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The camera options control the way the scene geometry is projected onto the image, therefore changing how the render looks. These attributes override the following:

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  • The type of camera used for rendering
  • Auto Exposure
  • Auto White Balance
  • Enable Depth of Field
  • Enable motion blur effects for the standard cameras in Maya
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If you use the VRayPhysicalCamera in your scene, the parameters in this section of the Render Settings are ignored. Exception applies for the overscan, motion blur parameters: prepass samples and geometry samplesOverscan, Geometry samples, Auto Exposure and Auto White Balance.

 

 

 





UI Path: ||Render Settings window|| > Overrides tab > Camera rollout 


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Camera Overrides Parameters

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The cameras in V-Ray generally define the rays that are cast into the scene, which essentially is how the scene is then projected onto the viewing screen. V-Ray supports several camera types described below with sample renders in the next section.


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Common parameters for
Standard, Spherical, Box, Warped spherical,

Cylindrical (point), Pinhole, and Cube Camera Types

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Camera parameters for Fish eye Camera Type
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Camera parameters for
Cylindrical (ortho) Camera Type

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Camera parameters for
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The parameters in this rollout are ignored if you are rendering using Physical camera Attributes. Exception applies for the overscan, motion blur parameters: prepass samples and geometry samplesOverscan, Geometry samples, Auto Exposure and Auto White Balance.

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The images below show the difference between the different camera types used in rendering:


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Standard camera


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Spherical camera


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Cylindrical camera


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Orthographic cylinder


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Box camera


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Fish eye camera


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Example: Camera Types Explained

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This example shows how the rays for different camera types are generated. The red arcs in the diagrams correspond to the FOV angles.


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Standard


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Spherical


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Cylindrical (ortho)


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Box


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Fish eye 


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These parameters, which appear when the Depth of Field option is enabled, control the depth of field effect when rendering with a standard Maya camera. The parameters are ignored if you render with Physical camera Attributes.

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Depth of field is supported only for the Standard camera type. Other camera types do not produce the depth of field effect at this time.


Aperture – The size of the virtual camera aperture, in world units. Small aperture sizes reduce the DOF effect.

Center bias – Determines the uniformity of the DOF effect. A value of 0.0 means that light passes uniformly through the aperture. Positive values mean that light is concentrated towards the rim of the aperture, while negative values concentrate light at the center.

Get focal distance from camera – When enabled, the focal distance is determined from the camera target. This setting works only with Maya camera types Camera and Aim or Camera, Aim and Up.

Focus distance – Determines the distance from the camera at which objects will be in perfect focus. Objects closer or farther than this distance will be blurred.

Sides – Enables simulation of the polygonal shape of the aperture of real-world cameras. When disabled, the shape used in calculations is perfectly circular.

Number of sides – Sets the number of sides for the polygonal shape of the aperture.

Rotation – Specifies the orientation of the aperture shape.

Anisotropy – Stretches the bokeh effect horizontally or vertically. If you want the ratio of height to width of the bokeh to be k:1,  then the value for anisotropy should be sqrt(1/k)-1For example, for anamorphic bokeh, which is 2.39:1, the anisotropy value should be -0.353. 

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Motion Blur Parameters

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These parameters, which appear when the Motion Blur option is enabled, set values for calculations of the Motion Blur effect. For more information, see the Motion Blur example below.

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Camera motion blur – Enables the calculation of motion blur caused by the movement of the camera.

Duration (frames) – Specifies the duration, in frames, during which the camera shutter is open.

Interval center – Specifies the middle of the motion blur interval with respect to the Maya frame. The default value of 0.5 means that the middle of the motion blur interval is halfway between the frames. A value of 0.0 means that the middle of the interval is at the exact frame position. You can also enter an arbitrary value for the interval center. For more information, see the Interval Center example below.

Bias – Controls the bias of light for the motion blur effect. A value of 0.0 means that the light passes uniformly during the whole motion blur interval. Positive values mean that light is concentrated towards the end of the interval, while negative values concentrate light towards the beginning.

General Motion Blur Parameters

These parameters are used whether you are rendering from a standard camera or from a VRayPhysicalCamera with motion blur enabled.

Shutter Efficiency – In real world cameras, the shutter requires some time to open and close which in turn affects the way motion blur looks. This is especially true for lenses with large apertures. To simulate this effect, this parameter controls how the motion blur samples are distributed in the time interval of the shot. A value of 1.000 means that the samples are evenly distributed as if the shutter opens and closes instantly. Lower values produce more realistic results by placing more samples toward the middle of the time interval.Prepass samples – Controls how many samples in time are computed during irradiance map calculationstime interval.

Geometry samples – Determines the number of geometry segments used to approximate motion blur. Objects are assumed to move linearly between geometry samples. For objects rotating at high speed, increase this parameter to get correct motion blur. Note that higher values increase memory consumption since more geometry copies are kept in memory. For more information, see the Geometry Samples example below.

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This example demonstrates how motion blur works.


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Motion blur is Off


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Motion blur is On


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Example: Duration

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The following scene consists of three-frame animation of a moving cube. The cube's position on each frame: 


Frame 0: Left side
Frame 1: Near box
Frame 2: Right side

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The following images show frame 1 rendered with different duration values:

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Duration 0.5 (frames)

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Duration 2.0 (frames)

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Example: Interval Center

 


This example demonstrates the effect of the interval center parameter. The scene is a moving sphere. Here are three sequential frames without motion blur: 







 

Here is the middle frame, rendered with motion blur and three different values for the interval center; the motion blur duration is one frame.

 


Interval center = 0.0; the middle of the motion blur interval matches the sphere position at the second frame


 

Interval center = 0.5; the middle of the interval is halfway between the second and the third frame


Interval center = 1.0; the middle of the interval matches the sphere position at the third frame


Interval center = 4; the middle of the interval matches the sphere position at the sixth frame

 


Interval center = 8; the middle of the interval matches the sphere position at the twelfth frame

 

 




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Example: Geometry Samples


 

The following images demonstrate the Geometry samples parameter using the scene from the Duration example. In all the following renderings, the  Duration (frames)  parameter is set to 2. All other parameters are the same as for the previous images. The higher the value for Geometry samples, the more accurate the estimated object motion. However, excessive increase of this value will result in long rendering times.


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The geometry samples parameter is useful when creating motion blur for complex motions, for example, fast-rotating objects. Here is an example with an accelerating airplane propeller with a blue and yellow pattern:

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Geometry samples = 2


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Geometry samples = 3


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Geometry samples = 6


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Geometry samples = 10

 



Notes

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The number of geometry samples can be controlled on a per-object basis on the Object Properties dialog. This is useful if you need a lot of samples for some objects in the scene (for example, the wheels of a moving car) while other objects can do with fewer samples (such as the car body). Using more samples only where needed saves memory and speeds rendering.

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