Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.

This page provides information on the Camera overrides rollout in the Render Settings.

Overview

...

Section
Column
width62%

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:

Fancy Bullets
typecircle
  • 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
UI Text Box
typenote

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

Overscan, Geometry samples, Auto Exposure and Auto White Balance.





UI Path

...

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

...


Image Added
Column
width5%


Column
width33%

Image Added

 

Image Removed

...

Camera Overrides Parameters

...

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.


Section
Column
width450px45%
Image Removed
Common parameters for
Panel
titleBGColortransparent
borderStylenone
title
Standard, Spherical, Box, Warped spherical,

Cylindrical (point), Pinhole, and Cube Camera Types
 

Image Added

Column
width450px10%


Column
width45%
Image Removed
Camera parameters for
Panel
titleBGColortransparent
borderStylenone
title
Fish eye Camera Type
 

Image Added


Section
Column
width450px45%
 Image Removed
Camera parameters for
Panel
titleBGColortransparent
borderStylenone
title
Cylindrical (ortho) Camera Type
 

Image Added

Column
width10%


Column
width450px45%
Image Removed
Camera parameters for
Panel
titleBGColortransparent
borderStylenone
title
Spherical panorama Camera Type
 

Image Added

UI Text Box
typenote

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 the Overscan, Geometry samples, Auto Exposure and Auto White Balance.

Auto Exposure – Automatically Exposure – Automatically determines an appropriate exposure value for the render. This option requires Light Cache in Single frame mode.

...

Standard – Allows for the current scene camera to be used (usually a pinhole camera).
Spherical – A camera with a spherically shaped lens.
Cylindrical (point) – This camera casts all rays from the center of a cylinder. In the vertical direction, the camera acts as a pinhole camera, and in the horizontal direction, the camera acts as a spherical camera.
Cylindrical (ortho) – This camera casts all rays from the center of a cylinder. In the vertical direction, the camera acts as an orthographic view, and in the horizontal direction, the camera acts as a spherical camera.
Box – Six standard cameras placed on the sides of a box. This type of camera is excellent for generation of environment maps for cube mapping and generates a vertical cross format image. It can also be used for generating irradiance maps for GI: First, you would calculate the irradiance map with a Box camera, then save it to a file and finally reuse it with a Standard camera that can be pointed in any direction.and generates a vertical cross format image. 
Fish eye – This special type of camera captures the scene as if it is a pinhole camera pointed at a 100% reflective sphere that reflects the scene back into the camera's shutter, as with using a light probe in HDRI photography. You can use the Dist and FOV settings to control which part of the sphere is captured by the camera. Note that the virtual reflective sphere has always a radius of 1.0.
Warped spherical (old-style) – A spherical camera with slightly different mapping formula than the Spherical camera.
Orthogonal – An orthographic camera enabling flat, non-perspective views.
Pinhole – Overrides the scene camera to force it to be a pinhole camera.
Spherical panorama – Spherical camera with independent horizontal and vertical FOV selection that is useful for generating lat-long images for spherical VR use.
Cube6x1 – A variant of the Box camera with the cube sides arranged in a single row. Unlike the Box camera's output, Cube6x1 does not produce an empty space in the output image and is quite useful in generating cubic VR output.

...

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


Section
Column
width5%

 


Column
width30%


Standard camera


Column
width30%


Spherical camera


Column
width30%


Cylindrical camera


 
Column
width5%


Section
Column
width5%

 


Column
width30%


Orthographic cylinder


Column
width30%


Box camera


Column
width30%


Fish eye camera


Column
width5%

 

 

...




Anchor
cameraTypesExplained
cameraTypesExplained

 

...


Example: Camera Types Explained

...

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


Section
 
Column
width5%


Column
width30%


Standard


Column
width30%

Spherical


Column
width30%

Cylindrical (point)


 
Column
width5%


Section
 
Column
width5%


Column
width30%

Cylindrical (ortho)


Column
width30%

Box


Column
width30%


Fish eye 


 
Column
width5%

 

 

 





Anchor
DepthOfField
DepthOfField

Depth of Field Parameters

...

Section

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.

Column
width62%
Column
width33%
UI Text Box
typeinfo

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. 

Column
width5%

 

 

 
  Image Removed 
Column
width
5%


 
Column
width

...

33%

...

Image Added



Anchor
MB
MB

Motion Blur Parameters

...

Section

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.

Column
width62%

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. A 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 calculations.

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.

Column
width5%

 


Column
width33%

 

Image Removed

Image Added 




Anchor
motionBlur
motionBlur

...


Example: Motion Blur

...


This example demonstrates the various parameters for demonstrates how motion blur works.


Section
 
Column
width10%


Column
width40%

Image Added Image Removed
Motion blur is Off


Column
width40%

Image Added Image Removed
Motion blur is On


Column
width10%

 

 

 




Anchor
DurationExample
DurationExample

...


Example: Duration

...



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


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


Image RemovedImage Added


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

...


Section
 
Column
width10%
20%


Column
width40%30%

Image Added Image Removed
Duration 0.5 (frames)

Column
width40%30%

Image Added Image Removed
Duration 2.0 (frames)

Column
width10%

 

 

 

20%




Anchor
intervalCenter
intervalCenter

...



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:

 

:


Image Added

Image Added

Image Added


Image Removed

 

Image Removed

 

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


Image Added

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


Image Added 

 

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


Image Added

Image Removed Interval center = 01.0; the middle of the motion blur interval matches the sphere position at the second third frame

 


Image Removed Image Added

Interval center = 0.54; the middle of the interval is halfway between the second and the third frame

 

matches the sphere position at the sixth frame


Image Added

Image Removed Interval center = 1.08; the middle of the interval matches the sphere position at the third twelfth frame

 

 




Anchor
geometrySamples
geometrySamples

...


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.


Section
Column
width10%20%

 


Column
width40%30%

Image Added Image Removed
Geometry samples = 2


Column
width40%30%

Image Added Image Removed
Geometry samples = 8


Column
width10%

 

 
20%



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:

Section
Column
width25%


Geometry samples = 2


Column
width25%


Geometry samples = 3


Column
width25%


Geometry samples = 6


Column
width25%


Geometry samples = 10



...