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Auto exposure exposure – Automatically determines an appropriate exposure value for the render. It requires Light Cache in Single frame mode to be set as the GI engine.

Auto white balance – Automatically determines a suitable white balance value for the image. It requires Light Cache in Single frame mode to be set as the GI engine.

Camera/view – Specifies which camera and/or views to use the automatic exposure and white balance setting.

All cameras/views
Views/cameras without exposure only

Transfer to Camera – (available only if Auto Exposure/Auto white balance is calculated) Lets you transfer the calculations to a selected camera as an ISO correction, keeping the options affecting Depth of Field and Motion Blur unchanged (e.g. shutter speed, f-number). If there is no selected camera, the Select from scene window opens to select a scene camera from the list. 

Type  – Specifies the type of the camera.

Default – Allows for the current scene camera to be used (usually a pinhole camera).
Orthographic – A camera enabling a non-perspective view similar to the standard Orthographic view in 3ds Max.
Perspective – Overrides the scene camera to force it to be a pinhole camera.
Spherical panorama  – A spherical camera with independent horizontal and vertical FOV selection that is useful for generating latlong images for spherical VR use.
Cube 6x1 – 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.

Override FOV – When enabled, you can override the 3ds Max's FOV angle with the value entered. A possible reason for using this parameter is that some V-Ray camera types can take FOV ranges from 0 to 360 degrees, while the cameras in 3ds Max are limited to 180 degrees.

Vertical FOV – Specifies the field-of-view angle in a vertical direction. Replaces Cylinder height when using a Spherical panorama camera type.

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Cylindrical (ortho)

 

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Box

 

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Fish-eye

 

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Motion Blur

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Motion blur – Turns Motion Blur on. For more information, see The Motion Blur example below.

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Geometry samples – Determines the number of geometry segments used to approximate motion blur. Objects are assumed to move linearly between geometry samples. For fast rotating objects, you need to increase this value to get correct motion blur. Note that more geometry samples increase memory consumption, since more geometry copies are kept in memory. You can also control the number of geometry samples on a per-object basis from the Object settings dialog. For more information, see the Geometry Samples example below.Prepass samples – Controls how many samples in time are computed during irradiance map calculations.

 

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