The above screenshot shows 4 camera layers, 1 perspective and 3 parallel. The template used is from BixPack 1.
With the camera layer you can create a view to your scene. A show needs at least 1 camera layer.
Choose LAYER > Add layer > Add camera layer... to create a new camera layer.
The new camera layer can be selected from the layers dropdown to make it the active layer.
The installer comes with shows demonstrating the possibilities of the camera layer. Choose FILE > Open show... and select a show from the BluffTitler/Media/Shows/Camera folder.
To quickly switch between your own shows and the ones that come with the installer, click on the Personal and App buttons in the upper right corner of the file dialog.
Every time you add a camera layer, a viewport is added. Every viewport has its own camera layer with its own settings and keyframe animation. You can create as many camera layers as you want, but BluffTitler renders a maximum of 4 viewports at the same time. You can temporarily hide a viewport by unmarking the Visible checkbox of the corresponding camera layer.
By pressing <F2> or choosing SETTINGS > Render coordinate system you can show/hide extra information including the camera coordinate system in the lower left corner, the local coordinate system of the active layer, the crosshair in the centre and the safe. This information is automatically hidden when exporting to picture or video.
For example you can visualise the position and rotation of the camera layer (or any other layer) by making it the active layer and pressing <F2>.
Next to using the Layers dropdown, you can select a camera layer by double clicking on its viewport. Make sure not to click on a layer because this way, the layer will be selected instead. The active viewport can be identified by pressing <F2>.
Make the camera layer the active layer before creating the new layer.
Choose LAYER > Attach layer > Attach active layer.
When you apply an effect to the camera layer, the render output is used as the 1st texture. This way the effect can be used as a post-processing effect.
Effects specifically designed for use in the camera layer can be found in the Camera folder. The effects in the Filters folder also work great applied to the camera layer.
Apply the Effects/Camera/Blur effect to blur the whole screen.
Use the Fog range and Fog colour properties to add fog.
Apply the Effects/Camera/CameraDepthOfField effect to make the blur depend on the distance to the camera.
With the FX DOF range property you can set the depth range (DOF) that appears sharp. A large range creates a deep focus, a small range a shallow focus.
The FX DOF blur property controls the amount of out of focus outside this range.
This example uses the Effects/Filters/Halftones effect.
This example uses the Effects/Filters/Swirl effect.
Many more effects are available. Have fun experimenting!
This example uses the Effects/Filters/Distortion effect.
It can be used to simulate decoding/encoding bugs and connection errors.
You can simulate a low resolution LED screen by applying the Effects/Filters/Circles effect to the camera layer.
The number of LEDs can be set with the FX Tiles property.
This example uses the Effects/Filters/Squares effect.
The distance between the LEDs can be set with the FX Padding property.
When you set the Pupil distance property to a non-zero value, 2 viewports are rendered, one for each eye.
Set the stereoscopic format in the options dialog.
To render for the Oculus Rift virtual reality headset, apply the Effects/Camera/StereoOculusRift effect to the camera layer.
The current version of BluffTitler does not use head tracking and does not automatically adjust to your headset. You have to fine-tune the rendering properties yourself by using the FX properties.
In this projection, objects that are further away from the camera are rendered smaller. Use the Field of view property to zoom in and out.
This projection is called parallel because parallel lines remain parallel. The size of the objects is independent of their distance to the camera. Use the Size property to set the global size of all objects. This projection is also called orthographic.
All layers are rendered as wireframes.
This mode renders everything.
This mode only renders layers in the background, for example a picture layer using the Fullscreen style.
This mode only renders layers that are part of the 3D scene.
This mode only renders layers in the foreground, for example a picture layer using the 2D in foreground style.
The position of the camera. Note that moving the camera to the left has the same effect as moving the scene to the right.
This is the direction towards the camera is pointing.
This property is only used in perspective projection.The field of view(FOV) determines how much you can see of the scene.A small FOV reduces the perspective 3D effect, a big FOV looks like a fish eye lens.
This property is only used in parallel projection and controls the global size of all elements.
This is the distance between the camera position and the camera rotation centre. When this property is not zero, the camera position is the rotation centre around which the actual camera rotates. With this effect you can create spectacular movie like camera movements.
This keeps the camera looking at another layer. The Rotation property is now relative to this direction.
This is the distance between your eyes. This is used for stereo rendering.
The number of previous frames that are rendered half transparently on top of the current frame to simulate motion blur.
The alpha channel of the motion blur frames.
The global brightness. Set this property to 0 for a black screen.
0 means greyscale, 1 is the neutral value and when using values higher than 1, the colours are exaggerated.
The fog starts at the distance of the 1st slider and is full at the distance of the 2nd slider. The Fog colour property sets the fog colour.
When moving the Fade stage property from 0 to 1, the colour of the screen is faded to the Fade colour property.
Note that fading to black can also be done by setting the Brightness property to 0.
Up to 4 cameras can be rendered at the same time, all in their own viewport. If the Active camera property is set to 0, all cameras as exported in the video.
If this property is set to 1 or higher, only this camera is exported. By animating this property, you can easily switch between shots during the animation.