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titleUI Path: ||Render Settings window|| > Overrides tab > Camera rollout

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Camera Overrides Parameters

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The cameras in V-Ray generally define the rays that are cast into the scene, which essentially is how the scene is then projected onto the viewing screen. V-Ray supports several camera types described below with sample renders in the next section.


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Common parameters for Standard, Spherical, Box, Warped spherical,
Cylindrical (point), Pinhole, and Cube Camera Types

 

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Camera parameters for Fish eye Camera Type

 

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Camera parameters for Cylindrical (ortho) Camera Type

 

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Camera parameters for Spherical panorama Camera Type

 

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The parameters in this rollout are ignored if you are rendering using Physical camera Attributes. Exception applies for the overscan, motion blur parameters: prepass samples and geometry samples, Auto Exposure and Auto White Balance.

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These parameters, which appear when the Depth of Field option is enabled, control the depth of field effect when rendering with a standard Maya camera. The parameters are ignored if you render with Physical camera Attributes.

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Depth of field is supported only for the Standard camera type. Other camera types do not produce the depth of field effect at this time.


Aperture – The size of the virtual camera aperture, in world units. Small aperture sizes reduce the DOF effect.

Center bias – Determines the uniformity of the DOF effect. A value of 0.0 means that light passes uniformly through the aperture. Positive values mean that light is concentrated towards the rim of the aperture, while negative values concentrate light at the center.

Get focal distance from camera – When enabled, the focal distance is determined from the camera target. This setting works only with Maya camera types Camera and Aim or Camera, Aim and Up.

Focus distance – Determines the distance from the camera at which objects will be in perfect focus. Objects closer or farther than this distance will be blurred.

Sides – Enables simulation of the polygonal shape of the aperture of real-world cameras. When disabled, the shape used in calculations is perfectly circular.

Number of sides – Sets the number of sides for the polygonal shape of the aperture.

Rotation – Specifies the orientation of the aperture shape.

Anisotropy – Stretches the bokeh effect horizontally or vertically. If you want the ratio of height to width of the bokeh to be k:1,  then the value for anisotropy should be sqrt(1/k)-1For example, for anamorphic bokeh, which is 2.39:1, the anisotropy value should be -0.353. 

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Motion Blur Parameters

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These parameters, which appear when the Motion Blur option is enabled, set values for calculations of the Motion Blur effect. For more information, see the Motion Blur example below.

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Camera motion blur – Enables the calculation of motion blur caused by the movement of the camera.

Duration (frames) – Specifies the duration, in frames, during which the camera shutter is open.

Interval center – Specifies the middle of the motion blur interval with respect to the Maya frame. A value of 0.5 means that the middle of the motion blur interval is halfway between the frames. A value of 0.0 means that the middle of the interval is at the exact frame position. For more information, see the Interval Center example below.

Bias – Controls the bias of light for the motion blur effect. A value of 0.0 means that the light passes uniformly during the whole motion blur interval. Positive values mean that light is concentrated towards the end of the interval, while negative values concentrate light towards the beginning.

General Motion Blur Parameters

These parameters are used whether you are rendering from a standard camera or from a VRayPhysicalCamera with motion blur enabled.

Shutter Efficiency – In real world cameras, the shutter requires some time to open and close which in turn affects the way motion blur looks. This is especially true for lenses with large apertures. To simulate this effect, this parameter controls how the motion blur samples are distributed in the time interval of the shot. A value of 1.000 means that the samples are evenly distributed as if the shutter opens and closes instantly. Lower values produce more realistic results by placing more samples toward the middle of the time interval.

Prepass samples – Controls how many samples in time are computed during irradiance map calculations.

Geometry samples – Determines the number of geometry segments used to approximate motion blur. Objects are assumed to move linearly between geometry samples. For objects rotating at high speed, increase this parameter to get correct motion blur. Note that higher values increase memory consumption since more geometry copies are kept in memory. For more information, see the Geometry Samples example below.

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