A camera is always needed to be able to define the perspective and view of the objects in the scene. Therefore, a new, still empty scene already contains a default camera.
Cameras, however, do not only determine the viewing direction, but also, through their Focal Length, how realistically or optically distorted shapes are displayed. Small Focal Lengths increase the Field of View and can therefore display a larger part of the space at the same time. However, this also increases the likelihood that shapes will be optically distorted, especially if they are closer to the edge of the viewport.
Larger Focal Length values prevent such distortions and result in a technically correct image, but can then only display a small section of space (smaller Field of View). In addition, the Depth of Field can also be set via the camera. Surfaces that lie in front or behind the focal plane can then be displayed more blurred and out of focus. This can additionally increase the realism.
As you can have more than just one camera in your project, this also allows to quickly switch between different perspectives.
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Just like mesh objects, cameras also provide Transform settings that can be used to precisely describe the position and direction of a camera in 3D space. However, since the viewing direction of a camera can also be controlled directly in the viewport by gesture control, these numerical values are only required if, for example, technical views are to be defined.
Here you can choose the type of Projection and activate the camera, in case you have more than just one camera object in your scene.
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Field of View: In Projection Perspective, this value indicates in angular degrees how wide the camera's field of view is. The larger the angle, the greater the risk of optical distortion. The values of Focal Length and Field of View are automatically linked. If one of these values is changed, the other adjusts accordingly.
Focal Length: This setting is also found on camera lenses and indirectly determines how large the camera's field of view is. A small Focal Length value results in a large Field of View angle and increases the risk of optical distortion of the displayed shapes. Focal Length values corresponding to natural vision are around 50.
Presets: Below the Focal Length you can find several standard settings for it. Just tap on one of the preset values to use it.
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These settings can be used to override the global Depth of Field settings, that are available in the Display FX Settings described here. This can be especially handy if you are using multiple cameras in the project and therefore all cameras need customized Depth of Field settings. In general, this effect ensures that you can focus specifically on a certain position, and surfaces that are closer to or further away from the camera can be displayed out of focus. In any case, to display this effect, the calculation of Display FX and Depth of Field must be activated in the Display settings. There you can also find additional effects, such as Ambient Occlusion or Bloom to customize the display quality of your scene in the viewport.
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Target Type: You have three modes here to be able to define the position of the sharpness in space:
Focus Distance: At this distance, the camera is focused with Target Type Distance. Elements at this distance from the camera always remain sharply visible. You can also use the Distance Picker, to set this distance just by tapping into the viewport.
Coordinates: With Target Type Point you enter the position here, that should be in focus. You can also use the Point Picker to tap into the viewport to use that coordinate.
Object: Activate the Object Picker to tap on an object in the viewport that should be used here. The focus will be set to the objects axis system, as long as Target Type Object is active.
The active camera can be moved directly in the viewport with gestures (see also Gestures and Apple Pencil):