How to make the camera distort images realistically or match up 1:1 with Blender cameras?

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:bust_in_silhouette: Asked By radradish

I’m using Godot 3.3.3 and my computer can’t handle Godot 4.0. I’m trying to do an early Resident Evil style game with pre-rendered backgrounds and fixed camera angles.

I’ve already modelled a room in Blender and set up cameras around the room, each with different focal lengths/FOVs. The plan is to import these cameras into Godot so I can have the cameras in the precise positions I set them in when I made the room.

The problem is apparently Godot 3D cameras distort images differently at different focal lengths than Blender’s cameras? For example, if you set a Godot camera to a wide angle focal length, and then place it right in front of a 3D model’s face, the model’s face isn’t gonna distort in the way that an actor’s face would in a live action movie, while Blender would replicate that effect a bit better.

Whether or not that’s actually the case, is there a way for me to make sure my Godot cameras perceive things 1:1 to the way my Blender cameras do at X or Y focal length? Because the style of game I’m aiming at heavily depends on the cameras matching up in how they perceive and distort things.

:bust_in_silhouette: Reply From: stan.wick.52

If you want to get the value for Godot manually, It’s the value for blender’s FOV multiplied by the aspect ratio in Godot’s project settings. But that’s a hassle and may be prone to errors.
An easier way is to export your blender scene as GLTF and under the export settings, tick Cameras under Objects category.
This will give you a camera with the correct parameters.