Page History
This page offers information on Corona Camera in 3ds Max.
Overview
...
Section | ||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
...
Corona Camera Settings
Viewport Display
...
Section | |||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
...
Overrides
...
Section | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
DOF & Motion Blur
...
width | 55% |
---|
Depth of field can be easily toggled on and off from the Corona Camera’s UI, and the focus can be set by picking any object in the scene using the Override focus > Object option. The selected object’s pivot will be used to determine the position of the focus point. This is especially useful if the focus should be locked on a moving object during animation.
Motion Blur
Camera – Enables the motion blur due to camera movements. For a complete motion blur solution, you need to enable geometry motion blur as well.
Geometry – Enables motion blur due to the movement of scene geometry. For a complete motion blur solution, you need to enable camera motion blur as well.
Depth of Field
Enable – Enables DOF effect.
Override focus – By default, the camera always focuses on its target distance. This override lets you specify another focusing method - either a distance separate from the target distance or focusing on another object pivot.
Value – Defines the focus target distance.
Object – Helper node, position of which specifies the focal plane of the camera. Useful to keep the camera focused on the given object.
...
Edit – Opens Corona Curve Editor.
For more information please check Camera Motion Blur Shutter Curve.
Column | ||
---|---|---|
| ||
|
Column | ||
---|---|---|
| ||
Motion Blur Shutter Curve Examples
Section | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Bokeh
...
width | 55% |
---|
Aperture Shape
Override – Overrides the global Corona Render Settings related to DOF Bokeh with local camera values.
Circular – Sets the aperture shape that influences the out-of-focus blur called bokeh to the circular aperture.
Bladed – A polygonal aperture with a given number of sides (blades).
Blade count – Number of blades used for the DOF effect shape.
Rotation – Rotation offset of the DOF bokeh shape.
Custom – A custom aperture shape defined by a text map.
Affect exposure – The custom aperture may let through less or more light that a circular aperture. When this option is enabled, the exposure is adjusted accordingly; when disabled, the exposure stays unaffected by the aperture shape.
Advanced Effects
Center bias – Biases the lens transparent either towards the center or the edge of the aperture. Positive values created a ring effect; negative values create a sparkle effect.
...
Anisotropy – Affects the aspects ration of the bokeh. If greater than 0, the bokeh is stretched horizontally, if lower than 0, the bokeh is stretched vertically.
|
Environment Override Examples
...
Section | |||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
The below examples come from a single scene: A camera using a forest HDRI as the scene environment with a reflection override enabled so that there are no tree reflections in the water:
|
Section | |||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Another camera using a daylight HDRI as the scene environment and an evening HDRI as the reflection override:
|
Section | |||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
A camera with a sky HDRI applied as a direct override. Only what is seen through the camera is affected.
|
Section | |||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
A camera with a sky HDRI applied as a refract override. Only the environment seen through transparent surfaces like glass is affected.
|
Section | |||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
A camera using a light fog volume applied via the global volume override, creating a soft atmospheric effect.
|
Photographic Parameters
...
Section | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Photographic Parameters - Examples
...
Section | |||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Section |
---|
Shutter speed The shutter speed value affects the overall image exposure and the strength of the motion blur effect. |
Section | ||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
DOF & Motion Blur
...
Section | |||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Motion Blur Shutter Curve Examples
...
Section | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Bokeh
...
Section | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Bokeh - Examples
...
Section | |||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Section | |||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Tilt & Shift
...
Section | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
...
Section | ||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Projection & VR
...
Section | |||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Distortion
...
Section | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Environment & clipping
...
Section | |||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Overrides
...
Section | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
...
Section | ||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
The following renders are from exactly the same scene. The volume is made from a simple water plane with displacement and surrounding walls.
|
Column | ||
---|---|---|
| ||
Column | ||
---|---|---|
| ||
Tilt & Shift
Section | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Section | ||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Projection & VR
...
width | 55% |
---|
Type – Projection type of the camera: orthographic, perspective, spherical 360°, cylindrical 360°, cube map 360°, fisheye.
UI Text Box | ||
---|---|---|
| ||
Only perspective and orthographic projection can be accurately displayed in the viewport. |
Vertical FOV [°] – Defines the degree of vertical field of view.
Ortho view size – Width of the orthogonal camera field of view in world units.
Ortho view in infinity – If set to true, the camera is considered to have originated in infinity. This means that all objects that fit in the camera's field of view will be visible no matter if they are behind or in front of the camera.
Fisheye
Field of view [°] – Field of view of the fisheye camera, captured by image circle.
Limit render to FOV – If true, all pixels outside of the selected field of view are rendered as black.
Projection – Specifies a projection of the fisheye camera:
Equidistant – Does not stretch objects in radial axis (along the line from image center to its edge). Most typical fisheye lens type.
Equi-solid angle – An object moving from the center of the camera to the edge gets distorted but maintains the same area in the renderer image.
Orthographic – Better preserves the center of the image at a cost of more distorting its edges. Typical door peephole lens.
Stereographic – Objects retain their general shape even near the edge of the image.
Cropping – Determines what part of the image circle is captured in the rendered image.
Virtual reality (stereo) – If enabled, two images (for left/right eyes) are rendered at the same time in the space of the selected render resolution. The resulting image can be loaded into the Samsung Gear VR or other virtual reality gadgets.
...
Eye front offset – The distance the eyes are shifted forward from the vertical axis rotation. There is usually no need to change this parameter.
Converge eyes – If on, the eye directions meet at some finite distance (as if they were looking at an object in that distance). If off, the eyes are perfectly parallel. The distance at which the eyes converge (where the center lines of their direction of view meet). This should be the average distance to walls in the scene. When in doubt, prefer larger values to smaller as they usually work better.
UI Text Box | ||
---|---|---|
| ||
Starting with Corona 9, it is possible to Enable the Depth of Field in a Fisheye Camera. Simply create a Corona Camera, open the Projection & VR rollout, and set Type to Fisheye, then enable depth of field as usual from DOF and Motion Blur. |
Column | ||
---|---|---|
| ||
Column | ||
---|---|---|
| ||
Distortion
Section | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Environment & clipping
Section | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Additional Features
...
Section | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Exposure, Tone Mapping,
...
Postprocessing
...
Section | |||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
| |||||||||||||||||||||
Section | |||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
...
...
Saving and Loading Tone Mapping and
...
Postprocessing Settings
...
Section | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
...
...
Section | |||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
...
...
Section | |||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
...
...
Section | |||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
...
...
Section | |||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
...
...