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How To Perfectly Center The Camera In C4d

This page provides information about the Camera Overrides Return Settings in Five-Ray for Cinema 4D.

Overview


The photographic camera options control the style the scene geometry is projected onto the image, therefore changing how the return looks. These attributes override the following:

  • The type of camera used for rendering
  • Auto Exposure
  • Auto White Balance
  • Enable Depth of Field
  • Enable motility blur effects for the standard cameras in Cinema 4D

UI Path: ||Render Settings|| >5-Ray >Overridestab >Camera rollout

Camera


Auto Exposure – Automatically determines an appropriate exposure value for the return. This option requires Light Enshroud in Single frame way.

Auto White Rest – Automatically determines a suitable white rest value for the image. This choice requires Light Cache in Single frame mode.

Disabled
Temperature
RGB

Auto Corrections Mode – Specifies which camera and/or views to use the automatic exposure and white balance setting. This option is bachelor only if Car Exposure/Machine white residual are enabled.

All cameras – Applies Auto Exposure and Machine White Balance to all cameras, regardless of their local exposure settings.
Cameras without exposure simply – Applies Auto Exposure and Auto White Residual only to cameras with no local exposure settings.

Camera Type – Types of cameras available in 5-Ray. You may set your scene photographic camera to be overridden by selecting one of the post-obit:

Standard – Allows for the current scene photographic camera to be used (usually a pinhole camera).
Spherical – A camera with a spherically shaped lens.
Cylindrical (point) – This camera casts all rays from the center of a cylinder. In the vertical direction, the camera acts equally a pinhole camera, and in the horizontal direction, the photographic camera acts as a spherical photographic camera.
Cylindrical (ortho) – This camera casts all rays from the center of a cylinder. In the vertical direction, the camera acts equally an orthographic view, and in the horizontal direction, the photographic camera acts as a spherical photographic camera.
Box – Half dozen standard cameras placed on the sides of a box. This type of camera is excellent for generation of surroundings maps for cube mapping and generates a vertical cross format image.
Fish eye – This special type of camera captures the scene every bit if it is a pinhole photographic camera pointed at a 100% reflective sphere that reflects the scene back into the photographic camera's shutter, every bit with using a light probe in HDRI photography. Yous can use theDist andFOV settings to command which function of the sphere is captured by the camera. Note that the virtual reflective sphere has e'er a radius of 1.0.
Warped spherical (sometime-style) – A spherical camera with slightly different mapping formula than theSpherical camera.
Orthogonal – An orthographic photographic camera enabling flat, not-perspective views.
Pinhole – Overrides the scene photographic camera to strength it to be a pinhole camera.
Spherical panorama – Spherical camera with contained horizontal and vertical FOV selection that is useful for generating lat-long images for spherical VR employ.
Cube6x1 – A variant of theBox photographic camera with the cube sides arranged in a single row. Different theBox camera'south output,Cube6x1 does non produce an empty infinite in the output image and is quite useful in generating cubic VR output.

Height– Specifies the tiptop of a Cylindrical (ortho) camera. This setting is bachelor just when the Camera type is set up to Cylindrical (ortho).

Auto-fit – Controls the auto-fit pick of the Fish-eye camera. When enabled, Five-Ray calculates theDist value automatically and then that the rendered image fits horizontally with the image's dimensions.

Curve – Controls the caste of warping for a Fish center camera. A value of 1.0 corresponds to a real world fish-middle camera. Lower values increase warping, while higher values reduce warping. Technically, this value controls the bending at which rays are reflected by the virtual sphere of the camera.

Override FOV – Overrides Cinema 4D's photographic camera FOV (field-of-view) angle. Some Five-Ray camera types can take FOV ranges from 0 to 360 degrees, whereas the cameras in Cinema 4D are express to 180 degrees.

Enable Depth-of-field –Toggles on or off boosted parameters to control depth of field. See the Depth of Filed section beneath.

Enable Motion Mistiness – Toggles on or off additional parameters to command move blur. Come across the Motion Blur department below.

Geometry Samples – Determines the number of geometry segments used to approximate movement blur. Objects are assumed to movement linearly between geometry samples. For objects rotating at loftier speed, increase this parameter to get correct motility blur. Note that college values increase memory consumption since more geometry copies are kept in retention.

Depth of Field Parameters


These parameters, which appear when the Depth of Field option is enabled, control the depth of field result.

Aperture – The size of the virtual camera discontinuity, in globe units. Small aperture sizes reduce the DOF effect.

Center Bias – Determines the uniformity of the DOF effect. A value of 0.0 ways that light passes uniformly through the aperture. Positive values mean that lite is concentrated towards the rim of the aperture, while negative values concentrate light at the centre.

Utilise CameraFocus Distance – When enabled, thefocal altitude is determined from the photographic camera target.

Focus altitude – Determines the distance from the photographic camera at which objects are in perfect focus. Objects closer or farther than this altitude are blurred.

Discontinuity Shape - Enables simulation of the polygonal shape of the aperture of real-globe cameras. When disabled, the shape used in calculations is perfectly circular.

Number of Blades – Sets the number of blades for the polygonal shape of the aperture.

Rotation – Specifies the orientation of the aperture shape.

Anisotropy – Stretches the bokeh effect horizontally or vertically. If you lot want the ratio of height to width of the bokeh to existthousand:1, then the value for anisotropy should besqrt(ane/yard)-1.For example, for anamorphic bokeh, which is2.39:one, the anisotropy value should be -0.353.

Motility Mistiness Parameters


These parameters, which appear when the Move Blur choice is enabled, set values for calculations of the Motion Blur result.

Camera Motion Blur – Enables the calculation of motion blur caused past the motion of the camera.

Duration (frames) – Specifies the duration, in frames, during which the camera shutter is open up.

Interval Heart – Specifies the middle of the motion blur interval with respect to the Picture palace 4D 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 eye of the interval is at the exact frame position.

Bias – Controls the bias of low-cal for the motion blur effect. A value of 0.0 means that the light passes uniformly during the whole motility blur interval. Positive values hateful that light is full-bodied towards the cease of the interval, while negative values concentrate calorie-free towards the get-go.

Shutter Efficiency –  In real globe cameras, the shutter requires some time to open and shut which in turn affects the way move blur looks. This is peculiarly true for lenses with large apertures. To simulate this effect, this parameter controls how the motion mistiness samples are distributed in the time interval of the shot. A value of 1.000 means that the samples are evenly distributed as if the shutter opens and closes instantly. Lower values produce more than realistic results by placing more samples toward the center of the time interval.

Geometry samples – Determines the number of geometry segments used to approximate motion blur. Objects are assumed to move linearly betwixt geometry samples. For objects rotating at high speed, increase this parameter to go correct motion blur. Annotation that higher values increase memory consumption since more geometry copies are kept in memory.

Source: https://docs.chaos.com/display/VC4D/Camera+Overrides

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