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This page offers information on Corona Camera in 3ds Max. <= /p>
The Corona Camera can be used inst= ead of the native 3ds Max cameras (Free, Target, Physical), and should be u= sed instead of the obsolete CoronaCameraMod modifier.
It can be added from the Command Panel > Cameras > Standar=
d menu, and it features a=
ll the photographic controls that can be found in a native 3ds Max Physical=
Camera, plus all the Corona-specific post-processing, panorama, VR, and ot=
her options.
The CoronaCameraMod modifier is still ava= ilable in 3ds Max to guarantee backward compatibility for scenes saved with= older versions of Corona. It should not be used in any other cases, though= .
The Corona Camera can be created by going= to Cameras > Standard. There is no separate Corona category (this saves= you one click).
Targeted =E2=80=93 Makes the Corona Camera targeted.
Horizon line =E2=80=93 E<= span>nables/disables Horizon line.
Target distance =E2=80=93= Defines the distance from the camera to the target.
Icon Size =E2=80=93 The s= ize of the camera origin icon in the viewport, relative to the default size= (1.0).
Show cone:
Always =E2=80=93 Always sho=
ws the camera cone.
Never =E2=80=93 Never =
shows the camera cone.
When s=
elected =E2=80=93 Shows the camera cone only when cam=
ere is seleceted.
Sensor and lens
Field of view =E2=80=93 Horizontal perspec= tive FOV in degrees.
Focal l. mm =E2=80=93 The distance between= the lens and the image sensor when the subject is in focus.
Film width mm. =E2=80=93 Affects the amoun= t of the depth of field effect. Increasing this value increases the depth o= f field effect size. This is useful for matching other parameters and outpu= t to various real-world cameras. Typical values are 36mm for a full-frame d= igital SLR and 25.1mm for an APS-C digital SLR.
Zoom factor =E2=80=93 Zooms in the view wi= thout changing the Filed of View or Focal Length= strong>. Higher zoom values result in a stronger Depth of Field. This is us= eful when matching real-world camera footage.
ISO =E2=80=93 Affects image exposure when = photographic exposure is turned on. Increasing this value increases exposur= e and vice versa. Standard values used in photography are: 50, 100, 200, 40= 0, 800, 1600, 3200.
F-stop =E2=80=93 Affects the depth of fiel= d effect and image exposure (when using photographic exposure). Decreasing = this value increases the exposure and the depth of field effect amount, and= vice versa. Standard values used in photography are: 0.7, 1, 1.4, 2, 2.8, = 4, 5.6, 8, 11, 16, 22, 32.
Shutter
Shutter speed =E2=80=93 Affects the image = exposure (when using photographic exposure) and length of the motion blur e= ffect. The input value is reciprocal to the result, so to set the shutter s= peed to 1/125 s, input 125. Longer exposure times increase exposure and mot= ion blur length, and vice versa. Standard values used in photography are: 1= , 1/2, 1/8, 1/15, 1/25, 1/30, 1/50, 1/60, 1/125, 1/150, 1/250, 1/500, 1/100= 0.
Shutter angle =E2=80=93 A different way to= express the shutter speed, using the movie camera convention of rotary dis= c shutter angle. The value is an angle out of 360-degree range, for which t= he shutter stays open. This means that for example, a value of 180 degrees = means the shutter is open for half a frame (which is 1/50 s for 25 fps).
Mblur duration =E2=80=93 A different way t= o express the shutter speed, using multiples of the current frame rate (fps= ). For example, a value of 0.5 means the shutter is open for half a frame (= which is 1/50 s for 25 fps).
Shutter offset =E2=80=93 Offsets the time = interval from which the motion blur effect is generated. The value is defin= ed in frames, with 0 meaning that the center of the interval is exactly in = the current frame, -1 meaning that the entire interval happens just before = the current frame, and 1 meaning the entire interval happens just after the= current frame.
Object visibility
Enable include/exclude list =E2=80=93 If e= nabled, only nodes specified by include/exclude list are visible when rende= ring using the selected camera.
Depth of = field can be = easily toggled on and off from the Corona Camera=E2=80=99s UI, and the focu= s can be set by picking any object in the scene using the <= span style=3D"color: rgb(28,28,28);">Override focus > Object option. The select= ed object=E2=80=99s pivot will be used to determine the posi= tion of the focus point. This is especially useful if the focus should be l= ocked on a moving object during animation.
Motion Blur
Camera =E2=80=93 Enables the = motion blur due to camera movements. For a complete motion blur solution, y= ou need to enable geometry motion blur as well.
Geometry =E2=80=93 Enables mo= tion blur due to the movement of scene geometry. For a complete motion blur= solution, you need to enable camera motion blur as well.
Shutter Curve =E2=80=93 Allows to con= trol Motion Blur by using a shutter curve.
Edit =E2=80=93 Opens Corona Curve Editor.
For more information please check Camera Motion Blur Shutter Curve.
Depth of Field
Enable =E2=80=93 Enables DOF = effect.
Override focus =E2=80=93= span> By default, the camera always focuses on its target distance. = This override lets you specify another focusing method - either a distance = separate from the target distance or focusing on another object pivot.
Value =E2=80=93 Defines the foc= us target distance.
Object =E2=80=93 Helper node, positi= on of which specifies the focal plane of the camera. Useful to keep the cam= era focused on the given object.
Aperture Shape
Override =E2=80=93 Overrides the global Co= rona Render Settings related to DOF Bokeh with local camera values.
Circular =E2=80=93 Sets the aperture shape= that influences the out-of-focus blur called bokeh to the circular apertur= e.
Bladed =E2=80=93 A polygonal aperture with= a given number of sides (blades).
Blade count =E2=80=93 Number of blades use= d for the DOF effect shape.
Rotation =E2=80=93 Rotation offset of the = DOF bokeh shape.
Custom =E2=80=93 A custom aperture shape d= efined by a text map.
Affect exposure =E2=80=93 The custom apert= ure may let through less or more light that a circular aperture. When this = option is enabled, the exposure is adjusted accordingly; when disabled, the= exposure stays unaffected by the aperture shape.
Advanced Effects
Center bias =E2=80=93 Biases the lens transparent eithe= r towards the center or the edge of the aperture. Positive values created a= ring effect; negative values create a sparkle effect.
Vignetting =E2=80=93 Simulates the 'Ca= t eye' effect. typically prevalent on wide-angle lenses. Affects both the b= okeh shape and the exposure (vignetting) near the image corners.
Anisotropy =E2=80=93 Affects the aspects ration of the = bokeh. If greater than 0, the bokeh is stretched horizontally, if lower tha= n 0, the bokeh is stretched vertically.
Automatic vertical tilt =E2=80=93 Automati= cally sets the Vertical Tilt parameter to keep vertical lines straight and = unaffected by perspective when the camera is looking up or down.
Type =E2=80=93 Projection type of the camera: orthograp= hic, perspective, spherical 360=C2=B0, cylindrical 3= 60=C2=B0, cube map 360=C2=B0, fishey= e.
Only perspective and orthographic project= ion can be accurately displayed in the viewport.
Vertical FOV [=C2=B0] =E2=80=93 = strong>Defines the degree of vertical field of view.
Ortho view size =E2=80=93 Width of the ort= hogonal camera field of view in world units.
Ortho view in infinity =E2=80=93 If set to= true, the camera is considered to have originated in infinity. This means = that all objects that fit in the camera's field of view will be visible no = matter if they are behind or in front of the camera.
Field of view [=C2=B0] =E2=80=93 Field of = view of the fisheye camera, captured by image circle.
Limit render to FOV =E2=80=93 If true, all= pixels outside of the selected field of view are rendered as black.
Projection =E2=80=93 Specifies a projectio= n of the fisheye camera:
Equidistant =E2=80=93 Does not stretch objects in radial axis (along the line from ima=
ge center to its edge). Most typical fisheye lens type.
Equi-sol=
id angle =E2=80=93 An object moving from the center o=
f the camera to the edge gets distorted but maintains the same area in the =
renderer image.
Orthographic =E2=80=93 Bet=
ter preserves the center of the image at a cost of more distorting its edge=
s. Typical door peephole lens.
Stereographic =E2=80=93 O=
span>bjects retain their general shape even near the edge of the i=
mage.
Cropping =E2=80=93 Determines what part of= the image circle is captured in the rendered image.
Virtual reality (stereo) =E2=80=93 If enab= led, two images (for left/right eyes) are rendered at the same time in the = space of the selected render resolution. The resulting image can be loaded = into the Samsung Gear VR or other virtual reality gadgets.
Eye separation =E2=80=93 The distance between the left and right eye.
Eye front offset =E2=80=93 The distance th= e eyes are shifted forward from the vertical axis rotation. There is usuall= y no need to change this parameter.
Converge eyes =E2=80=93 If on, the eye dir= ections meet at some finite distance (as if they were looking at an object = in that distance). If off, the eyes are perfectly parallel. The distance at= which the eyes converge (where the center lines of their direction of view= meet). This should be the average distance to walls in the scene. When in = doubt, prefer larger values to smaller as they usually work better.
Sta= rting with Corona 9, it is possible to Enable the Depth of Field in a Fishe= ye Camera. Simply create a Corona Camera, open the Projection & VR roll= out, and set Type to Fisheye, then enable depth of field as usual from DOF a= nd Motion Blur.
Cubic Account =E2=80=93 Uses negative valu= es to create a pincushion distortion (image center is ''zoomed out'') and p= ositive values to create a barrel distortion (image center is ''zoomed in''= ). The default value of 0 produces no distortion.
Texture =E2=80=93 Allows loading a map for= distortion.
Enable =E2=80=93 Enables camera clipping - only objects= between the minimum and maximum distance are visible when looking through = the camera both in the viewport and in rendering.
This applies just to direct visibility ra= ys - it does not affect GI and reflections.
Show in viewport =E2=80=93 Shows the clipp= ing frame in the viewport.
Near =E2=80=93 Only surfaces beyond this d= istance are visible through the camera.
Far =E2=80=93 Only surfaces closer t= han this distance are visible through the camera
Show in viewport =E2=80=93 Shows the envir= onment range in the viewport.
Near/Far =E2=80=93 Contro= ls the eds Max Environment range. This is used for exam= ple by the 3ds Max native Fog effect and to set Z-Depth to render element r= ange.
Show in viewport =E2=80=93 shows camera phisical size i= n viewport.
Size =E2=80=93 Determines the physical size of the came= ra lenses. With the default value of 0, the camera will always either be co= mpetely inside a medium or competely outside of it. In order to render imag= e which is partly in a medium and partly outside of it (e.g. an image that = shows both above water and under water parts of the scene), you must set th= e physical size in such a way that a box of this size centered in the camer= a origin overlaps the boundary of the medium (e.g. the surface of the water= ). This imaginary box can also be seen as an objects with a slicer material= that removes the part of the medium surrounding the camera.
To = learn more about using the Camera Physical Size, see: New Volume Resolving in Corona 10 at the C= haos Help Center.
The = following renders are from exactly the same scene. The volume is made from = a simple water plane with displacement and surrounding walls.
= The camera is below the water surface:
= The camera is placed on the water surface:
Interactive Rendering - as opposed to the native cameras, Interactiv= e Rendering will not restart when changing the tone mapping parameters of a= Corona Camera.
When rendering outside of the Corona Camera (e.g. from = a free perspective view):
When rendering from a Corona Camera:
The Override checkboxes specify whether t= he Corona Camera's or the global VFB/Render Setup settings should be used.<= /p>
If the VFB Post tab is greyed out, it mea= ns that those settings are overridden by a Corona Camera or by the CoronaCa= meraMod modifier.
You will see a short note in the VFB explaini= ng why it is so.
The Corona VFB offers Save and Load options, which can be used to save and load tone mapping and post-processing =
settings using the special CONF file format. Starting from=
Corona Renderer 4, those settings can be freely exchanged between the
The Corona VFB's Post tab features various tone mapping and post-process= ing options, and the possibility to save and load them.
After clicking the Save button, you can save your custom preset as a
You can then load the CONF file into a Corona Camera (and vice versa).= p>
If the CONF file is loaded into the Corona Camera, and the Override chec= kboxes are enabled in that Corona Camera (to override the VFB settings), yo= u will see that our custom post-processing preset is now used for the rende= red image. So first we set up our desired post-processing in the VFB, then = we saved them as a CONF file, and then loaded that CONF file into the Coron= a Camera.
If you render a non-camera view (in this case a free perspective view), = only the settings available in the VFB Post tab are considered. Once you re= nder from the Corona Camera again, the CONF settings loaded in that Corona = Camera will be used again.