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- type - 0=still camera, 1=movie camera, 2=video camera Some parameters only apply for one of these types, because of the different types of shutter mechanism.
- fov - To use the value set here, also set specify_fov=1. Otherwise the fov from SettingsCamera and RenderView is used.
- vignetting - Note that the default value is 1.0. You may want to set to 0.0 to have a uniformly exposed frame.
- white_balance - This color tint may be counter-intuitive. If you set it to blue, you'll get a warm image and so on.
- blades_enable - Set to true to enable bokeh effects.
- bmpaperture_enable - Set to 1 to use the bmpaperture_tex texture.
- use_dof - Disabled by default. Set to 1 for ray-traced DoF. Note that just like in DSLRs the depth of the in-focus field depends on aperture and focus distance.
- use_moblur - Disabled by default. Set to 1 to enable camera motion blur.
- distortion_type - 0=quadratic, 1=cubic, 2=lens file from lens_file parameter; 3=texture from distortion_tex parameter
6.7. Color mapping
This is controlled by SettingsColorMapping. For parameter descriptions see the Maya docs. The default values when you create a SettingsColorMapping plugin are different from the recommended values in 3dsMax and Maya for legacy reasons. These are the values you should use for new scenes:
- type=6 // 6=Reinhard mapping (plugin default is 0=linear)
- dark_mult=1 // don't change dark colors additionally
- bright_mult=1 // don't change bright colors additionally
- gamma=2.2 // close to sRGB (plugin default is 1.0)
- subpixel_mapping=0
- clamp_output=0
- clamp_level=1
- adaptation_only=2 // 2=only apply color mapping (plugin default is 0=apply both color mapping and gamma)
- linearWorkflow=0 // this is important - this option exists only for legacy scenes
There is one more place to control color mapping - BitmapBuffer for texture assets. It has two parameters for converting the image file colors - gamma and color_space.
<TODO> clarify gamma stuff
Note that by default the VFB (V-Ray Frame Buffer) has its sRGB option enabled, so you will see the original linear image with sRGB applied as a post-process. The actual files you save will be linear as the actual data, but it depends on the format.
6.8. Stereo and panorama rendering
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