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Auto exposure 1– Automatically determines an appropriate exposure value for the render. It requires Light Cache in Single frame mode to be set as a Secondary 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

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 a Secondary GI engine. 

Transfer to selected cameras – (available only if Auto Exposure/Auto white balance is calculated and if there is a camera present in the scene) Lets you transfer the calculations to a selected camera as an ISO correction, keeping the features 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. 

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Type
Type
 Type  – Specifies the type of the camera. For more information, see Camera Types example or Camera Types Explained example below.

Default – Allows for the current scene camera to be used (usually a pinhole camera).
Spherical – A camera with a spherical 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, generating a vertical cross format image. This type of camera is excellent for generation of environment maps for cube mapping. The Box camera 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 Default camera that can be pointed in any direction.
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.
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. 
Cube6x1
 – A variant of the Box camera with the cube sides arranged in a single row. Unlike the Box camera's output, Cube6x1 doesn't 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.

Cylinder height – Specifies the height of the Cylindrical (ortho) camera. This setting is available only when Type is set to Cylindrical (ortho).

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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Fish eye auto-fit
Fish eye auto-fit
 Fish eye auto-fit – Controls the auto-fit option of a Fish eye camera. When Auto-fit is enabled, V-Ray calculates the Fish eye dist value automatically so that the rendered image fits horizontally with the image's dimensions.

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Fish eye dist
Fish eye dist
 Fish eye dist – Applies only to the Fish eye camera. The Fish-eye camera is simulated as a Default camera pointed to an absolutely reflective sphere (with a radius of 1.0) that reflects the scene into the camera's shutter. The Fish eye dist value contorts how far the camera is from the sphere's center (which is how much of the sphere is captured by the camera). Note that this setting has no effect when the Auto-fit option is enabled.

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Fish eye curve
Fish eye curve
 Fish eye curve – Applies only to the Fish eye camera. This contorts the way the rendered image is warped. A value of 1.0 corresponds to a real world fish eye camera. As the value approaches 0.0, the warping is increased. As the value approaches 2.0, the warping is reduced. Note that this value controls the angle at which rays are reflected by the virtual sphere of the camera.

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