3. Camera Control
Vuer provides two types of cameras for viewing your 3D scenes.
- Main Camera - The default user viewport with interactive OrbitControls
- Virtual Cameras (CameraView) - Programmable cameras for off-screen rendering and multi-view displays
This chapter only covers the usage of the first type of camera. You'll learn how to:
- Camera Behavior in VR/AR
- How to disable default camera interaction controls
- Set up different camera types (Perspective and Orthographic)
- Configure camera parameters like field of view and position
By default, Vuer provides a perspective camera at [0, 2, 2] with OrbitControls enabled, so you can start building scenes immediately. This chapter shows you how to customize these defaults.
VR/AR Camera Behavior
Key parameters: left, right, top, bottom (define view boundaries), near, far, position, lookAt, makeDefault
In WebXR sessions (VR/AR), the camera is controlled by the headset. Simply create a normal scene - Vuer automatically handles VR/AR mode when the user clicks the VR button
VR Camera Characteristics:
- Position: Tracked by headset (6DOF)
- Rotation: Tracked by headset
- IPD (interpupillary distance): Automatically handled
- Render: Stereo rendering for both eyes
- OrbitControls: Automatically disabled in VR mode
Note: To test VR mode, you need a VR headset and a WebXR-compatible browser. The VR button appears automatically in the top-right corner of the scene.
Interactive Camera Controls
Vuer provides interactive camera controls through the OrbitControls component. By default, Vuer includes OrbitControls in every scene, so you can immediately interact with your 3D scenes.
Mouse/Touch Controls:
- Left click + drag: Rotate around target
- Right click + drag: Pan (move sideways)
- Scroll wheel: Zoom in/out
- Touch: One finger to rotate, two fingers to pan/zoom
Basic Scene Setup
Here's a minimal scene with default controls:
from vuer import Vuer, VuerSession
from vuer.schemas import Scene, Box
app = Vuer()
@app.spawn(start=True)
async def main(session: VuerSession):
session.set @ Scene(
Box(args=[1, 1, 1], position=[0, 0.5, 0], key="box"),
# Default camera at [0, 2, 2] with OrbitControls enabled
)
await session.forever()
The scene above automatically includes:
- A
PerspectiveCameraat position[0, 2, 2] OrbitControlsfor interaction- Default lighting
Disabling OrbitControls
To create a fixed camera view without interaction, set defaultOrbitControls=False:
from vuer import Vuer, VuerSession
from vuer.schemas import Scene, Box
from vuer.schemas import PerspectiveCamera
app = Vuer()
@app.spawn(start=True)
async def main(session: VuerSession):
session.set @ Scene(
Box(args=[1, 1, 1], position=[0, 0.5, 0], key="box"),
defaultOrbitControls=False, # Disable interactive controls
)
await session.forever()
This keeps all other defaults (Grid, Lights, etc.) while only removing OrbitControls.
Use cases:
- Cinematic presentations or product showcases
- Fixed viewpoint demonstrations
- Guided tours with programmatic camera animation
Camera Types
Vuer supports two main camera types: PerspectiveCamera and OrthographicCamera. Each serves different purposes in 3D visualization.
PerspectiveCamera - Realistic View
Perspective cameras mimic how the human eye sees the world: objects appear smaller as they get farther away. This is the default camera type and is ideal for most 3D applications.
from vuer import Vuer, VuerSession
from vuer.schemas import Scene, Box
from vuer.schemas import PerspectiveCamera, OrbitControls
app = Vuer()
@app.spawn(start=True)
async def main(session: VuerSession):
session.set @ Scene(
Box(args=[1, 1, 1], position=[0, 0.5, 0], key="box"),
Box(args=[1, 1, 1], position=[0, 0.5, -5], key="far-box"),
up=[0, 1, 0],
grid=True,
rawChildren=[
PerspectiveCamera(
key="main-camera",
fov=60, # Field of view in degrees
near=0.1, # Near clipping plane
far=1000, # Far clipping plane
position=[0, 3, 5],
lookAt=[0, 0, 0], # Point at scene center
makeDefault=True,
),
],
)
await session.forever()
Key parameters: fov (field of view, default: 75°), near (default: 0.1), far (default: 1000), position, lookAt, makeDefault
When to use:
- Games and interactive 3D applications
- Product visualization and showcases
- Architectural walkthroughs
- Any scene requiring depth perception
OrthographicCamera - Technical View
Orthographic cameras render objects at the same size regardless of distance. Parallel lines remain parallel, making it perfect for technical drawings and 2D games.
from vuer import Vuer, VuerSession
from vuer.schemas import Scene, Box
from vuer.schemas import OrthographicCamera, OrbitControls
app = Vuer()
@app.spawn(start=True)
async def main(session: VuerSession):
session.set @ Scene(
Box(args=[0.1, 0.1, 0.1], position=[0, 0, 0], key="box"),
Box(args=[0.1, 0.1, 0.1], position=[0, 0, -0.5], key="far-box"),
up=[0, 1, 0],
grid=True,
rawChildren=[
OrthographicCamera(
key="ortho-camera",
left=-100, # Left boundary
right=100, # Right boundary
top=100, # Top boundary
bottom=-100, # Bottom boundary
near=1,
far=100,
position=[0, 3, 5],
lookAt=[0, 0, 0],
makeDefault=True,
),
],
)
await session.forever()
Key parameters: left, right, top, bottom (define view boundaries), near, far, position, lookAt, makeDefault
When to use:
- CAD and technical drawings
- 2D games with isometric view
- Data visualization where size consistency matters
- Blueprint or schematic visualization
Camera Properties Reference
Scene Parameters
Control default camera and controls behavior through Scene parameters:
| Property | Type | Default | Description |
|---|---|---|---|
defaultOrbitControls |
bool |
True | Include OrbitControls in default components |
defaultLights |
bool |
True | Include default lighting setup |
grid |
bool |
True | Show ground grid |
up |
[x, y, z] |
[0, 1, 0] |
Up vector for the scene |
PerspectiveCamera
| Property | Type | Default | Description |
|---|---|---|---|
fov |
float |
75 | Vertical field of view (degrees) |
near |
float |
0.1 | Near clipping plane distance |
far |
float |
1000 | Far clipping plane distance |
position |
[x, y, z] |
[0, 0, 0] |
Camera position in 3D space |
rotation |
[x, y, z] |
[0, 0, 0] |
Camera rotation (radians) |
lookAt |
[x, y, z] |
- | Point camera toward this position |
zoom |
float |
1 | Zoom level multiplier |
makeDefault |
bool |
False | Set as the active camera |
OrthographicCamera
| Property | Type | Default | Description |
|---|---|---|---|
left |
float |
-1 | Left boundary of view frustum |
right |
float |
1 | Right boundary of view frustum |
top |
float |
1 | Top boundary of view frustum |
bottom |
float |
-1 | Bottom boundary of view frustum |
near |
float |
0.1 | Near clipping plane distance |
far |
float |
1000 | Far clipping plane distance |
position |
[x, y, z] |
[0, 0, 0] |
Camera position in 3D space |
rotation |
[x, y, z] |
[0, 0, 0] |
Camera rotation (radians) |
lookAt |
[x, y, z] |
- | Point camera toward this position |
zoom |
float |
1 | Zoom level multiplier |
makeDefault |
bool |
False | Set as the active camera |
OrbitControls
| Property | Type | Default | Description |
|---|---|---|---|
target |
[x, y, z] |
[0, 0, 0] |
Point to orbit around |
enableDamping |
bool |
False | Enable smooth damping |
dampingFactor |
float |
0.05 | Damping strength (lower = smoother) |
enableZoom |
bool |
True | Allow zoom in/out |
enablePan |
bool |
True | Allow panning |
enableRotate |
bool |
True | Allow rotation |
minDistance |
float |
0 | Minimum zoom distance |
maxDistance |
float |
Infinity | Maximum zoom distance |
minPolarAngle |
float |
0 | Minimum vertical angle (radians) |
maxPolarAngle |
float |
π | Maximum vertical angle (radians) |
makeDefault |
bool |
False | Set as default controls |
What's Next?
Now that you understand camera control basics, you can:
Continue with rendering:
- Lights - Illuminate your scenes properly
- Render Modes - Learn about different rendering modes
- Post-processing Effects - Add bloom and visual effects
- Path Tracing - Create photorealistic renders
Advanced camera features (for later exploration):
- Virtual Camera Tutorial - Programmable cameras for off-screen rendering and multi-view displays