] In this video,
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we will learn how to set
up an isometric camera
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which we can use for all
our cubic world scenes.
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Now in order to create
our isometric camera,
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let's select the scene collection up here.
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Press C, create a new one,
which I call a render,
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you can also give it a different name,
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but I like to call it render.
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And here I create one
sub-collection, which I call camera.
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Make sure the sub-collection is selected,
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press shift A and add a new camera.
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Let's move it somewhere here.
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And in order to look through
the camera, press numpad zero.
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Now let's zoom back a bit.
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And if I press G and then press Z twice,
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I move along the local
Z-axis of this camera
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and you can see when I move
the camera further away,
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the objects are getting smaller
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so we have this perspective shift
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or this perspective distortion
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that everything which is
further away from the camera
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will get smaller.
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However, this isometric
look has this 2D feel to it
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where everything has its original size
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no matter how far away
this is from the camera
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and this we can change
by selecting the camera,
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go to the object data setting stone here
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where we can change the camera settings
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and here let's change
the type to orthographic.
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Now with the orthographic
scale, we can zoom in and out
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as you can see
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and now if I press G to
move the camera around,
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you can see it looks
like if we are looking
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at a flat 2D image.
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To get this isometric look,
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we have to change the angle of the camera.
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So make sure the camera is selected.
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Let's press numpad seven
to look from above.
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And now let's change the angle,
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which I looked up online
because it is a bit more tricky
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than just entering the
super simple value here.
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It's a special value,
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54.736 for the X rotation,
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zero for Y and 45 for Z.
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Let's move this over
here a bit, press zero.
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Now you can see we have this
nice perfect isometric look.
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However, you can of course
leave this if you like,
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but I feel that's a bit too
much from the top-down view
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which I don't like that much.
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So I usually change this to
something like 65 degrees
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and move this down a little bit.
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So it looks as if we are looking
a bit more from the side,
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but it's totally up to
you or what you do here
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and later on, we might also
rotate the camera a bit
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along the Z-axis so I'm not
fully always sticking to this
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perfect 45 degree angle here.
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Let's press N and split the view here.
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Of course, I want to
show you a little problem
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or little thing we have
to take care about.
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Let's change this to the local axis.
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Press T and use move tool.
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Now we can see the
local axis on the camera
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and now if I'm moving this
closer to our objects,
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they get cut away at some point.
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So you can imagine that
the camera plane here
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is like a knife and
everything on the other side
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will be cutted away as you can see here.
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Even the ground on here if the camera
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is clipping through the ground,
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you can see how the
scene will be cut away.
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So all you need to do
in order to make sure
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that this doesn't happen
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is to move the camera far enough away
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so that all the objects
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in your scene will be
in front of the camera.
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Also, if you're changing the
orthographic scale up here,
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you can see if I scale too much,
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the camera's also clipping
through the ground here
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so then again, I needed
to move it further away.
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Of course, I don't want to
have this huge scale right now.
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Something like 20 or
15 is more than enough.
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In most cases, depends on
how large your scene is
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so we can also move a bit closer for now.
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Let's remove this window here once again.
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And one other thing I want
to set up for the camera
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when the camera selected
and we want to move around,
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simply press G.
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And you can see that even though
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when the objects are
outside of the camera frame,
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I can still see them.
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And I find this a bit distracting
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because then I don't actually just see
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what will be in the final rendered image.
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And in order to change this,
we can go to viewport display,
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passepartout and then
crank this up to one.
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You can see, here I can change the opacity
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from what's outside of the camera view
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and I like to set this to
one and now I can just see
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what's inside the final rendered image.
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So and there are two other
things which I recommend
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setting up pretty much at the start
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of your scene creation process,
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which you can find here
in the output settings.
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First of all, the dimensions,
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of course the resolution itself.
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When the aspect ratio is not changing,
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you can change later on.
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However, if you want to
use a special aspect ratio,
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let's say want to have a square format
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for social media or what I like to do,
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I use a 4K resolution with
21 by nine aspect ratio
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which is this white screen
look which I love using.
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It gives this cinematic feel,
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which is of course maybe not
so useful for social media
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but for epic YouTube videos
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and this is probably pretty nice.
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Of course, you can also use the default
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1920 by 1080 full HD resolution
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or the default 3,840
by 2,160 aspect ratio,
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which is the full 4K
and 16 by 9 resolution.
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However, I like to use this 1,620.
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And the second thing I would
recommend to change immediately
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is the frame rate.
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So I want to use this
smooth as butter 60 FPS.
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However, if you want to use
25 or 30 or whatever you like,
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I would recommend to set it up immediately
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because when you later on
start animating something
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and then change the frame rate afterwards,
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this can cause a lot of troubles
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so I would recommend to do it immediately.
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And I will probably mention
this a few more times
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so that you won't forget,
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and now we're ready
with our camera set up.
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Let's save the file and
let's continue with the basic
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light set up.
10808
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