Understanding Perspective Views

Perspective view of the ice-cream shop

Perspective views most closely resemble human vision. Objects appear to recede into the distance, creating a sense of depth and space. For most 3D computer graphics, this is the view used in the final output. ItÆs what the client sees on-screen or on the page.

Perspective View

A perspective viewport, labeled Perspective, is one of the startup viewports in gmax. You can change any active viewport to this "eye-like" point of view by pressing the keyboard shortcut P.

Camera View

Camera view requires that you first create a camera object in your scene. You can change the active viewport to a camera view by pressing the keyboard shortcut C and then selecting from a list of cameras in your scene.

A camera viewport tracks the view through the lens of the selected camera. As you move the camera (or target) in another viewport, you see the scene move accordingly. This is the advantage of the Camera view over the Perspective view, which can't be animated over time.

If you turn on Orthographic Projection on a cameraÆs Parameters rollout, that camera produces an axonometric view like a User view.

See Cameras.

Light View

Light view works much like a targeted camera view. You first create a spotlight or directional light and then set the active viewport to that spotlight. The easiest way is to press the keyboard shortcut $.

See Lights.