Camera-Based Rendering Setup
In Foxel, a camera is more than a saved viewpoint.
A camera can also carry rendering-related setup, which makes it possible to use different looks and output settings in the same scene.
Why This Matters
In many scenes, one camera is not enough.
You may want one neutral view for working, another for presentation, and another for a specific output size or look.
Foxel supports this by letting each camera carry its own rendering-related setup.
This means cameras can define both:
- Where the scene is viewed from
- How the scene is rendered from that view
Camera Types
Foxel supports two main camera types:
- Orbit Camera
- First Person Camera
Orbit Camera
An Orbit Camera rotates around a focus point.
Use it for presenting objects and scenes from controlled angles.
This camera type is useful for:
- Turntable-style views
- Object presentation
- Scene overview shots
- Controlled product-like renders
First Person Camera
A First Person Camera moves through the scene from a first-person perspective.
Use it for exploration and walkthrough-style views.
This camera type is useful for:
- Moving through larger scenes
- Interior previews
- Environment walkthroughs
- Camera paths that feel like viewer movement
Creating Cameras
You can create cameras from the Object menu or from the current view.
Create From The Object Menu
Use one of these commands:
- Object > Create > Orbit Camera
- Object > Create > First Person Camera
Use this when you want to add a new camera first and then configure it afterward.
Create From The Current View
You can also create a camera from the view you are currently using.
To do this:
- Navigate to the exact view you want.
- Open the camera menu in the Header Bar.
- Create a new camera from the current view.
This is useful when you already have the framing you want and want to store it as a camera.
Camera Properties For Rendering
Each camera has properties that affect rendering.
These properties make it possible to use different cameras for different outputs or visual styles.
Resolution
Each camera includes a Resolution property.
Resolution defines the output size for rendered images and animations.
Use this when different cameras need different output dimensions.
For example, one camera may be set up for a wide presentation render, while another may be set up for a square social media output.
Render Setup
Each camera can use its own rendering setup.
This includes:
- Environment Settings
- Render Effects
These can be adjusted in the Inspector.
This allows different cameras in the same scene to use different visual setups.
For example, one camera can use a clean lighting setup for editing checks, while another can use a more polished setup for final presentation.
Render Profiles
Render setting profiles can be managed from the menu buttons next to the Environment Settings and Render Effects sections.
These menus let you create, load, and save profiles.
Profiles make it easier to reuse visual setups across cameras and projects.
Use render profiles when:
- Several cameras should share the same look.
- You want to save a tested render setup.
- You need to switch between different presentation styles.
- You want consistent output settings across multiple scenes.
Animation Support
Most camera and render-related properties can be animated with keyframes.
That means the camera itself can change over time, and many visual settings tied to it can also be animated.
This is useful for:
- Camera movement
- Changing viewpoints
- Animated render effects
- Lighting or environment changes
- Presentation shots and movie output
What To Remember
- Cameras in Foxel are more than saved viewpoints.
- Foxel supports Orbit Cameras and First Person Cameras.
- Cameras can be created from the Object menu.
- Cameras can also be created from the current view.
- Each camera has its own Resolution.
- Each camera can use its own Environment Settings and Render Effects.
- Render profiles help reuse visual setups.
- Camera and render-related properties can be animated.