Camera control is one of the essential parts of creating impactful architectural images. Here's a complete guide on how to control the camera and views in Rhino.
Rhino can display perspective or orthogonal views (such as top: floor plan, or front, back, left or right elevations).
Viewports are ‘window’s through which you look at your scene. Each viewport shows one view.
By default, Rhino shows 4 viewports (‘windows’) – three of them show orthogonal views, and one perspective.
We can change what each of these viewports show.
Maximize a view by double-clicking its name. Then double-click it again to “minimize” it again.
This is what you will do very often while working in Rhino!
Here’s how maximized view looks like:
You can also change which view gets displayed where, by clicking on the arrow near the view name and selecting a view from Set View:
Rhino can display your model in different ways, from wireframes to shaded and even ‘artistic’ views.
Click arrow next to the view name to change the way its shaded from the list. Let’s try different shading modes, and select Pen because it looks cleaner for what we need now:
Rotate perspective view : Click and drag Right mouse button. Or SHIFT + CTRL + Left mouse button.
Pan view (both perspective and orthogonal) : SHIFT + Right mouse button.
Zoom view: Mouse Wheel, or CTRL + Right mouse button. I advise you use CTRL because it’s more accurate. Mouse wheel tend to “jump” too much sometimes.
To find out more about zoom, check out Rhino Keyboard Shortcuts:
You will very often want to zoom the view exactly around the objects you work with.
To do that, and more, open the Set View Tab. Note different zoom options:
This is also very important! Very often you’ll move your camera without actually wanting to, so this is where you can undo that change (see the previous image)
Panning and zooming around is useful while we do the modelling, but when we really want to set up camera for rendering, we need more accurate control. We can do this via Property panel.
When no object is selected, Property will show the properties of the view:
Rename the view: Let’s rename this perspective view from “2” to “StatueView”. We’ll use that so that later we are able to select and display that view again!
Change Lens To 35 (just to see the difference).
By default, we can’t see the camera in the views, but we can activate it like this:
Camera target is the point we are looking at (see above image, point #4).
Select the camera point and use Gumball to move it around in any view.
Then select camera target to move it around. Try to get a view like this by moving the camera and the target around:
More information on how to use Gumball – very useful!:
Sometimes it will be easier to simply click where we want our camera to be, and then click the target, instead of moving them around. Here’s how to do it:
First, make sure that the CPlane of the TOP view is at the height that we want our camera to be, at 1.7m (eye height).
So type: Cplane and then “w0,0,1.7” and enter. This will move construction plane to world point 0,0,1.7.
If this all sounds Greek to you – CPlane (construction plane) is a plane (for each view) where new objects (or the points we pick from) will be located (in top view, it’s not the same to pick the point at, say, height of 0.0, or height 1.85). You should read a bit about using CPlanes (or watch the video below):
Place camera exactly where you want it:
Or in video:
Note the XYZ Location points, and XYZ Target. We can even edit these values manually!
Now our camera is very nicely position. If you want to fine tune what you are looking at, you can either type values, or move the Gumball of the target.
More info on camera manipulation keyboard shortcuts:
We can give each view a name and store it for later use. So for example, if we make mistake and move something, we simply click back to what we saved.
It is very recommended to use one named view for each rendering you plan to make, so you don’t lose camera position!
To store our StatueView for later, do the following:
Now you have stored the “StatueView” and can always revert to it by selecting its name:
You can click on any of the views, and set it to StatueView.
Simply using the same viewport, place again camera and target but this time to the exterior, near the top-left edge, to get a view like this (you can simply type down these values in View Property panel):
Now save it as “Pool View”, same way I just saved the StatueView.
You can now have two views, side by side:
Here’s the video:
Great, now you can maybe and try to make another view that look good, maybe interior looking outside, and save it.
Then we’ll have 3 views to render the next tutorial!