Camera layer

The above screenshot shows 4 camera layers, 1 perspective and 3 parallel. The template used is from BixPack 1.



What can I do with the camera layer?

With the camera layer you can create a view to your scene. A show needs at least 1 camera layer.


How do I create a 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.

Examples

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.

Camera layers and viewports

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.


Extra info when editing

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>.


The active viewport

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 its bigger border.

Dragging layers

You can move layers with your mouse. Double click on a layer to make it the active layer and move it around with the left button pressed.

Viewports and exporting as picture and video

Only the active viewport is exported. If the active layer is not a visible camera layer, the first visible camera is used.

Post-processing

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.

Blur

Apply the Effects/Camera/Blur effect to blur the whole screen.


Fog

Apply the Effects/Camera/Fog effect to make the colour depend on the distance to the camera.

With the FX FOG colour property you can set the fog colour. In this example it is set to black.


Depth of field (DOF)

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.


Halftones

This example uses the Effects/Filters/Halftones effect.


Swirl

This example uses the Effects/Filters/Swirl effect.

Many more effects are available. Have fun experimenting!


Distortion

This example uses the Effects/Filters/Distortion effect.

It can be used to simulate decoding/encoding bugs and connection errors.


Simulate LED screens

Circles

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.


Squares

This example uses the Effects/Filters/Squares effect.

The distance between the LEDs can be set with the FX Padding property.


Stereo rendering

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.

Anaglyph

To render for red/green anaglyph glasses, apply the Effects/Camera/StereoAnaglyph effect to the camera layer (click on the Change effect... button).


Oculus Rift

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.


Camera layer style 1

Perspective projection

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.


Parallel projection

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.


Camera layer style 2

Solid

Normal view.


Wireframe

All layers are rendered as wireframes.


Camera layer style 3

Render all

This mode renders everything.

Render back

This mode only renders layers in the background, for example a picture layer using the Fullscreen style.

Render 3D

This mode only renders layers that are part of the 3D scene.

Render front

This mode only renders layers in the foreground, for example a picture layer using the 2D in foreground style.

Camera layer properties

Position

The position of the camera. Note that moving the camera to the left has the same effect as moving the scene to the right.

Rotation

This is the direction towards the camera is pointing.

Field of view(FOV)

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.


Size

This property is only used in parallel projection and controls the global size of all elements.

Arm length

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.

Target layer

This keeps the camera looking at another layer. The Rotation property is now relative to this direction.

Pupil distance

This is the distance between your eyes. This is used for stereo rendering.

Motion blur frames

The number of previous frames that are rendered half transparently on top of the current frame to simulate motion blur.


Motion blur intensity

The alpha channel of the motion blur frames.

Brightness

The global brightness. Set this property to 0 for a black screen.

Gamma

Gamma correction.

Colour intensity

0 means greyscale, 1 is the neutral value and when using values higher than 1, the colours are exaggerated.

Fade colour, Fade stage

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.

Active camera

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.