Cameras in Unreal Engine
- L K
- Dec 9, 2021
- 1 min read
I've tried to use a few different camera types/shots in the previz to experiment and gain physical experience.
Shallow Depth of Field
One of the shots I wanted to try and have a very shallow depth of field with a change of focus as the camera moves. Most of the technical research on creating a shot in Unreal came from this video from the Unreal Engine YouTube channel, and the Unreal Engine documentation they provide.
In essence, using a low f-stop aperture with a long focal length to create an extreme depth of field.
After some experimentation pushing the values to the extreme without any good results, I realised that the close up actors initially in focus needed to be far closer to the camera. This changed the storyboard shot from moving through an entrance, to turning a corner which put the rock face much closer to the lens.
I finally settled on a 105mm Prime Lens, and tried to move the camera smoothly on the XY coordinates as if on a dolly.
Crane Arm Cam
I'm not entirely happy with how this came out. I think the glowing hole/shaft could be positioned better to allow a smoother movement, but the general idea of revealing a spooky glowing pit is achieved, despite not really being about to figure out to how to add some dense fog to hide the bottom.
Unlike the other camera, this one uses all of the transform and rotation options, as well as zooming.
I tried using the unreal documentation on Volumetric fog on this shot too, but I think that the relatively small area and focused camera didn't allow enough distance to create a dense effect.















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