Use Physical Camera – When disabled, the camera's physical properties are revoked. This can be used for animation and troubleshooting.
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Camera Type – Specifies the camera type. This mostly has an effect on the motion blur effect produced by the camera.
Still cam – Simulates a still photo camera with a regular shutter. Movie cam – Simulates a motion-picture camera with a circular shutter. Video cam – Simulates a shutterless video camera with a CCD matrix.
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These options override the values entered in the Camera Overrides tab of the Render Settings for the current camera.
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The Overrides are applied to the camera only when the General > Use Physical Camera option is enabled.
Override Global Camera Settings – Enables the per-camera override options. The rollout is grayed out if this option is disabled.
Camera Type – Types of cameras available in V-Ray. Depending on the camera type, different options become available in the rollout. You may set the current camera to be overridden by selecting one of the following:
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. 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 Distance 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.
Height– Specifies the height of a Cylindrical (ortho) camera.
Auto-fit – Controls the auto-fit option of theFish Eyecamera. When enabled, V-Ray calculates the Distance value automatically so that the rendered image fits horizontally with the image's dimensions.
Distance – Determines the focal distance of the Fish Eye camera. We recommend using the Auto-fit option for a fast, realistic look.
Curve – Controls the degree of warping for aFish Eyecamera. A value of 1.0 corresponds to a real world fish-eye camera. Lower values increase warping, while higher values reduce warping. Technically, this value controls the angle at which rays are reflected by the virtual sphere of the camera.
Override FOV – Overrides the Cinema 4D's camera FOV (field-of-view) angle. Some V-Ray camera types can take FOV ranges from 0 to 360 degrees, whereas the cameras in Cinema 4D are limited to 180 degrees.
FOV – Determines the new field of view for the current camera.