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Cameras
There are two major camera nodes in OctaneRender™: ThinLens and Panoramic.
Camera position, target and are read from the Lightwave camera settings. The other camera parameters are available inside the ThinLens camera node in the Render Target node editor.
ThinLens Camera
- . The aperture of the camera in the scene. Choosing a low value will have a wide where everything is in focus. Choosing a high value will create a shallow depth of field () where objects in the foreground and background will be out of focus.
- Aperture Edge. This controls aperture edge detection at all points within the aperture. The lower values will give more pronounced edges to out of focus objects affected by the a shallow depth of field (DOF) such as objects in the foreground and background.
- Lens Shift. This is useful for architectural rendering, when you want to render images of tall buildings/structures from a similar height as the human eye, but keeping the vertical lines parallel
- Distortion. This adjusts the spherical and cylindrical distortion. The rendered image displays the entire sphere and uses equidistant cylindrical projection also known as lat-lon projection.
- Near Clip Depth. The main purpose was for interior scenes where you want to get a good shot of the whole room but you cannot do so without a very large FOV, because you need to keep the camera inside the room. With camera clipping (near plane), you can position the camera outside the room – lower the FOV and increase the clipping plane distance in front of you until the closest walls are clipped out. The geometry is not altered, only the clipping of the camera, which means that shadows, reflections and refractions are still affected by the clipped geometry
- Perspective Correction. Enable this parameter to keep always the vertical lines parallel.
- Pixel aspect ratio. This allows you to render to a non-square pixel format (like NTSC or PAL).
- Aperture aspect ratio. This allows you to stretch/squash the DOF disc.
- Autofocus. Enable the camera autofocus function.
- Focal Depth. Focus depth distance.
- Stereo Output. Users can enable stereo mode and specify which of the following stereo output to render:
- Left: Render only the image for the left eye
- Right: Render only the image for the right eye
- Side-by-side: Renders the scene as a pair of two-dimensional images
- Anaglyphic: When active, the render will be able to be viewed with Red / Blue 3D glasses
- Over-under
- Eye Distance. This is the distance between the left and the right eye in stereo mode, measured in meters.
- Eye Distance Falloff. This controls how quickly the eye distance gets reduced towards the poles. This is to reduce eye strain at the poles when the panorama is viewed through a head-mounted display. A value of 1 will reduce the eye distance more or less continuously from equator to the poles, which will create a relaxed viewing experience, but this will also cause flat surfaces to appear curved. A value smaller than 1 keeps the eye distance more or less constant for a larger latitude range above and below the horizon, but will then rapidly reduce the eye distance near the poles. This will keep flat surface flat, but cause more eye strain near the poles which can be reduced again by setting the pano cutoff latitude to something <90 degrees.
- Left Stereo Filter / Right Stereo Filter. The left and right filter colors are used to adjust the colors used to create the anaglyphic stereo affect in the render.
Panoramic Camera
- Projection. Specifies the panormaic projection that should be used, with option of either a Spherical Camera Lens or a Cylindrical Camera Lens
- Horizontal . The horizontal field of view in degrees. This sets the x coordinate for horizontal field of view of the camera in the scene. This is ignored when cube mapping is used.
- Vertical Field of View. The vertical field of view in degrees. This sets the y coordinate for the vertical field of view of the camera in the scene. This is ignored when cube mapping is used.
- Keep upright. If enabled, the panoramic camera is always oriented towards the horizon and the up-vector will stay in its default direction (vertical).
- Stereo Output. Users can enable stereo mode and specify which of the following stereo output to render:
- Left: Render only the image for the left eye
- Right: Render only the image for the right eye
- Side-by-side: Renders the scene as a pair of two-dimensional images
- Anaglyphic: When active, the render will be able to be viewed with Red / Blue 3D glasses
- Over-under
- Eye Distance. This is the distance between the left and the right eye in stereo mode, measured in meters.
- Eye Distance Falloff. This controls how quickly the eye distance gets reduced towards the poles. This is to reduce eye strain at the poles when the panorama is viewed through a head-mounted display. A value of 1 will reduce the eye distance more or less continuously from equator to the poles, which will create a relaxed viewing experience, but this will also cause flat surfaces to appear curved. A value smaller than 1 keeps the eye distance more or less constant for a larger latitude range above and below the horizon, but will then rapidly reduce the eye distance near the poles. This will keep flat surface flat, but cause more eye strain near the poles which can be reduced again by setting the pano cutoff latitude to something <90 degrees.
- Pano Blackout Latitude. This is the +/- latitude at which the panorama gets cut off, when stereo rendering is enabled. The area with higher latitudes will be blacked out.
- If set to 90 degrees. nothing will be blacked out.
- If set to 70 degrees, an angle of 2×20 degrees will be blacked out at both poles.
- If set to 0, everything will be blacked out.
- Left Stereo Filter / Right Stereo Filter. The left and right filter colors are used to adjust the colors used to create the anaglyphic stereo affect in the render.
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