A camera model that approximates a number of real world physical effects. This supports all of the traditional prman perspective camera settings including shaped motion blur and bokeh.
Some examples of the effects PxrCamera can do:
Field of view (FOV) in degrees. For rectangular images this is normally the FOV along the narrower image dimension.
Field of view (FOV) in degrees. Used to motion blur fast zooms. 0.0 means it is the same during the rendering
Aperture size, controls depth of field blurriness. High values emulate a pinhole camera and depth of field is disabled.
The focal length of the camera in scene units measured from the camera lens. High F-stop values disable this.
Distance to the focal plane where objects are in focus, measured in scene units from the camera to the object. High F-stop values disable this.
Angle in degrees to tilt the lens. Makes the plane of focus non-parallel to the image plane. Has no effect unless depth of field is enabled. Positive tilts up, bringing the focus in the top of the image closer and pushing the focus in the bottom further. Negative does the reverse.
Roll the lens clockwise. If the lens tilt is non-zero this can be used to rotate the plane of focus around the image center.
Focus 1, 2, and 3
These point coordinates define an arbitrary plane (3 points is a triangle). This is used as the arbitrary focal plane. Note that a plane very oblique to the camera may fail to render.
Shift the lens horizontally. This can be used to correct for perspective distortion. Positive values shift towards the right.
Shift the lens vertically. This can be used to correct for perspective distortion "keystone" effects. To keep vertical lines parallel, aim the camera horizontally and adjust this to include the subject. Positive values shift towards the top.
Quadratic radial lens distortion coefficient. Positive values produce pincushion distortion. Negative values produce barrel distortion.
Quartic radial lens distortion coefficient. Positive values produce pincushion distortion. Negative values produce barrel distortion.
Distortion applied only in the X direction. Horizontal lines will remain straight. Positive values produce pincushion-like distortion. Negative values produce barrel-like distortion.
Distortion applied only in the Y direction. Vertical lines will remain straight. Positive values produce pincushion-like distortion. Negative values produce barrel-like distortion.
Anamorphic lens squeeze. Values greater than one decrease the effect of the lens distortion in the X direction. Values less than one increase it.
Transverse (or lateral) chromatic aberration. This specifies the magnification factors for the red, green, and blue primaries respectively. When unequal, this can produce a tinge which is most pronounced near the image edges. It will increase color noise, however.
Axial (or longitudinal) chromatic aberration. This specifies the chromatic focal shift for the red, green, and blue primaries respectively. When unequal, this can produce a tinge on bokeh and out of focus objects. It will increase color noise, however.
Natural vignetting. When one, directions off of the primary camera axis will be darkened realistically. Wide-angle perspectives will show this effect more strongly. Setting to zero disables this and intermediate values will blend accordingly.
Optical vignetting. Simulates light blockage due to a hood or other additional lens elements. With depth of field enabled, this creates cat's eye bokeh. However, it also increases image noise.
Shutter direction. Specifies the direction that the shutter sweeps. The default, down, is the most common direction for rolling shutters.
Exposure duration. Zero means an ideal rolling shutter where each line is exposed instantaneously when read. The default, one, is equivalent to a global shutter where all lines are exposed and read at the same time.
Higher values shift texture mipmaps and dicing to coarser levels, or less detail. Negative increase details for both. Adjust in small increments.
Selecting a screen area (X and Y) you can embiggen (zoom) by Z amount. This maintains all other parts of the render including mipmap levels, dicing, etc. It only changes the rays to zoom into this area leaving all else the same. This is useful as a diagnostic tool to see details smaller than a pixel that may flicker or change in undesired ways (like finding geometry popping or details changing).
This is used to take a deep EXR to generate a matte for the termination of rays, in this way it's similar to a generalized clipping plane. The supplied file must be an EXR and can be Deep Data or a shallow EXR (with included alpha). If it is deep data then we set the rays to terminate where the data becomes opaque, cutting away anything behind them in the render. Semi-transparent areas are importance sampled based on the depth and level of transparency. This can improve performance by skipping shading and tracing of rays. If using a shallow EXR with alpha, we terminate rays on opaque areas immediately and allow them where transparent. If there is partial transparency we stochastically sample based on the level of transparency. The shallow EXR method operates a lot like a render mask.