How Control the Camera, Angle and Distance on an AI Art Scene in MidJourney?
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
- π₯ The video is an introduction to controlling camera scenes in AI art creation.
- πΈ Key aspects covered include camera position, distance, and height.
- πΌοΈ The focus is on creating different types of scenes and configuring camera views.
- π The video explains the importance of configuring elements before adding the subject to the scene.
- 𧩠Tips include avoiding naming objects that could be mistakenly added to the scene by AI.
- π Different views such as front, side, and back are discussed, along with their uses.
- π Various camera heights like ground level, low angle, eye level, and high angle are explained.
- π Distance settings are covered, including extreme long shot, long shot, medium shot, close-up, and extreme close-up.
- π¬ The importance of selecting appropriate scene types like action, war, and panoramic views is emphasized.
- π The video also mentions additional resources available through the creatorβs 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
π¨ 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.
π 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.
π 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.
π° 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.
π 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
π‘Camera Position
π‘Scene Configuration
π‘Camera Angle
π‘Distance
π‘Scene Type
π‘Medium Shot
π‘Extreme Close-Up
π‘Panoramic View
π‘Aerial View
π‘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
hello guys and girls welcome to one more
AI artist TV Qatar is here and today
we're gonna be talking about how to
control your scene so I pretty much will
cover them during this this
video how to control the position of a
camera the distance of the camera the
height how the possible kind of scenes
you can work on uh I'm considered I'm
considering this one here as the first
part on how to create a whole C uh I I
we're going to be talking here today
we're going to be talking a little bit
about uh the first part of the probes um
even before the subject and how you
position and what options we have to
Define configure exactly where we want
our point of view where what's the
angles what's the distance and Etc okay
all right let's think about that I I
thank you for for being here so give me
a like give me a subscribe all this it
is great help me a lot since I'm just
starting here and I want to keep sharing
everything I'm learning with you guys
okay so
um speaking about this the subject which
which I love but by the way seems one of
the things I like most to do
um we're gonna be talk as I said we're
gonna be talk today here on pretty much
uh as the configuration before the
subject and by the way this is a very
important point that I would like to
stress a little bit more everything we
put before the subject me Journey has to
be something no material has been said
to be something that midi Journey will
not add any element there because
otherwise if we start using something
inside that inside the the the props uh
that is before the subject mid Journey
can put as an element and I was doing
myself this mistake uh on on the first
video about the photos for example I was
using the the dynamic camera before the
the subject and we go we were getting
some results that the the people's
holding a camera so try not never use
name of any object anything that can be
that can be in the picture before your
subject okay so everything you want to
be working here before the the subjects
pretty much the Ethereal things the
things that don't exist and that's why
we can work there as technology as well
we could be working here but
Technologies is better we work after the
the subject but to configure the scene
that that the mid Journey gonna be we're
gonna be drowning I have been very very
good results configuring everything
before so what we're going to be
configuring today here is oh let me put
my my smoker you guys not see me hold on
uh what what you're gonna be pretty much
what we're gonna be configuring today
here is the
is the
is that I said is this the beginning is
the beginning of of the prompts which is
um which is high distance angle angle
those those are all type of views that
we're gonna be configuring we're going
to be configuring this scene type and
then we're gonna be talking about the
the medium that that we're gonna be
working for us okay I speak about that I
will start about the angle then we're
going to start about talking about the
high and the distance so we pretty much
I'm not full exactly you wanted there
but before I wonder which I make that
will makes more sense for us understand
um let me open here down so the the
Discord and let's start work on this so
to work to work on this exercise of
controlling the position of our camera
uh I'm gonna be using a very basic
subject I will be using medieval
Warriors
just because uh it's a base one it could
be do anything uh but I'm thinking here
about about a scene okay so I'm not here
thinking about create a portrait of a
medieval warrior I'm going to talk here
what was we could have seen although you
can use many of those comments as well
to control the position of your camera
in many other kinds of of work that guys
do World Trade architecture
administrations of any type so you can
use most of them but today here I'm
gonna talk pretty much
things are important for the scene so uh
medieval Warriors and the first one that
I would like to to control is exactly
control what side of the new medieval
Wars I want to be seen on that scene so
there are three basic ones which they
are the front view side view and back
view same Sims base right so and it is
so let's go here uh the prop medieval
Warriors I have the back view
medieval Wars I have the side view
side view and here we have the front
view
um normally now the preference of media
is always that draw the front view so
normally don't even use to need to use a
front view and otherwise that I'm gonna
show here today normally me Johnny
already use but we can also is when we
put uh we pretty much force not to use
so as you see the result he gave us here
are pretty much most almost all of them
uh uh front view
um speaking about speaking about now uh
this though those three we do have more
because if possible you get even degrees
of 45 degrees more more rotations
because meet me Jordan as we know it is
a uh natural language processing so you
can explain different ways or where
where you want where you want your your
camera but pretty much the I think the
basic ones I need to show here that
works very nicely is back view side view
and of course front view for the the the
the this the the First Dimension that we
are using here okay where is where is
positioned at
the camera okay after that what we have
after choosing this this the the
obviously the x-axis we can choose the
the also the where where is the how
where is the height of our our camera so
right now speaking about the props we
just Define the angle okay now we're
gonna Define the height so the height
pretty much
we have foreground level view ground
level low angle view to eye level view
which will be here and to the high angle
view okay so let's try let's play with
those together here
um so I will get here the I will I use
the media Motors again I could use side
view front view but I'm gonna just use
this one here
the front view right I imagine
I will not put the
so now I'm going to put here ground
level View
and by the way let's put a spec radio 32
so we have a better
better space to see so ground level View
right I have now the
um low angle view ground level View
low angle View
I have here the eye level View
and I have here the
high angle fuel
foreign
what's the principle of them
um first I would like to say this uh
speak when we work about the views in
camera me Journey because of the chaos
because it's the lies he always change a
little bit but normally when I get two
or three of the results being kind of
where where we want them so uh let's let
me explain now guys the results we are
getting here so okay ground level view
we will have a tendency of of of like
this one here we're gonna have a
tendency off we'll be very closer to the
ground uh ground level view is you
probably have to do two or three reloads
to get a real round one but it's it
would have an energy to put the camera
lower or on the ground in a ground just
as for from for the target for the for
the Warriors that we are trying to to
depict normal not normally gonna be very
close to the ground many sides sometimes
the ground but sometimes I get results
even the ground depending the scene
depending on the subject
um ground level View
the the next one that we have here is
the low angle low angle normally got a
bit lower than the shoulder okay so as
you see here the the the the the head's
gonna be higher and everybody normally
gonna be lower than the shoulder it's no
low angle it's lower than the shoulders
not lower as the round level but it's
slowing in the shoulder that's the the
low angle then of course we have it here
the eye level so we're pretty much gonna
be seeing that on the same level as we
are and there's a tendency that we got
closer to to the targets already uh do
on eye level
and uh let's go here now to the to the
to the high angle high angle normally
you've got to be C4 or both know when
they go even I was like Sky View but but
they really pretty much have a tendency
to put them in higher uh high angle
sometimes does it does doesn't go that
high it went very high here high angle
view but sometimes go a little bit above
the shoulder above the head some reloads
as well you're gonna see that you're
gonna be in this in this area uh above
the above the shoulders okay
um after that after the okay we now know
how to have the back side of front here
we know now here that we're going run
level to high to high angle to run live
view to high angle view now speaking
about the distance that that we're gonna
before on a Target same same goes as
well basically what we're going to be
using here is five different ones uh
we're gonna have the extreme long shot
we have the long shot we have the medial
shot we have the close-up shot the
extreme index stream close-up shot so
pretty much I'm coming from this sets to
close same thing as well oh by the way
let's start using them together this
time let's put here imagine
I'll put here the let's get the
ground level now let's get some some
some some no no let's Get Low angle fuel
below the shoulders let's get the low
angle field look what I'm gonna do here
now I'm gonna put it here uh low angle
View
no angle View
I'm gonna put here now
um and I want the just destroy the prop
here because now we go to the next level
The Prompt okay now we're going to talk
about the distance okay so I'm gonna put
here now now figure here I'm gonna put
here the first one
extreme
long shot
low angle view okay
side view
allowing your view side view medieval
warriors uh I think that will work
Sunday is tricky side view sometimes
they they they they don't have much on
the models I will put as well just for
for the sake of maybe maybe I could put
maybe I was on low angle side view
without repeating two views pretty much
clean up if you're probably understand
what's better but now probably gonna be
a distance lower and distant for foreign
there you go I think the number three
here shows pretty much uh what what what
we that what is this extreme long shot
low angle uh size view so we get we have
here the long shot let's watch in Long
Shot
there we have the meeting shot as I said
as well medium shot is pretty random
it's pretty much what media is using as
as base menu shot we have the close-up
shot let's do this wall then here
close up shot and we have here the
extreme
close-up shot understand that where I'm
using here all the terms that I mostly
work with scenes there's another scenes
of for example portraits where you can
refer the the the the the height of the
camera or the this of the camera by the
parts of the body and and that's one of
the things that we cannot do we sing is
is try to tell the camera this other
camera angle use the part the body
because for example portrait you can use
for example waist up uh angle erase up
shot to kill this kind of thing here I
cannot use because I'm trying I'm trying
to assume if I if I say it in the scene
that I want a camera for example waist
up short or something like that if we
probably gonna kill the scene you gotta
put the the camera in the in the in my
targets okay so let's see here what the
results we have so we got here already
the movement let's see here okay extreme
long shot it's pretty much shows
perfectly here uh it we have a tendency
to give us some results with camera very
distance and lower
variations yeah happen as well like this
we can we kind of avoid types of
variations extreme long shot depending
on the model is very hard to give we
also have to do two three loads to to
get extreme long shot uh extreme long
shot low low angle is it's not a it's
that I use it to that to do sometimes
then we have it here now the long shot
long shot but
sorry then we have it here the long this
is a long track that long shot so it's
uh way more way more way more
interesting at least here two of them in
Long Shot So Below the shoulder very
high side view I'm your side view here
all the time so we have the low the long
short side view now we got a little bit
closer here now we have the menial shot
side view uh low angle so below the
shoulders uh middle distance there we
got little closer here we go to the
close up now we go pretty much on on the
on the close app on the close up the I
would say that the probably the problem
in low angle will put us below the eye
like this one here because the shoulder
does appear anymore so probably the
referential is already the eye so the
eye probably gonna be higher in the
picture for the low angle
are here and there we go for extreme
close-up by the way they didn't give me
any any extreme close-up here I will
reload this one here just so you guys
know that really exists but it's uh but
it's hard sometimes the model to give to
us and then extremely close up I'm gonna
very very side the Target and and I will
give a very good very clear one there is
one command that we can use that pretty
much resets all this if you want to if
you've got a little loss about all the
other commands we're using here uh we
can use the center it
uh on the scene so if you put get here
imagine
and I put here a
uh if I put here it's all this if I want
to go back to my Center centering uh
view or a simple shot I think both Works
Central View I pretty much gotta put in
the center of the of the big so I will
be on all the dimensions are going to be
centralized on the picture okay
and now we give a little bit more close
up
uh but pretty much you're not giving me
yet the the extra milkshock now you
gotta put everything in the center
center of the picture center of the view
will be pretty much a centered scene or
this one here that we are that we have
it pretty much here I'm reset the
distance angles and everything I got the
centered view medieval Wars okay so
pretty much now we know that we can
control the the back the side which
which angle we want on this Dimension we
pretty much not culture as well where we
watch on Disney measure here as well and
pretty much now this is the measure as
well on the scene okay
um now become a little tricky because
now we're going to talk a little bit
about about the types of scene that we
have okay when we speak about a type of
scene uh there is a world of possibility
it's very interesting uh those who are
part of my my uh those by the way who
have access to my
to my patreon they they they they they
they they can see here for example that
scene position for example we have
around let me see here how many City
positions we have we have around 61
possible uh cameras for for scenes okay
uh which pretty much we will get all
those things that I said again they
already bring embedded on those names
okay so for example when I use uh when I
was for example here a tooth angle or a
point of view or a panoramic review they
also they are already coffee good for us
many many of those informations although
we can always Force some of those
cameras in the scene to do as well okay
so just you just to give also another
important besides all those six six
names of possible possible cameras that
we have for for using again those link
link for my patrons here at the at the
description of this video those who want
access to those controls here I have
here pretty much all the possible seats
that I could map I said 61 means here
that you can use your compositions uh
other other way of also get to the scene
I'm going to use hasami for guys C is
also defining the type of the the scene
pretty more by the theme of the scene
for example you can use action scene you
can use the haste scene you can use uh
war scene but when you use those related
with the gender of the scene they will
give you already elements that will give
you uh something up let me use it here
for let's use a
a one that that's per I used to here I
use the Imagine
I'm gonna be putting here on our actual
scene
action scene and we're gonna put the
medieval Warriors
okay
uh I could I could control this view of
the scene as well okay I can put back
view I can put I can put photos but I'm
gonna I'm gonna put here actual scene
and let's put as well here what would be
a haste scene from from for example you
can use situations of of of of of uh if
you imagine any more of a situation uh
you can use as well hey so I'm going to
see a war scene as well a war scene uh
of my divorce they be they might be a
little bit similar but we can use that
that that that that possibility as well
and now you see that you're gonna start
to use the camera in positions and
situations that will give you the best
view to have a scene of that type that
you're choosing so for example when I
put actual scene gonna give me a camera
as a position to show the best as
possible the action scene so I've
already telling that this camera is
giving also a little bit the theme of is
helping with the team that I want to put
there I have control the theme as well
but it's already I will have a camera
push for this same thing that I put here
for example war is already showing more
than one like that so what I can do with
this uh I can do this combination of of
the worst scene for example with uh with
the with the views and that those 660
types of views here is where we start
configuring the scene so for example I
can get here I can get the the worst
scene that we have here 3.2 and let's do
like this let's get the Imagine let's
get the war scene but I want the scene
the worst scene in panoramic view so I
come here work Awards about with you
noramic view
view I would I could put afterwards in
here but I will just put a a comma here
and an MK viewer since you guys know
they're gonna be even more wide angle
that that we're gonna be here white
average pretty much we mostly used for
for portraits and you know on a type mvq
is also here Panorama I I rather use for
example I use I use more panoram to even
the wide angle for things so pattern mqv
war scene so not gonna give up much more
view of the whole world happening
because I'm putting panoramic view I
could also come here for example and put
instead of panoramic view I could put
aerial view
I really feel the war scene now I'm
gonna give me something from from the
top show me showing that war so those
views are there as I said there are more
than six possible types of of you here
of the war scene
um but now here speaking about our our
our our our subject and talk about this
the scene type okay so hearing the Sim
type and we can play with the views we
can play with the distance of all the
scene types so uh syn types uh there are
not that many that directly that I could
map I can show you guys here again those
who have access to my patreon can see
the list that I have that I have but
pretty much what I have here on scene
types is how many syn types I was in the
same types I was able to map here I was
able to map it before 14 scene types
which get some some nice results okay uh
I have for example have underwater uh
and we have some some establishing shots
some axes of action
um there are some uh actual scene 100
degree rule so they're different there's
some there's some scenes as well there
are mostly for showing characters or
different type of scenes I explained in
description some of them but I like a
lot to to use the action I like a lot
dashcon footage is very good as well
because it's pretty much put you inside
the scene so there are there are
different types of scene and you can
play with the position of the cam that
we learned in the first part so going
back here let's see the results we have
here so now we have here the aerial view
off of the of the of the war scene so we
have a war happening and now here we are
in the aerial view so there's a lot
those views as I said are more than six
reviews we can play and you can get out
you can Define the scene you want and
you can play with a lot of types of of
view or control yourself the angle of
the camera because this you see the same
result here that I put I review I review
pretty much this extreme long shot with
the high angle camera so I could also
control that way or I can put just a
review and and get there so let's go
back here and see what else we we can we
can talk about that so
I understand the the that that the kind
of scene that we have that we are seeing
here uh the kind of uh positions that
I'm that I'm talking here and uh and the
position there are there we can that we
can be doing with the cameras ourselves
is pretty much one of the most important
element that you that you need to to be
able to to hold and to be to use on your
on your creation of the scene uh after
you have this first part describing the
subject describe the C1 is much easier
and right now Vision version four
majority gives a lot of controls for us
to be doing a lot of different scenes a
lot of previous things myself I still
discovering different types of scenes
possible uh is a very good uh sometimes
sometimes people describe in a way which
I try to I try to decompose and see what
kind of scenes I want but since
something that uh I'm passionate about
as well I I just did a lot of manuals
about photo but uh seeing something very
interesting guys
play with this play with those names
blame the cultural camera I gave you a
lot of a lot of comments that you can
try to mix in and combining to
understand how you control better your
your scenes and have fun I really think
that's one of the the most fun things to
do in me journey is creating scenes I
got really where's the camera are where
where are the possibilities of of uh of
uh having uh this this full control so
uh thank you again uh please give me us
give me a subscription your like if this
if you learn something if if you
understand uh something interesting in
this video I I ask you to give me a like
to subscribe again I have a patreon
which I'm pretty much documenting
everything that I'm doing a database of
terms of of of of commands that that we
can use of prop makers I think I have a
patreon here I I welcome you to join us
I got I welcome you to subscribe I have
a just a description that we are talking
as well and I really want to want to
make this this bigger and bigger because
mainly what we are doing here you're
supporting what I'm doing here so I I
really appreciate it and thank you so
much guys see you next time make our
scenes and I hope and by the way in the
second moment here in the second one I'm
gonna be talking all the technologies
that we can use in terms to create
scenes by photo and scenes Illustrated
as well okay bye bye thank you so much
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