Camera

The Arnold core renderer provides several separate camera nodes: perspective, orthographic, fisheye, cylindrical and spherical.

For a standard perspective camera, you can simply rely on the Softimage perspective camera. Stereo cameras, belonging to a group that is assigned as the pass camera, are also supported when rendering interactively or from xsibatch.

For an orthographic camera, simply turn the projection type of the camera to Orthographic.

If you need a different type of camera, or to access the camera-specific parameters, you can either:

  • Select a camera and apply the Camera Options property.
  • Get a new camera from Arnold->Cameras or Get->Primitive->Camera

 

The first method is recommended if you're fine with the current Softimage camera, and you just want to tune attributes specific to Arnold, like the DOF and motion blur settings.

The latter, will create a Softimage perspective camera, and apply the Camera Options property already set, based on the camera type you selected.

Camera Type

The supported types are:

• perspective

• cylindrical 

• fisheye 

• spherical

You can also use custom camera nodes: set the camera type to Custom (lens shader) and connect your node at the top of the lens shaders stack of the camera.

Exposure

Simulates the effect of camera exposure (in a non-physical way). Increasing this parameter by a value of one gives you one stop up (doubles the brightness). 

Depth of Field

This group controls the Depth of Field settings. Further examples can be found here

Enable

Enables depth of field effects.

Focal Distance

Focus at Interest Point

If enabled, the focal distance will be automatically set to the distance from the camera to the camera interest point.

Distance

The distance at which objects appear in perfect focus, for a non-zero aperture value, in case Focus at Interest Point is disabled.

This is the distance at which objects appear in perfect focus, for a non-zero aperture value. 

Aperture

These settings define the geometry of the camera's aperture and its bokeh effects.

Size

The radius of the aperture in world units. The smaller the aperture, the sharper the images (shallower depth of field). In the limit, a size of zero produces no depth of field blurring.

The radius of the aperture in world units. The smaller the aperture, the sharper the images (shallower depth of field). In the limit, a size of zero produces no depth of field blurring. 


Aspect Ratio

Used to stretch the aperture vertically. A value of 2 produces an elongated defocusing effect reminiscent of an anamorphic lens, while a value less than one will squash it.

Values bigger than one produce an elongated defocusing effect, reminiscent of an anamorphic lens, while a value less than one will squash it.

 

Polygonal Aperture

Determines whether the aperture will behave as a regular polygon of N-sides or as a perfect disk.

Blades

A number of blades (or polygon sides) of the polygonal aperture. 0 is considered a circle aperture

Blade Curvature

The curvature of the polygonal aperture sides. A value of 0 means hard straight sides. Increasing this value results in progressively more curved edges, all the way to 1.0 which produces a perfect disk. Negative values produce a "pinched" or star-shaped aperture.

The curvature of the polygonal aperture sides. A value of 0 means hard straight sides. Increasing this value results in progressively more curved edges, all the way to 1.0 which produces a perfect disk. Negative values produce a "pinched" or star-shaped aperture.

Rotation

Rotation angle (in degrees) of the aperture.

Rotates the aperture by the specified number of degrees. 


 

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