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Blender Tip – Camera Shift for Architecture Renders

Blender Tip – Camera Shift for Architecture Renders

Hey what’s up this is Chris plush from
CGmasters.net, and in this quick video I’m going to show you how to get a clean
professional camera view for your architecture renders by maintaining a
two point perspective. When you rotate your camera up or down it introduces a
third vanishing point, a vertical vanishing point, which slants all of your
vertical edges and makes the image appear distorted. Now in real life you
can use a tilt/shift lens to correct for this and blender has an option for that
too. Now here I have a recreation of that photo and as you can see all of my walls
and everything that’s vertical is still perfectly vertical because I had my
camera pointed perfectly straight. Now if I want to get a good view of both floors
I would be tempted to rotate that down, but as you can see that ruins the
vertical lines and everything’s slanted and distorted. now. So let me cancel that
and instead of rotating the camera all we have to do is just change the Y shift
value over here in the camera options. So I’ll turn that down to -0.2 and it shifts the focus downward instead of rotating the camera downward.
And that’s all there is to it. It gives me the exact view that I wanted to capture
both floors but all of my lines remain perfectly vertical like that. It’s a very
very easy option to use as you can see, but it’s also very easy to overlook. I
still see a lot of architecture renders that don’t use that option there so I
thought I’d make this quick video and spread the word. So that does it for this
video then, and until the next one I’ll see you around.

40 comments found

  1. Thank you for the descriptive video. I just started to use Blender, mostly because it works on Linux.
    Do you have tutorials about how to make special effects for movies in blender? We want to add some in our channel.

  2. Ball Switch
    Hi guys,
    I designed the game in blender and developed in Unity myself.
    Please download it and play. Also, feel free to review and share.
    Hope you guys like the game.
    Arun Boyka.

  3. I don't know if it's just me, but personally I find the 2-point perspective images to look more distorted and weird than the 3-point perspective ones, probably because the 3-point looks like an actual photo / what you would see if you were actually there.

  4. Now, please Sir. Tell me. Can I use Blender Evee for renderings? after stable install. I'm using daily builds n I have problems with shadows. 🙁

  5. What addon if any do you use to line up photos for recreation ? always something off with recreating from photo , thanks for tip I tossed a lot of renders not using that tip

  6. Unfortunately you got tradeoffs with both :/

    The first one looks weird because it's such a wide angle, and in real life our eyes… they can see a wide field of view, but a lot of it along the periphery is sorta blurred and grayed out by our brain. Only a narrow area where we're focused actually looks clear and sharp. The brain barely 'draws' the scenery on the outside edges.

    So in real life, if you were trying to look at these 2 floors at the same time, you wouldn't really… your eyes would flick up and down automatically. When they flick up, the top floor looks clear and undistorted, because that's where our center of focus is. When they flick down, the bottom floor looks clear and undistorted too, because now the center of focus has changed. The floor where you're NOT looking might look weird and distorted, but it's being 95% ignored by your brain anyway so the weirdness doesn't really jump out at you.

    This is why the 3-point looks weird in the split screen, because it's focusing downward, and the upper floor's blatant perspective distortion is impossible to ignore. It's clear and sharp. In real life, you can't get a clear, sharp view of the extreme, distorted parts of your vision.

    The tilt shift trick seems to fix this, but causes 2 problems all its own. One is, we're used to the vertical vanishing point and we sort of notice when it's gone. If you stare at the right side pic, you can almost feel your brain trying to subconsciously compress the upper half of the room to make it look more natural. For example the vertical wall-corner on the left, and the vertical end of the wall on the right, where it lines up with the door up top… don't those two lines feel like they are leaning inward towards each other at the top?

    We know they aren't but our brain expects perspective distortion, so it figures those lines can't be straight in real life, or they'd converge at the bottom.

    The other problem is the lack of vertical foreshortening makes some features look stretched. Look at the banister on the stairs, or the candles. They all look tall and skinny and stretched on the right, but correct on the left. Even the mirror looks a foot taller on the right.

    So, I dunno…. if I were trying to show off an archi render, I would maybe try less extreme wide angle (no 10, 12, 14mm stuff) and use a natural perspective… I would pick my spots carefully, try to position it so that no major features trail off to the corners where distortion is worst, and pick points of focus that are not too close to the edges of the frame. Maybe just crop the worst areas. Like in the left pic, we could leave the upper third out and still have a nice square shot.

  7. 2 point perspective looks weird to me. maybe it's just the scene that makes it look weird? the building in your thumbnail looked better.

  8. One of those things that got me fired when I was working in company that makes archviz couple years back…3ds max won that battle…then.

  9. for all those crying about aspect and deformation this is just a tip for architectural rendering, very useful, I was working in a kitchen and before saw this I was having trouble because it was a very small kitchen so I couldn't find the correct angle but once I've saw this could solve muy problem. Thanks

  10. I would like to know a quick tutorial about obj and fbx format from blender to export and import to another programs and best practice to use it. thx.

  11. I love these quick tip videos. I can't believe I've never noticed those shift options before. The way I've usually dealt with this in the past has been to up the focal length in the camera tab (or lens angle in the viewport properties panel) to lessen the impact of the camera tilt.

  12. i didn't even know about that. I'm just not sure why it's a bad thing to have a third vanishing point? That's natural, isn't it?

  13. I think doing this makes it look much more distorted. If you took a real picture it would have that "vertical vanishing point" and that's expected. So taking it away makes it seem very distorted.

  14. Thank you so much for this video! I've been working on a Blender project trying to duplicate an interior scene from a photo and I couldn't figure out why my vertical lines didn't match the photo. I shifted the camera as you demonstrated and now it all lines up perfectly.

  15. This is such a great tip that will help an old CAD designer to create his vision. I will certainly be watching your other tutorials over the next few weeks. 
    Blender 2.8 is an incredible piece of software that is getting better and better as each day passes. All helped by the support of channels like yours.
    I really can't thank you enough.
    For now, THANK YOU. Dg

  16. I wish to god someone would make a plugin for Blender that makes this look as good as Vray's does in 3ds max. If that plug in exists PLEASE reply to my post. I know Blender does have Vray, but I would like this for cycles and Evee.

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