Sharing and embedding
Why do you need a camera?
Camera is needed not only to save the view you like but also for various settings, among them such important options as View Limits, Depth of field, and Orthographic view.
By default, you see the scene through the default camera, which has no settings.
Camera is added here:
⚠️ When you add a camera to a scene, it does not automatically switch to its view. That is, you just set the camera in the right place, but don't look out of it yet. To enter it, click the button in the left or right bar:
Full Camera Guide
Perspective and Orthographic
In the Orthographic projection, all objects and the distance between them will always look the same, no matter from which perspective we look and how far apart the objects are.
In the Perspective projection, we see the scene as in real life, for example, the size of the object decreases as it gets farther away from us.
Field of view
This option will help change the perception of the volume and size of the object. For example, being inside an ordinary cube, you can create the feeling of a huge hall. Or a toy rocket can turn into a giant spaceship.
Depth of field
Add realism to your scene by using focus. Choose an area that will be in focus, and everything outside of it will be blurred.
Focus offset — select an object to indicate what should be in focus. the rest will be blurred.
Intensity — blur intensity.
This option allows you to create control over the view of your scene for the viewers.
It can be limited to a rotation of the camera, zoom, and panning.
If you set all values to 0, the scene will be completely still.
You can see the result in the Preview mode.
This option enables rotation of the camera. The rotation will work in a Shared scene and can also be checked in Preview mode.
👉 The rotation occurs around the focus point of the camera.
Duration — the duration of rotation per lap, that is, the speed of rotation.
Easing — the higher the value, the smoother the acceleration of rotation will be.
Resume — option for automatically resuming rotation after interacting with the scene.
Resume delay — the time after which the rotation will be resumed.