How Control the Camera, Angle and Distance on an AI Art Scene in MidJourney?

AI Artist TV
17 Jan 202323:24

Summary

TLDRThis video tutorial offers an in-depth guide on controlling camera angles and scene composition in AI-generated art. The host discusses various camera positions, distances, and heights, illustrating how to manipulate these elements to create dynamic scenes. Using 'medieval warriors' as a base subject, the tutorial explores different views, angles, and scene types, emphasizing the importance of scene configuration before subject placement. The video is a valuable resource for artists looking to enhance their AI art creation skills and understand the fundamentals of scene composition.

Takeaways

  • πŸŽ₯ The video is an introduction to controlling camera scenes in AI art creation.
  • πŸ“Έ Key aspects covered include camera position, distance, and height.
  • πŸ–ΌοΈ The focus is on creating different types of scenes and configuring camera views.
  • πŸ“ The video explains the importance of configuring elements before adding the subject to the scene.
  • 🧩 Tips include avoiding naming objects that could be mistakenly added to the scene by AI.
  • πŸ”„ Different views such as front, side, and back are discussed, along with their uses.
  • πŸ“ Various camera heights like ground level, low angle, eye level, and high angle are explained.
  • πŸ” Distance settings are covered, including extreme long shot, long shot, medium shot, close-up, and extreme close-up.
  • 🎬 The importance of selecting appropriate scene types like action, war, and panoramic views is emphasized.
  • πŸ“Š The video also mentions additional resources available through the creator’s Patreon for further learning and support.

Q & A

  • What is the main topic of the video?

    -The main topic of the video is about controlling the scene in AI art creation, focusing on camera positioning, distance, height, and the types of scenes that can be worked on.

  • What are the three basic views of a scene that the video discusses?

    -The three basic views discussed in the video are the front view, side view, and back view.

  • Why should props not be used before the subject in AI art creation?

    -Props should not be used before the subject because the AI might interpret them as elements to be included in the final image, which could lead to unwanted additions to the composition.

  • What is the significance of configuring the scene before the subject in AI art creation?

    -Configuring the scene before the subject is important because it sets the stage for the AI to understand the desired point of view, angles, and distance, leading to better results in the final artwork.

  • What are the different camera height perspectives discussed in the video?

    -The different camera height perspectives discussed are ground level view, low angle view, eye level view, and high angle view.

  • How many scene types are mentioned as being possible for camera positions in the video?

    -The video mentions around 61 possible scene types for camera positions.

  • What is the purpose of using different scene types in AI art creation?

    -Using different scene types helps to convey the desired theme or mood of the artwork, influencing the camera position and composition to best represent that scene.

  • What command can be used to reset the camera to a centered view in AI art creation?

    -The command to reset the camera to a centered view can be 'Central View' or 'Centering View'.

  • How does the video suggest combining different elements to control the scene better?

    -The video suggests combining elements such as the angle, height, distance, and scene type to control the camera position and create a more tailored and specific scene in AI art creation.

  • What is the importance of understanding camera control in creating AI art scenes?

    -Understanding camera control is crucial for artists as it allows them to have full control over the composition, enabling them to create scenes that align with their vision and artistic intent.

Outlines

00:00

🎨 Introduction to Scene Control in AI Art

The speaker introduces the topic of controlling the scene in AI-generated art, specifically focusing on camera positioning, distance, height, and angles. They mention this as the first part of a series on creating AI art, emphasizing the importance of scene configuration before subject placement. The speaker also advises against using props that could be mistaken for elements in the AI's final rendering, to avoid unintended results. They encourage viewers to like and subscribe to support the channel, as they share their learning journey in AI art creation.

05:01

πŸ“ Understanding Camera Angles and Heights

This paragraph delves into the specifics of camera angles and heights in scene configuration. The speaker explains the basic views: back, side, and front, and how they can be manipulated in AI art. They also discuss different camera heights, including ground level, low angle, eye level, and high angle views. The speaker provides examples using 'medieval warriors' as a subject and demonstrates how to adjust the camera's position to achieve various perspectives, from ground level to high above the subject.

10:01

🌌 Exploring Distance and Scene Types

The speaker continues the discussion on scene control by addressing the camera's distance from the subject, outlining different shot types such as extreme long shot, long shot, medium shot, close-up, and extreme close-up. They also introduce the concept of scene types, which can influence the camera's position and angle to best represent the scene's theme. Examples of scene types include action, chase, and war scenes, each of which can alter the camera's perspective to enhance the portrayal of the scene's dynamics.

15:04

🏰 Advanced Scene Configuration Techniques

The speaker provides advanced techniques for configuring scenes in AI art, discussing the use of specific scene types and camera angles to create a desired effect. They mention the integration of scene types with camera views, such as combining a war scene with a panoramic or aerial view to capture the full scope of the action. The speaker also touches on the use of different 'syn' types, which are scene types that can be combined with camera angles to create unique perspectives and enhance the storytelling within the AI-generated art.

20:04

πŸ“˜ Conclusion and Encouragement to Experiment

In the concluding paragraph, the speaker emphasizes the importance of understanding and controlling camera angles, heights, and distances in creating compelling AI art scenes. They encourage viewers to experiment with the various scene types and camera positions discussed to gain a deeper understanding and improve their art creation skills. The speaker also mentions their Patreon, where they document their process and provide a database of commands for scene creation, inviting viewers to join and support their work.

Mindmap

Keywords

πŸ’‘Camera Position

Camera Position refers to the spatial relationship of the camera to the subject in a scene. It is a fundamental aspect of cinematography and photography, influencing the viewer's perspective and emotional response. In the video, controlling camera position is central to creating dynamic scenes, with the script discussing various camera angles such as front view, side view, and back view.

πŸ’‘Scene Configuration

Scene Configuration involves arranging the elements within a scene to achieve a desired visual effect or narrative purpose. The script emphasizes the importance of configuring the scene before the subject to avoid unwanted elements and to ensure that the scene setting complements the subject matter. This includes defining camera angles, height, and distance.

πŸ’‘Camera Angle

Camera Angle is the position from which a scene or subject is viewed and captured by the camera. The script discusses different types of camera angles, such as ground level, low angle, eye level, and high angle, each of which can convey different moods or perspectives in a scene.

πŸ’‘Distance

Distance in the context of the script refers to the physical space between the camera and the subject. Different distances can create various visual effects, such as extreme long shots, long shots, medium shots, close-ups, and extreme close-ups. The script provides examples of how these distances can be used to frame medieval warriors to create different scene dynamics.

πŸ’‘Scene Type

Scene Type categorizes the nature or setting of a scene, such as action, war, or panoramic. The script explains how different scene types can influence the choice of camera position and angle to best represent the intended atmosphere or narrative of the scene.

πŸ’‘Medium Shot

A Medium Shot in film and photography captures the subject from the waist up, providing a balance between showing the subject and the surrounding environment. The script mentions this as a common shot used by AI when creating scenes, indicating a typical approach to scene composition.

πŸ’‘Extreme Close-Up

An Extreme Close-Up (ECU) is a shot that tightly frames a subject, often focusing on a specific detail or feature. The script discusses the use of extreme close-ups to bring the viewer very close to the subject, creating a sense of intimacy or emphasis.

πŸ’‘Panoramic View

A Panoramic View is a wide shot that captures a broad perspective of a scene, often used to establish the setting or to show the scale of a scene. The script suggests using a panoramic view to give a wider context to a war scene, for example, showing the full scope of the action.

πŸ’‘Aerial View

An Aerial View is taken from above, providing a bird's-eye perspective of the scene. The script mentions using an aerial view to depict a war scene from the top, offering a unique vantage point that can reveal the layout or extent of the action.

πŸ’‘Action Scene

An Action Scene is a sequence in a film or video that is characterized by high energy, movement, and often physical conflict or activity. The script discusses how to configure the camera and scene to effectively capture the intensity and dynamics of an action scene.

Highlights

Introduction to controlling the position of a camera in AI-generated scenes.

Explanation of how to control camera distance, height, and angles in scene creation.

Discussion on avoiding the use of props that can be mistaken as elements in the scene.

Importance of configuring the scene before the subject in AI art creation.

Techniques for defining the point of view and angles in scene setup.

The use of basic subjects like medieval warriors for demonstrating camera control.

Differentiating between front, side, and back views for scene composition.

Understanding the impact of camera height on perspective: ground level, low angle, eye level, and high angle views.

Practical examples of how camera angle affects the portrayal of medieval warriors.

Exploring the five types of camera distance: extreme long shot, long shot, medium shot, close-up, and extreme close-up.

How to combine camera distance with angle to create dynamic scenes.

The concept of scene types and their influence on camera positioning for different themes.

Using scene types like action, chase, and war to dictate camera angles and create immersive experiences.

The role of scene types in enhancing the storytelling aspect of AI-generated art.

Combining different scene types with camera angles to create complex and engaging visuals.

The use of panoramic and aerial views to capture the breadth of a scene in war or large-scale scenarios.

Highlighting the importance of experimenting with camera control to master AI art creation.

Invitation to join the Patreon for further documentation and exploration of AI art techniques.

Encouragement for viewers to practice and have fun with the creative possibilities of AI scene generation.

Transcripts

play00:00

hello guys and girls welcome to one more

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AI artist TV Qatar is here and today

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we're gonna be talking about how to

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control your scene so I pretty much will

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cover them during this this

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video how to control the position of a

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camera the distance of the camera the

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height how the possible kind of scenes

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you can work on uh I'm considered I'm

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considering this one here as the first

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part on how to create a whole C uh I I

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we're going to be talking here today

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we're going to be talking a little bit

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about uh the first part of the probes um

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even before the subject and how you

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position and what options we have to

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Define configure exactly where we want

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our point of view where what's the

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angles what's the distance and Etc okay

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all right let's think about that I I

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thank you for for being here so give me

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a like give me a subscribe all this it

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is great help me a lot since I'm just

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starting here and I want to keep sharing

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everything I'm learning with you guys

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okay so

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um speaking about this the subject which

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which I love but by the way seems one of

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the things I like most to do

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um we're gonna be talk as I said we're

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gonna be talk today here on pretty much

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uh as the configuration before the

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subject and by the way this is a very

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important point that I would like to

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stress a little bit more everything we

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put before the subject me Journey has to

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be something no material has been said

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to be something that midi Journey will

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not add any element there because

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otherwise if we start using something

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inside that inside the the the props uh

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that is before the subject mid Journey

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can put as an element and I was doing

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myself this mistake uh on on the first

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video about the photos for example I was

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using the the dynamic camera before the

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the subject and we go we were getting

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some results that the the people's

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holding a camera so try not never use

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name of any object anything that can be

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that can be in the picture before your

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subject okay so everything you want to

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be working here before the the subjects

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pretty much the Ethereal things the

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things that don't exist and that's why

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we can work there as technology as well

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we could be working here but

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Technologies is better we work after the

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the subject but to configure the scene

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that that the mid Journey gonna be we're

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gonna be drowning I have been very very

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good results configuring everything

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before so what we're going to be

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configuring today here is oh let me put

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my my smoker you guys not see me hold on

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uh what what you're gonna be pretty much

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what we're gonna be configuring today

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here is the

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is the

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is that I said is this the beginning is

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the beginning of of the prompts which is

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um which is high distance angle angle

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those those are all type of views that

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we're gonna be configuring we're going

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to be configuring this scene type and

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then we're gonna be talking about the

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the medium that that we're gonna be

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working for us okay I speak about that I

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will start about the angle then we're

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going to start about talking about the

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high and the distance so we pretty much

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I'm not full exactly you wanted there

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but before I wonder which I make that

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will makes more sense for us understand

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um let me open here down so the the

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Discord and let's start work on this so

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to work to work on this exercise of

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controlling the position of our camera

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uh I'm gonna be using a very basic

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subject I will be using medieval

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Warriors

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just because uh it's a base one it could

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be do anything uh but I'm thinking here

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about about a scene okay so I'm not here

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thinking about create a portrait of a

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medieval warrior I'm going to talk here

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what was we could have seen although you

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can use many of those comments as well

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to control the position of your camera

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in many other kinds of of work that guys

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do World Trade architecture

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administrations of any type so you can

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use most of them but today here I'm

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gonna talk pretty much

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things are important for the scene so uh

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medieval Warriors and the first one that

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I would like to to control is exactly

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control what side of the new medieval

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Wars I want to be seen on that scene so

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there are three basic ones which they

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are the front view side view and back

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view same Sims base right so and it is

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so let's go here uh the prop medieval

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Warriors I have the back view

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medieval Wars I have the side view

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side view and here we have the front

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view

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um normally now the preference of media

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is always that draw the front view so

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normally don't even use to need to use a

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front view and otherwise that I'm gonna

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show here today normally me Johnny

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already use but we can also is when we

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put uh we pretty much force not to use

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so as you see the result he gave us here

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are pretty much most almost all of them

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uh uh front view

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um speaking about speaking about now uh

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this though those three we do have more

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because if possible you get even degrees

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of 45 degrees more more rotations

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because meet me Jordan as we know it is

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a uh natural language processing so you

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can explain different ways or where

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where you want where you want your your

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camera but pretty much the I think the

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basic ones I need to show here that

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works very nicely is back view side view

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and of course front view for the the the

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the this the the First Dimension that we

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are using here okay where is where is

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positioned at

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the camera okay after that what we have

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after choosing this this the the

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obviously the x-axis we can choose the

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the also the where where is the how

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where is the height of our our camera so

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right now speaking about the props we

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just Define the angle okay now we're

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gonna Define the height so the height

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pretty much

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we have foreground level view ground

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level low angle view to eye level view

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which will be here and to the high angle

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view okay so let's try let's play with

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those together here

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um so I will get here the I will I use

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the media Motors again I could use side

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view front view but I'm gonna just use

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this one here

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the front view right I imagine

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I will not put the

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so now I'm going to put here ground

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level View

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and by the way let's put a spec radio 32

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so we have a better

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better space to see so ground level View

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right I have now the

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um low angle view ground level View

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low angle View

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I have here the eye level View

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and I have here the

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high angle fuel

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foreign

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what's the principle of them

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um first I would like to say this uh

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speak when we work about the views in

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camera me Journey because of the chaos

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because it's the lies he always change a

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little bit but normally when I get two

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or three of the results being kind of

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where where we want them so uh let's let

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me explain now guys the results we are

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getting here so okay ground level view

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we will have a tendency of of of like

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this one here we're gonna have a

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tendency off we'll be very closer to the

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ground uh ground level view is you

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probably have to do two or three reloads

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to get a real round one but it's it

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would have an energy to put the camera

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lower or on the ground in a ground just

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as for from for the target for the for

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the Warriors that we are trying to to

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depict normal not normally gonna be very

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close to the ground many sides sometimes

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the ground but sometimes I get results

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even the ground depending the scene

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depending on the subject

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um ground level View

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the the next one that we have here is

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the low angle low angle normally got a

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bit lower than the shoulder okay so as

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you see here the the the the the head's

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gonna be higher and everybody normally

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gonna be lower than the shoulder it's no

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low angle it's lower than the shoulders

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not lower as the round level but it's

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slowing in the shoulder that's the the

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low angle then of course we have it here

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the eye level so we're pretty much gonna

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be seeing that on the same level as we

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are and there's a tendency that we got

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closer to to the targets already uh do

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on eye level

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and uh let's go here now to the to the

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to the high angle high angle normally

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you've got to be C4 or both know when

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they go even I was like Sky View but but

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they really pretty much have a tendency

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to put them in higher uh high angle

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sometimes does it does doesn't go that

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high it went very high here high angle

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view but sometimes go a little bit above

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the shoulder above the head some reloads

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as well you're gonna see that you're

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gonna be in this in this area uh above

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the above the shoulders okay

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um after that after the okay we now know

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how to have the back side of front here

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we know now here that we're going run

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level to high to high angle to run live

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view to high angle view now speaking

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about the distance that that we're gonna

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before on a Target same same goes as

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well basically what we're going to be

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using here is five different ones uh

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we're gonna have the extreme long shot

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we have the long shot we have the medial

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shot we have the close-up shot the

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extreme index stream close-up shot so

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pretty much I'm coming from this sets to

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close same thing as well oh by the way

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let's start using them together this

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time let's put here imagine

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I'll put here the let's get the

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ground level now let's get some some

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some some no no let's Get Low angle fuel

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below the shoulders let's get the low

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angle field look what I'm gonna do here

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now I'm gonna put it here uh low angle

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View

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no angle View

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I'm gonna put here now

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um and I want the just destroy the prop

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here because now we go to the next level

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The Prompt okay now we're going to talk

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about the distance okay so I'm gonna put

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here now now figure here I'm gonna put

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here the first one

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extreme

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long shot

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low angle view okay

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side view

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allowing your view side view medieval

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warriors uh I think that will work

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Sunday is tricky side view sometimes

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they they they they don't have much on

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the models I will put as well just for

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for the sake of maybe maybe I could put

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maybe I was on low angle side view

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without repeating two views pretty much

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clean up if you're probably understand

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what's better but now probably gonna be

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a distance lower and distant for foreign

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there you go I think the number three

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here shows pretty much uh what what what

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we that what is this extreme long shot

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low angle uh size view so we get we have

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here the long shot let's watch in Long

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Shot

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there we have the meeting shot as I said

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as well medium shot is pretty random

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it's pretty much what media is using as

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as base menu shot we have the close-up

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shot let's do this wall then here

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close up shot and we have here the

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extreme

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close-up shot understand that where I'm

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using here all the terms that I mostly

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work with scenes there's another scenes

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of for example portraits where you can

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refer the the the the the height of the

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camera or the this of the camera by the

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parts of the body and and that's one of

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the things that we cannot do we sing is

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is try to tell the camera this other

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camera angle use the part the body

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because for example portrait you can use

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for example waist up uh angle erase up

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shot to kill this kind of thing here I

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cannot use because I'm trying I'm trying

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to assume if I if I say it in the scene

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that I want a camera for example waist

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up short or something like that if we

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probably gonna kill the scene you gotta

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put the the camera in the in the in my

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targets okay so let's see here what the

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results we have so we got here already

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the movement let's see here okay extreme

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long shot it's pretty much shows

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perfectly here uh it we have a tendency

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to give us some results with camera very

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distance and lower

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variations yeah happen as well like this

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we can we kind of avoid types of

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variations extreme long shot depending

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on the model is very hard to give we

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also have to do two three loads to to

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get extreme long shot uh extreme long

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shot low low angle is it's not a it's

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that I use it to that to do sometimes

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then we have it here now the long shot

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long shot but

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sorry then we have it here the long this

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is a long track that long shot so it's

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uh way more way more way more

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interesting at least here two of them in

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Long Shot So Below the shoulder very

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high side view I'm your side view here

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all the time so we have the low the long

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short side view now we got a little bit

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closer here now we have the menial shot

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side view uh low angle so below the

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shoulders uh middle distance there we

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got little closer here we go to the

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close up now we go pretty much on on the

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on the close app on the close up the I

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would say that the probably the problem

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in low angle will put us below the eye

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like this one here because the shoulder

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does appear anymore so probably the

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referential is already the eye so the

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eye probably gonna be higher in the

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picture for the low angle

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are here and there we go for extreme

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close-up by the way they didn't give me

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any any extreme close-up here I will

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reload this one here just so you guys

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know that really exists but it's uh but

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it's hard sometimes the model to give to

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us and then extremely close up I'm gonna

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very very side the Target and and I will

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give a very good very clear one there is

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one command that we can use that pretty

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much resets all this if you want to if

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you've got a little loss about all the

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other commands we're using here uh we

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can use the center it

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uh on the scene so if you put get here

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imagine

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and I put here a

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uh if I put here it's all this if I want

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to go back to my Center centering uh

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view or a simple shot I think both Works

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Central View I pretty much gotta put in

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the center of the of the big so I will

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be on all the dimensions are going to be

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centralized on the picture okay

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and now we give a little bit more close

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up

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uh but pretty much you're not giving me

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yet the the extra milkshock now you

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gotta put everything in the center

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center of the picture center of the view

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will be pretty much a centered scene or

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this one here that we are that we have

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it pretty much here I'm reset the

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distance angles and everything I got the

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centered view medieval Wars okay so

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pretty much now we know that we can

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control the the back the side which

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which angle we want on this Dimension we

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pretty much not culture as well where we

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watch on Disney measure here as well and

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pretty much now this is the measure as

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well on the scene okay

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um now become a little tricky because

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now we're going to talk a little bit

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about about the types of scene that we

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have okay when we speak about a type of

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scene uh there is a world of possibility

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it's very interesting uh those who are

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part of my my uh those by the way who

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have access to my

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to my patreon they they they they they

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they they can see here for example that

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scene position for example we have

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around let me see here how many City

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positions we have we have around 61

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possible uh cameras for for scenes okay

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uh which pretty much we will get all

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those things that I said again they

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already bring embedded on those names

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okay so for example when I use uh when I

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was for example here a tooth angle or a

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point of view or a panoramic review they

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also they are already coffee good for us

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many many of those informations although

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we can always Force some of those

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cameras in the scene to do as well okay

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so just you just to give also another

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important besides all those six six

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names of possible possible cameras that

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we have for for using again those link

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link for my patrons here at the at the

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description of this video those who want

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access to those controls here I have

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here pretty much all the possible seats

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that I could map I said 61 means here

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that you can use your compositions uh

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other other way of also get to the scene

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I'm going to use hasami for guys C is

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also defining the type of the the scene

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pretty more by the theme of the scene

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for example you can use action scene you

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can use the haste scene you can use uh

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war scene but when you use those related

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with the gender of the scene they will

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give you already elements that will give

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you uh something up let me use it here

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for let's use a

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a one that that's per I used to here I

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use the Imagine

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I'm gonna be putting here on our actual

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scene

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action scene and we're gonna put the

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medieval Warriors

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okay

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uh I could I could control this view of

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the scene as well okay I can put back

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view I can put I can put photos but I'm

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gonna I'm gonna put here actual scene

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and let's put as well here what would be

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a haste scene from from for example you

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can use situations of of of of of uh if

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you imagine any more of a situation uh

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you can use as well hey so I'm going to

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see a war scene as well a war scene uh

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of my divorce they be they might be a

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little bit similar but we can use that

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that that that that possibility as well

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and now you see that you're gonna start

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to use the camera in positions and

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situations that will give you the best

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view to have a scene of that type that

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you're choosing so for example when I

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put actual scene gonna give me a camera

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as a position to show the best as

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possible the action scene so I've

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already telling that this camera is

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giving also a little bit the theme of is

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helping with the team that I want to put

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there I have control the theme as well

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but it's already I will have a camera

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push for this same thing that I put here

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for example war is already showing more

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than one like that so what I can do with

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this uh I can do this combination of of

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the worst scene for example with uh with

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the with the views and that those 660

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types of views here is where we start

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configuring the scene so for example I

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can get here I can get the the worst

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scene that we have here 3.2 and let's do

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like this let's get the Imagine let's

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get the war scene but I want the scene

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the worst scene in panoramic view so I

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come here work Awards about with you

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noramic view

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view I would I could put afterwards in

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here but I will just put a a comma here

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and an MK viewer since you guys know

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they're gonna be even more wide angle

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that that we're gonna be here white

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average pretty much we mostly used for

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for portraits and you know on a type mvq

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is also here Panorama I I rather use for

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example I use I use more panoram to even

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the wide angle for things so pattern mqv

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war scene so not gonna give up much more

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view of the whole world happening

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because I'm putting panoramic view I

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could also come here for example and put

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instead of panoramic view I could put

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aerial view

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I really feel the war scene now I'm

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gonna give me something from from the

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top show me showing that war so those

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views are there as I said there are more

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than six possible types of of you here

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of the war scene

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um but now here speaking about our our

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our our our subject and talk about this

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the scene type okay so hearing the Sim

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type and we can play with the views we

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can play with the distance of all the

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scene types so uh syn types uh there are

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not that many that directly that I could

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map I can show you guys here again those

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who have access to my patreon can see

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the list that I have that I have but

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pretty much what I have here on scene

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types is how many syn types I was in the

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same types I was able to map here I was

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able to map it before 14 scene types

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which get some some nice results okay uh

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I have for example have underwater uh

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and we have some some establishing shots

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some axes of action

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um there are some uh actual scene 100

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degree rule so they're different there's

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some there's some scenes as well there

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are mostly for showing characters or

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different type of scenes I explained in

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description some of them but I like a

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lot to to use the action I like a lot

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dashcon footage is very good as well

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because it's pretty much put you inside

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the scene so there are there are

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different types of scene and you can

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play with the position of the cam that

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we learned in the first part so going

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back here let's see the results we have

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here so now we have here the aerial view

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off of the of the of the war scene so we

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have a war happening and now here we are

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in the aerial view so there's a lot

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those views as I said are more than six

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reviews we can play and you can get out

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you can Define the scene you want and

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you can play with a lot of types of of

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view or control yourself the angle of

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the camera because this you see the same

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result here that I put I review I review

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pretty much this extreme long shot with

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the high angle camera so I could also

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control that way or I can put just a

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review and and get there so let's go

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back here and see what else we we can we

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can talk about that so

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I understand the the that that the kind

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of scene that we have that we are seeing

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here uh the kind of uh positions that

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I'm that I'm talking here and uh and the

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position there are there we can that we

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can be doing with the cameras ourselves

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is pretty much one of the most important

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element that you that you need to to be

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able to to hold and to be to use on your

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on your creation of the scene uh after

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you have this first part describing the

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subject describe the C1 is much easier

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and right now Vision version four

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majority gives a lot of controls for us

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to be doing a lot of different scenes a

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lot of previous things myself I still

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discovering different types of scenes

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possible uh is a very good uh sometimes

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sometimes people describe in a way which

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I try to I try to decompose and see what

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kind of scenes I want but since

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something that uh I'm passionate about

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as well I I just did a lot of manuals

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about photo but uh seeing something very

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interesting guys

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play with this play with those names

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blame the cultural camera I gave you a

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lot of a lot of comments that you can

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try to mix in and combining to

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understand how you control better your

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your scenes and have fun I really think

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that's one of the the most fun things to

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do in me journey is creating scenes I

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got really where's the camera are where

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where are the possibilities of of uh of

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uh having uh this this full control so

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uh thank you again uh please give me us

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give me a subscription your like if this

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if you learn something if if you

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understand uh something interesting in

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this video I I ask you to give me a like

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to subscribe again I have a patreon

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which I'm pretty much documenting

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everything that I'm doing a database of

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terms of of of of commands that that we

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can use of prop makers I think I have a

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patreon here I I welcome you to join us

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I got I welcome you to subscribe I have

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a just a description that we are talking

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as well and I really want to want to

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make this this bigger and bigger because

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mainly what we are doing here you're

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supporting what I'm doing here so I I

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really appreciate it and thank you so

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much guys see you next time make our

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scenes and I hope and by the way in the

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second moment here in the second one I'm

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gonna be talking all the technologies

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that we can use in terms to create

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scenes by photo and scenes Illustrated

play23:21

as well okay bye bye thank you so much

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Related Tags
Camera ControlScene CreationAI ArtTutorialView AnglesDistance SettingsHeight PerspectiveAction ScenesWar ScenesPanoramic ViewsPhotography Techniques