It’s critical to understand how to match the viewpoint of a 3D Camera to that of an image. This will allow you to insert 3D models into photos while maintaining the right floor perspective. This can pave the way for more advanced techniques like camera mapping.
After you’ve mastered the art of matching camera viewpoints, you can go on to camera mapping. Camera mapping is the process of projecting your image onto 3D models that correspond to your footage. This converts your image into a three-dimensional environment that you may render in.
How we did it:
In the environment tab when we added a camera, we established an image plane.
Looking Through Camera was checked in the Image Plane properties, and then the image was found in the image select.
We matched the resolution to the image resolution under Render Settings > Image Size.
We next modified the camera’s Y Height and rotation to match the grid with the floor by switching the viewport view from Perspective to Camera1.
Precision control can be obtained by holding CTRL and left clicking while sliding left and right.
Create a physical floor as a reference by adding a plane. Then we added the aiShadowMatte material to the floor plane to make a shadow catcher. Under Visibility and in SkyDome light / Physical light.
In SkyDome light / Physical light and under Visibility. Set the camera visibility to 0.
In Render settings, make sure you are rendering out a still image and rendered
Some renders using this featuring some things I’ve made in Maya:
The default cube

Cloud Strife’s Buster Sword

Teapot

A suspicious entity

A prickly piranha plant from Super Mario

Pebblock!

A chess piece
