By default, the view-ports Camera view in Blender displays the view from the camera that is set as the scene’s Active Camera.
If you split the view and in the new view select a different camera and set it as the Active Camera, the view in other view-ports set to camera view will update to display the new Active camera.
In short, by default, it seems you can’t assign different camera views to different view-ports..
But you can…
You just have to unlock the wanted view-port from the scene’s Active Camera by de-activating this button:
When the Use the scene’s Active Camera and layers in this view button is de-activated, your allowed to set an Active Camera for the specific view-port without changing the scene’s Active Camera setting, therefore not affecting other view-ports displaying the camera view.
Create a Camera Actor: Cinematics > Cine Camera Actor
Create a new Level Sequence:
Right Click the Content Browser background and choose Animation > Level Sequence.
In the Content Browser, Double Click the new Level Sequence to open it in the Sequencer.
press ‘+ Track’ and choose Camera Cut Track.
In the camera track press ‘+ Camera’ and choose the Camera Actor you created.
press ‘+ Track’ and choose Transform.
Move the Time-Slider to the motion start time, move the camera to its starting position and orientation, and press the little ‘+’ button at the right of the Transform track <- + -> to set the first Key-Frame for the camera movement.
Move the Time-Slider to the motion end time, move the camera to its ending position and orientation, and press the little ‘+’ button at the right of the Transform track <- + -> to set the last keyframe for the camera movement.
Repeat this to create more Key-Frames and develop the camera motion.
Press the Clapperboard button to open the Render Movie Settings,
Choose the file format, frame rate, resolution, and save location and press Capture Movie.
This command will align the Scene’s Active Camera to the view,
And not the camera that is selected as the Active Object.
To make the selected camera the active camera:
In the 3D View select: View > Cameras > Set Active Object as Camera
In the camera shape node’s Arnold Attributes:
Check ‘Enable DOF’.
Set ‘Aperture Size’ and ‘Focus Distance’ to control the effect. Note: The Aperture Size attribute isn’t an f-number aperture like we would expect in photography but a radius in world units.
Larger Aperture Size values (larger lens Iris opening), and shorter Focus Distances will cause a narrower Depth of Field which will result in the background appearing more blurry.
DOF is generally more apparent with ‘long lenses’ (shorter focal length).
Set other Aperture attributes like the number of blades and aspect ration to further design the appearance of out of focus areas and especially highlights.
* The optical effect referred by the term ‘Bokeh’ in photography.
Render a test with White Balance set to Custom with pure white color.
Let the rendering go on at least until the pixel values stabilize (the Denoiser works at lieast once..).
set the white balance custom color to a color sampled from the VFB at a point that you know should be appearing completely neutral (neither warm or cold)
* Each time you want to test different sample locations you need to sample the pixels from the test rendered with custom pure white.
The procedure in Maya is identicle, Add V-Ray Physical Camera attributes to the camera and enable them,
Create a test render with pure white White-Balance Color,
Sample the white/grey surface color in the V-Ray VFB (Render Window) to the White-Balance color, and render again.