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Table of Contents

This page provides information on the V-Ray Camera Properties that can override the global camera properties.


Overview


The V-Ray Camera Properties allow you to override some of the camera settings specified in the Camera Tab. In this way, you can have different camera settings for each camera in the scene. The options below control the way the geometry is projected onto the image.


Parameters


Camera Name – Custom name to be used for the camera when exporting it to a .vrscene file. If not specified, the full path of the camera node is used.

Override Globals – Overrides the global camera settings for the current camera. Must be checked in order to access the settings.

Type – The cameras in V-Ray generally define the rays that are cast into the scene, which essentially is how the scene is projected onto the screen. V-Ray supports several camera types: DefaultSphericalCylindrical (Point)Cylindrical (Ortho)Box and Fish-Eye. Orthographic views are supported too. From this list you can select the type of the camera. For more information, see the Camera Types and Camera Types Explained examples below.

Default (Standard) – Allows for the current scene camera to be used (usually a pinhole camera).
Spherical – A camera with a spherically shaped lens.
Cylindrical (Point) – Casts all rays from the center of a cylinder. In the vertical direction, the camera acts as a pinhole camera, and in the horizontal direction, the camera acts as a spherical camera.
Cylindrical (Ortho) – Casts all rays are cast from the center of a cylinder. In the vertical direction, the camera acts as an orthographic view, and in the horizontal direction, the camera acts as a spherical camera.
Box – Six standard cameras placed on the sides of a box. This type of camera is excellent for generation of environment maps for cube mapping and generates a vertical cross format image. Box camera can also be used for generating irradiance maps for GI: First you would calculate the irradiance map with a Box camera, then save it to a file and finally reuse it with a Standard camera that can be pointed in any direction.
Fish-Eye – This special type of camera captures the scene as if it is a pinhole camera pointed at a 100% reflective sphere that reflects the scene back into the camera's shutter, as with using a light probe in HDRI photography. You can use the Dist and FOV settings to control which part of the sphere is captured by the camera. Note that the virtual reflective sphere has always a radius of 1.0.
Warped Spherical (Old-Style) – A spherical camera with slightly different mapping formula than the Spherical camera.
Orthogonal – An orthographic camera enabling flat, non-perspective views.
Pinhole – Overrides the scene camera to force it to be a pinhole camera.
Spherical Panorama – Spherical camera with independent horizontal and vertical FOV selection that is useful for generating latlong images for spherical VR use.
Cube 6x1 – A variant of the Box camera with the cube sides arranged in a single row. Unlike the Box camera's output, Cube6x1 does not produce an empty space in the output image and is quite useful in generating cubic VR output.

The override FOV parameter changes the FOV of the perspective camera that is capturing the virtual Sphere when Fisheye auto-fit is enabled.
If Fish-eye auto fit is disabled, the FOV changes the distance to the virtual 100% reflective sphere.

Warped Spherical (Old-Style) – A spherical camera with slightly different mapping formula than the Spherical camera.
Orthogonal – An orthographic camera enabling flat, non-perspective views.
Pinhole – Overrides the scene camera to force it to be a pinhole camera.
Spherical Panorama – Spherical camera with independent horizontal and vertical FOV selection that is useful for generating latlong images for spherical VR use.
Cube 6x1 – A variant of the Box camera with the cube sides arranged in a single row. Unlike the Box camera's output, Cube6x1 does not produce an empty space in the output image and is useful in generating cubic VR output.

Override Field Of View – Overrides Houdini's FOV angle. This is because some V-Ray camera types can take FOV ranges from 0 to 360 degrees, whereas the cameras in Houdini® are limited to 180 degrees.

Field Of View – Specifies the field-of-view angle when the current camera type supports FOV. This option is available only when Override Field Of View is enabled.

Auto White Balance Sample Accumulation Mode – 

Height – Specifies the height of the cylindrical (ortho) camera.

Auto-fit – Enables the auto-fit option for the fish-eye camera.

Curve – Controls the way the rendered image is warped.

Vertical FOV – Specifies the height of the cylindrical (ortho) camera. 



Projection of Textures


To project a texture from a camera, set the texture mapping type to Projection.

Then link the specific camera to the Projection Camera field of the texture.

If you are projecting a texture from a camera in Solaris, link the specific camera to the Projection Camera (LOP) field. For more information, see the Solaris Camera Settings page.




 


 

Example: Camera Types

 

The images below show the differences between camera types:

 


Default camera



Spherifical camera



Cylindrical camera


 



Orthographic cylinder



Box camera



Fish-Eye camera


 


 


 

Example: Camera Types Explained

 

This example shows how the rays for different camera types are generated. The red arcs in the diagrams correspond to the FOV angles.

 


Default


Spherifical


Cylindrical (Point)


 

 

Cylindrical (Ortho)


Box


Fish-Eye