Camera Fundamentals

All cameras share certain core properties:

// Core camera properties
camera.position = new BABYLON.Vector3(0, 5, -10); // Position in 3D space
camera.target = new BABYLON.Vector3(0, 0, 0);    // Look-at target
camera.fov = 0.8;                               // Field of view in radians
camera.minZ = 0.1;                              // Near clipping plane
camera.maxZ = 1000;                             // Far clipping plane

Field of View (FOV) controls the camera's viewing angle, measured in radians. A wider FOV (higher value) creates a fisheye-like effect showing more of the scene but with more distortion. A narrower FOV (lower value) creates a telescopic effect with less distortion but shows less of the scene. Typical values range from 0.5 to 1.2 radians (approximately 30° to 70°).

Near and Far Clipping Planes define the viewing frustum's boundaries:

  • The Near Clipping Plane (minZ) is the minimum distance from the camera at which objects become visible. Objects closer than this distance won't be rendered. It should be set as large as possible (typically 0.1-1.0) while still including all necessary objects to avoid precision issues.
  • The Far Clipping Plane (maxZ) is the maximum distance from the camera at which objects are still visible. Objects beyond this distance won't be rendered. Setting this value appropriately (typically 100-2000) can improve performance and depth buffer precision.