Camera type
The
cameras in VRay generally define the rays that are cast into the scene,
which essentially is how the scene is projected onto the screen. VRay
supports several camera types: Standard, Spherical,
Cylindrical (point), Cylindrical (ortho), Box and Fish
eye. Orthographic views are supported too.
Override FOV - with this setting you can
override the 3dsmax's FOV angle. This is because some VRay camera types can
take FOV ranges from 0 to 360 degrees, whereas the cameras in 3dsmax are
limited to 180 degrees.
FOV - here you specify the FOV angle (only
when Override FOV is turned on and the
current camera type supports FOV angle).
Height - here you can specify the height
of the Cylindrical (ortho) camera.
Note: this setting is available only when the
Type is set to Cylindrical (ortho).
Auto-fit - this setting controls the
auto-fit option of the Fish-eye camera. When
Auto-fit is enabled VRay will calculate the
Dist value automatically so that the rendered
image fits horizontally with the image's dimensions.
Dist - this setting applies only to the
Fish-eye camera. The
Fish-eye camera is simulated as a Standard
camera pointed to an absolutely reflective sphere (with a radius of 1.0)
that reflects the scene into the camera's shutter. The
Dist value contorts how far is the camera
from the sphere's center (which is how much of the sphere will be captured
by the camera). Note: this setting has no effect when the
Auto-fit option is enabled.
Curve - this setting applies only to the
Fish-eye camera. This setting contorts the way the rendered image is warped.
A value of 1.0 corresponds to a real world Fish-eye
camera. As the value approaches 0.0 the warping is increased. As the
value approaches 2.0 the warping is reduced. Note: in fact this value
controls the angle at which rays are reflected by the virtual sphere of the
camera.
Type - from this list you can select the
type of the camera. The available types are Standard,
Spherical, Cylindrical
(point), Cylindrical (ortho),
Box, Fish eye. See the
Examples
section for a more detailed discussion on camera types.
Standard - this is a standard pinhole
camera.
Spherical - this is a spherical camera which
means that the camera lenses has spherical form.
Cylindrical (point) - with this type of
camera all rays have a common origin - they are cast from the center of
the cylinder. In the vertical direction the camera acts as a pinhole
camera and in the horizontal direction it acts as a spherical camera.
Cylindrical (ortho) - in vertical
direction the camera acts as an orthographic view and in the horizontal
direction it acts as a spherical camera.
Box - the box camera is simply 6
standard cameras placed on the sides of a box. This type of camera is
excellent for generation of environment maps for cube mapping. It may be
very useful for GI too - you can calculate the irradiance map with a
Box camera, save it to file and you can reuse it with a Standard
camera that can be pointed at any direction.
Fish eye - this special type of camera
captures the scene as if it is normal pinhole camera pointed at an
absolutely reflective sphere which reflects the scene into the camera's
shutter. You can use the Dist/FOV settings to control what
part of the sphere will be captured by the camera. The red arc in the
diagram corresponds to the FOV angle. Note that the sphere has always a
radius of 1.0.
Depth of field
On - turns the depth-of-field effect
on.
Aperture - this is the size of the virtual
camera aperture, in world units. Small aperture sizes reduce the DOF effect,
larger sizes produce more blur.
Center bias - this 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.
Focal distance - determines the distance
from the camera at which objects will be in perfect focus. Objects closer or
farther than that distance will be blurred.
Get from camera - when this option is on,
the Focal distance is determined from the
camera target, if the rendering is done from a camera view.
Sides - this option allows you to simulate
the polygonal shape of the aperture of real-world cameras. When this option
is off, the shape is assumed to be perfectly
circular.
Rotation - specifies the orientation of
the aperture shape.
Anisotropy - this option allows the
stretching of the bokeh effect horizontally or vertically. Positive values
stretch the effect in the vertical direction. Negative values stretch it in
the horizontal direction.
Subdivs - controls the quality of the DOF
effect. Lower values are computed faster, but produce more noise in the
image. Higher values smooth out the noise, but take more time to render.
Note that the quality of sampling also depends on the settings of the
QMC
sampler as well as on the chosen
Image sampler.
Motion blur
On - turns motion blur on.
Duration - 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 3dsmax 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.
Bias - this controls the bias of 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.
Prepass samples - this controls how many
samples in time will be computed during irradiance map calculations.
Blur particles as mesh - this option
controls the blurring of particle systems. When this is
on, particles will be blurred like normal meshes. However, many
particle systems change the number of particles between frames. You can turn
off this option to compute the motion blur from the velocity of the
particles instead.
Geometry samples - this determines the
number of geometry segments used to approximate motion blur. Objects are
assumed to move linearly between geometry samples. For fast rotating
objects, you need to increase this to get correct motion blur. Note that
more geometry samples increase the memory consumption, since more geometry
copies are kept in memory.
Subdivs - determines the quality of the
motion blur. Lower values are computed faster, but produce more noise in the
image. Higher values smooth out the noise, but take more time to render.
Note that the quality of sampling also depends on the settings of the
QMC
sampler as well as on the chosen
Image sampler.