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This page provides information on the Camera rollout in the GPU Settings tab of the Render Settings.


Overview

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The camera rollout controls the way the scene geometry is projected onto the image. Here you can choose a camera type and set parameters for motion blur and depth of field.

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UI Path

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: ||Render Setup window|| >

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Settings tab >

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Camera rollout (Renderer set to V-Ray GPU)

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Parameters

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

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Auto white balance and Auto exposure options do not take into account pixels with zero or negative Alpha value. For example the brightness of directly visible environment or a dome light with disabled Affect alpha, or the lighting intensity over matte objects are not directly included in the automated calculations, only their contributions over other visible items in the scene will matter.

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 This option is (available only if Auto Exposure/Auto white balance is calculated. This lets ) 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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The images below show the difference between the different camera types (Note that not all camera types are available with GPU Renderer):

 


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Default camera 


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Spherical camera 


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Cylindrical camera

 


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Orthographic camera

 


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Box camera

 


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Fish eye camera 


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Example: Camera Types Explained

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This example shows how the rays for different camera types are generated. The red arcs in the diagrams correspond to the FOV angles. Note that not all cameras are available with the GPU Renderer. 


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Default

 


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Spherical

 


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Cylindrical (point) 


 
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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  the Object settings  dialog dialogFor 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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Example: Motion Blur

 


This example demonstrates the various parameters for motion blur.

 


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Motion blur is off 


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Motion blur is on 


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Example: Duration

The following scene consists of three-frame animation of a moving conecube. In the first frame the cone cube is on the left. In the second frame it is at the boxsphere. And in the third frame the cone cube is on the right.


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The following images show frame 1 rendered with different duration values:


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Duration 0.5 (frames) 

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Duration 2.0 (frames)

 

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Example: Interval Center

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This example demonstrates the effect of the interval center parameter. The scene is a moving sphere. Here are three sequential frames without motion blur:

 

 



 


 


 


Here is the middle frame, rendered with motion blur and three different values for the interval center; the motion blur duration is one frame. 



Interval center = 0.0; the middle of the motion blur interval 
matches the sphere position at the second frame

 


Interval center = 0.5; the middle of the interval is halfway 
between the second and the third frame 


Interval center = 1.0; the middle of the motion blur interval 
matches the sphere position at the third frame

 

 



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Example: Geometry Samples

 


The following images demonstrate the Geometry samples parameter. Duration (frames) is set to 2. All other parameters are the same as for the previous images. The higher value is set for Geometry samples the more accurate is the estimated object motion. However, excessive increase of this value will result results in long rendering times: 


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Geometry samples = 2

 


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Geometry samples = 8

 


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Geometry samples = 2 


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Geometry samples = 3

 


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Geometry samples = 6

 


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Geometry samples = 10

 



The geometry samples parameter is useful when motion-blurring complex motions, for example fast-rotating objects. Here is an example with an accelerating airplane propeller: 

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 You You can control the number of geometry samples on a per-object basis (from the Object properties dialog). This is useful if you need a lot of samples only for some objects in the scene (for example, the wheels of a car), while other objects (the car body) can do with fewer samples, thus saving memory and speeding rendering.

 


Depth of Field

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These parameters control the depth of field effect when rendering with a standard 3ds Max camera or with a perspective viewport. The parameters are ignored if you render from a Physical Camera (VRayPhysicalCamera ) view view.

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 The quality of the DOF effect (the noise) is controlled from the settings of the currently selected image sampler.

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Sides – Allows you to simulate the polygonal shape of the aperture of real-world cameras. When this option is offenabled, the shape is assumed to be perfectly circular.

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