Anyone know the correct angle to place the camera for rendering a ship mesh to use in Transcendence?
I'm thinking it's between 5° and 10° or so. Anyone know for sure?
Camera Angle
From the thread entitled "graphic Development" in this forum.george moromisato wrote:20 images, each at 18 degrees.
To position the camera and the lights, imagine that the object is at the origin:
The camera is 6 units away and 12 units above the object.
The light source is 3 units to the left (as seen from the camera), 5 units behind and 5 units above the object (Note: treat the light source as being at infinity).
- dvlenk6
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OTF Graphic Development Thread
George's explanation of rotational and camera angles is in there.
EDIT - Beat out of the gate by OddBob
George's explanation of rotational and camera angles is in there.
EDIT - Beat out of the gate by OddBob

Thanks guys. I originally tried using that info from the thread but the part that's cunfusing me is the "units" stuff. My rendering prog (to tilt the camera) goes by "pitch", utilizing the XYZ orientation with 0-360 degrees, not units.
So, should I consider each unit as a degree or are they two seperate things entirely?
A graphical reference for object, light source and camera placements would really be handy.
So, should I consider each unit as a degree or are they two seperate things entirely?
A graphical reference for object, light source and camera placements would really be handy.
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The units are distances from the origin (0,0,0). What those units are is irrelevant, as long as you use the same unit for placing the objects on the x,y,z axis - s (what is the plural of axis?). It is the anglular measurements that count.
The Object goes at the origin (0,0,0)
The Camera (Blue) gets placed at that point in 3D space, I have 'point at' for a camera setting and point the focal point at the origin. 30 degrees or (-60 degrees depending on your app's defaults) rotation on the x-axis should do it.
The Light (Yellow) goes there. That pic shows a radial, I'd suggest a large diameter square or round parallel light be used instead. If you are using that, set it to 'infinite' or 'no fall-off' or whatever your app calls it.
I have a sun that is truly infinite (meaning no amount of movement in any direction effects the angle of the light rays at render time), if you have something like that, set it around azimuth 323 degress altitude 53 degrees, that is very close.