摄像机

镜头

参考

面板:摄像机 ‣ 镜头

类型

透视模式

  • Focal Length/Field of View
  • Control the field of view set by lens property or by angle as selected in the Lens Unit menu.../../_images/render_cycles_camera_perspective.svg

Hint

Dolly Zoom

While the camera is moving towards an object the Focal Length property can be decreasedto produce a Dolly Zoom camera effect, or vice versa.

This video demos the Dolly Zoom camera effect.

正交模式

  • 缩放
  • 控制物体投射在图像上的物体尺寸。../../_images/render_cycles_camera_orthographic.svg

全景模式

Cycles支持方形与鱼眼两种全景类型,需要注意到是,它们都无法在OpenGL渲染时正常显示,只会体现在渲染结果中。

方形

Render a panoramic view of the scenes from the camera location and use an equirectangular projection,always rendering the full 360° over the X axis and 180° over the Y axis.

这种投影方法与世界着色器所使用的环境纹理相容,因此可用来渲染环境贴图。若要查看默认映射,需将摄像机物体的旋转设置为(90, 0, -90),也就是朝向X轴正向。这样便可以让摄像机朝向默认的环境纹理贴图的中央了。

  • Minimum/Maximum Latitude/Longitude
  • Limits of the vertical and horizontal field of view angles.
鱼眼

鱼眼镜头属于典型的广角镜头,会产生强烈的扭曲,常用于制作全景图,例如圆顶投影或某些艺术效果等。Fisheye Equisolid(等立体角型鱼眼)镜头可与实现与真实摄像机的最佳匹配效果。它提供了镜头焦距和可视角度的设定,同时会考虑传感器的大小。

鱼眼镜头属于典型的广角镜头,会产生强烈的扭曲,常用于制作全景图,例如圆顶投影或某些艺术效果等。Fisheye Equisolid(等立体角型鱼眼)镜头可与实现与真实摄像机的最佳匹配效果。它提供了镜头焦距和可视角度的设定,同时会考虑传感器的大小。

The Fisheye Equidistant lens does not correspond to any real lens model;it will give a circular fisheye that does not take any sensor information into accountbut rather uses the whole sensor. This is a good lens for full-dome projections.

  • 镜头
  • 镜头的焦距值,单位是毫米。
  • 可视角
  • 镜头的可视角度值,设定为360或更高的角度值可拍摄到完整的环境。
Mirror Ball

Render is if taking a photo of a reflective mirror ball.This can be useful in rare cases to compare with a similar photo taken to capture an environment.

截断区间

  • 截断起始点和截断结束点
  • The interval in which objects are directly visible,Any objects outside this range still influence the image indirectly,as further light bounces are not clipped.When Limits in the Display panel is enabled,the clip bounds will be visible as two yellow connected dots on the camera line of sight.

Tip

Changing the clipping value can have a serious impact on render performance.It is important to always set the Start and End values to a safe distance that is both not too extreme,nor too small to have the best possible render times.

See also

景深

参考

面板:Camera ‣ Depth of Field

../../_images/render_cycles_camera_depth-of-field-panel.png

Focus

  • Object
  • Set an object to be used as a focal point by the camera, causing the camerato focus on the selected object origin.
  • Distance
  • When a Focus object is not used, the camera can be set to focus on an area in 3Dspace set by the distance from the camera.Using the Limit Display option, you are able to view the distance in the 3D space.

Viewport

  • High Quality
  • Enables the High Quality viewport depth of field, giving a more accuraterepresentation of depth of field. This allows the viewport depth of fieldto be closely represented to that of the render and render preview depth of field.
  • F-Stop
  • Viewport depth of field aperture measured in F-Stops. Smaller numbers willcause more blur in the viewport, OpenGL renders, and Sequencer.
  • Blades
  • The number of polygonal sides to give blurred objects in the viewport.The minimum number of blades needed to enable the bokeh effect is 3 (triangle).(Only available with High Quality).

Aperture

  • Aperture type
  • Use F-Stop or Radius to set the aperture for the render, and render preview.F-Stop is the focal ratio, where Radius is the radius of the focal point.
  • Size/Number
  • Aperture radius size, or F-Stop number used for the render, and render preview.Using the F-Stop with a low number, or Radius with a large size will result in a strong blur,also allowing the use of the bokeh effect.
  • Blades
  • Total number of polygonal blades used to alter the shape of the blurred objectsin the render, and render preview. As with the viewport, the minimum amount ofblades to enable the bokeh effect is 3, resulting in a triangular-shaped blur.
  • Rotation
  • Rotate the polygonal blades along the facing axis, and will rotate in a clockwise,and counter-clockwise fashion.
  • Ratio
  • Change the amount of distortion to simulate the anamorphic bokeh effect.A setting of 1.0 shows no distortion, where a number below 1.0 will cause a horizontal distortion,and a higher number will cause a vertical distortion.../../_images/render_cycles_camera_dof-bokeh.jpg

See also

Switching between Cameras

By binding the camera to markers.