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.

The cameras page has more details about the controls. 


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

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. 


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.




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.  





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