camera near clip plane
The camera near clip plane is a parameter in Maya, as of version 2015. It is a new feature that enables the clipping plane to be closer than before, which can be useful for character animations or for creating a variety of pre-rendered effects."
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The article talks about how this parameter was introduced in Maya. The reason it helps with generating pre-rendered effects like character animations, and other similar things, is discussed.
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They also mention some different uses for this parameter. Basically this article talks about what it's used for and what all its features are. The Near Clip Plane is the point at which a camera will no longer render objects.
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The Near Clip Plane can be changed in the camera control panel. Objects that are closer to the camera than this point will not be rendered, but objects beyond this point will still be rendered properly. This setting is used as a safeguard against rendering too far away from an object, resulting in an empty space instead of an object.
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A FPSCameraNearClipPlaneDistance property has been added to World Settings to allow changing the Near Clip Plane for a particular world.
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A FPSCameraNearClipPlaneAbsDistance property has been added to World Settings to allow changing the Near Clip Plane for a particular world.
This is especially useful in conjunction with Collider2D features (see below).
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If you want to change this value while the player is holding down a key or mouse button, use the FPSActivateEFFECTS Control Block. The EFFECTS Activation state can be checked using Control::GetActiveEffect(). It will return a byte value of 0x00 if the effect is being used, or 0xFF otherwise
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The Near Clip Plane is used as a safeguard against rendering too far away from an object, resulting in an empty space instead of an object. In the absence of this setting the camera will render NearestObjects up to infinity, although very distant objects may appear as a low resolution texture.
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One commonly used technique to avoid z-fighting (objects appearing and disappearing depending on the viewing angle), is to lower the Near Clip Plane so that OpenGL can no longer render objects behind it. A problem with this method is that it can cause clipping problems inside the frustum, especially if the player's view is obstructed in places by terrain or other objects.
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