Class

Camera

Synopsis

This camera node provides a perspective view, like a regular camera. This is the 'standard' camera type that you will probably use most often. In addition to a normal perspective, this camera type also provides controls for the depth of field, and the focal length of the camera, as well as controls, to do with the aperture of the camera. This allows various camera lens effects, including bokeh, to be simulated.

 

enable_dof

Enables depth of field effects.

 


fov

Controls the field of view.

plane_distance

If enabled, the Z-depth and near/far clip are computed from the camera plane. They are computed from the camera point if disabled.

focus_distance

 

flat_field_focus

This parameter matches the standard thin lens camera model. This prevents over blurring away from the optical axis. Some renders might change, especially with wide FOV angles or very shallow DOF. Set persp_camera.flat_field_focus false to get the previous behavior.

aperture_size

 


aperture_blades

aperture_rotation

 

aperture_blade_curvature

aperture_aspect_ratio

uv_remap

This parameter takes a 2D displacement image and uses it to distort the rendered output of the camera's lens. The left image below has been rendered using a colored ramp connected to the UV Remap attribute. In the right image, the same ramp texture has been distorted in a 2d image post-processing software package.

When using uv_remap you should use the image shader's 'image.swrap clamp' and 'image.twrap clamp' attributes to minimize edge effects due to filtering.

position

  (common)

look_at

  (common)

up

  (common)

matrix

  (common)

near_clip

  (common)

far_clip

  (common)

shutter_start

  (common)

shutter_end

  (common)

shutter_type

  (common)

rolling_shutter

  (common)

filtermap

  (common)

handedness

  (common)

screen_window_min

  (common) 

screen_window_max

  (common)

exposure

(common)


radial_distortion

Radial distortion, with negative and positive values resulting in pincushion and barrel distortion respectively. Real-world lenses can show such distortion when using, for example, a very short focal length or a high zoom.

Radial Distortion (-1.3 to 1)

 

A 'barrel distortion' camera lens effect has been reproduced in the interior scene below, by simply increasing the Radial Distortion to 0.2 (rollover image).

Rollover image

 

lens_tilt_angle

Controls lens tilt angles with respect to the projection plane. The horizontal and vertical angles are specified in degrees. This is useful in architectural renderings to compensate for perspective transformation for vertical lines.

 

Horizontal

Vertical

vertical lens_tilt_angle: 0 to 15

 

lens_shift

Shifts the lens position. This is useful to recenter the subject after using tilt. The shift is given in normalized screen coordinates: +1 will move the frame center to the right or bottom edge. Note that lens shift will affect the render in a different way than screen_window, notably with distortions or vignetting since one is a lens effect and the other just selects the part of the rendered image that will be output.  

Horizontal

 

Vertical

radial_distortion_type

A lens radial distortion compatible with the 3ds Max physical camera. It is selectable through persp_camera.radial_distortion_type cubic_inverse. The classic cubic type is still the default.