Understanding Views
- Axonometric
views show the scene without perspective. All lines in the
model are parallel to one another. The Top, Front, Left, and Orthographic
viewports are axonometric views.
- Perspective views show the scene with lines that converge at the horizon. The Perspective and Camera viewports are examples of perspective views.
Perspective views most
closely resemble human vision, where objects appear to recede into the distance,
creating a sense of depth and space. Axonometric views provide an undistorted
view of the scene for accurate scaling and placement. A common workflow is to
use axonometric views to create the scene, then use a perspective view to render
the final output.
There are two types of
axonometric views you can use in viewports: head-on and rotated.
An orthographic view is often a head-on view of the scene, such as the view shown in the Top, Front, and Left viewports. You can set a viewport to a specific orthographic view using the Point-Of-View (POV) viewport label menu, keyboard shortcuts, or the ViewCube. For example, to set an active viewport to Left view, press L.
You can also rotate an orthographic view to see the scene from an angle while retaining parallel projection. However, when viewing the scene from an angle, it’s often more helpful to use a perspective view.
An orthographic view is often a head-on view of the scene, such as the view shown in the Top, Front, and Left viewports. You can set a viewport to a specific orthographic view using the Point-Of-View (POV) viewport label menu, keyboard shortcuts, or the ViewCube. For example, to set an active viewport to Left view, press L.
You can also rotate an orthographic view to see the scene from an angle while retaining parallel projection. However, when viewing the scene from an angle, it’s often more helpful to use a perspective view.
A perspective viewport,
labeled Perspective, is one of the startup viewports in 3ds Max. You can change
any active viewport to this "eye-like" point of view by pressing P.
Once you create a
camera object in your scene, you can change the active viewport to a camera view
by pressing C and then selecting from a list of
cameras in your scene. You can also create a camera view directly from a
perspective viewport, using the Create
Camera from View command.
A camera viewport tracks the view through the lens of the selected camera. As you move the camera (or target) in another viewport, you see the scene move accordingly. This is the advantage of the Camera view over the Perspective view, which can't be animated over time.
If you turn on Orthographic Projection on a camera’s Parameters rollout, that camera produces an axonometric view. See Cameras.
A camera viewport tracks the view through the lens of the selected camera. As you move the camera (or target) in another viewport, you see the scene move accordingly. This is the advantage of the Camera view over the Perspective view, which can't be animated over time.
If you turn on Orthographic Projection on a camera’s Parameters rollout, that camera produces an axonometric view. See Cameras.
By default, camera
views use three-point perspective, in which vertical lines appear to converge
with height (in traditional photography this is known as keystoning). The Camera
Correction modifier applies two-point perspective to a camera
view. In two-point perspective, vertical lines remain vertical. A similar effect
can be attained by putting a Skew modifier on a camera.
Light view works much
like a targeted camera view. You first create a spotlight or directional light
and then set the active viewport to that spotlight. The easiest way is to press
the keyboard shortcut $.
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