CameraAttributesPractical
Inherits: CameraAttributes < Resource < RefCounted < Object
Camera settings in an easy to use format.
Description
Controls camera-specific attributes such as auto-exposure, depth of field, and exposure override.
When used in a WorldEnvironment it provides default settings for exposure, auto-exposure, and depth of field that will be used by all cameras without their own CameraAttributes, including the editor camera. When used in a Camera3D it will override any CameraAttributes set in the WorldEnvironment. When used in VoxelGI or LightmapGI, only the exposure settings will be used.
Properties
| ||
| ||
| ||
| ||
| ||
| ||
| ||
| ||
|
Property Descriptions
float auto_exposure_max_sensitivity = 800.0
The maximum sensitivity (in ISO) used when calculating auto exposure. When calculating scene average luminance, color values will be clamped to at least this value. This limits the auto-exposure from exposing below a certain brightness, resulting in a cut off point where the scene will remain bright.
float auto_exposure_min_sensitivity = 0.0
The minimum sensitivity (in ISO) used when calculating auto exposure. When calculating scene average luminance, color values will be clamped to at least this value. This limits the auto-exposure from exposing above a certain brightness, resulting in a cut off point where the scene will remain dark.
float dof_blur_amount = 0.1
Sets the maximum amount of blur. When using physically-based blur amounts, will instead act as a multiplier. High values lead to an increased amount of bluriness, but can be much more expensive to calculate. It is best to keep this as low as possible for a given art style.
float dof_blur_far_distance = 10.0
Objects further from the Camera3D by this amount will be blurred by the depth of field effect. Measured in meters.
bool dof_blur_far_enabled = false
Enables depth of field blur for objects further than dof_blur_far_distance. Strength of blur is controlled by dof_blur_amount and modulated by dof_blur_far_transition.
Note: Depth of field blur is only supported in the Forward+ and Mobile rendering methods, not Compatibility.
float dof_blur_far_transition = 5.0
When positive, distance over which (starting from dof_blur_far_distance) blur effect will scale from 0 to dof_blur_amount. When negative, uses physically-based scaling so depth of field effect will scale from 0 at dof_blur_far_distance and will increase in a physically accurate way as objects get further from the Camera3D.
float dof_blur_near_distance = 2.0
Objects closer from the Camera3D by this amount will be blurred by the depth of field effect. Measured in meters.
bool dof_blur_near_enabled = false
Enables depth of field blur for objects closer than dof_blur_near_distance. Strength of blur is controlled by dof_blur_amount and modulated by dof_blur_near_transition.
Note: Depth of field blur is only supported in the Forward+ and Mobile rendering methods, not Compatibility.
float dof_blur_near_transition = 1.0
When positive, distance over which blur effect will scale from 0 to dof_blur_amount, ending at dof_blur_near_distance. When negative, uses physically-based scaling so depth of field effect will scale from 0 at dof_blur_near_distance and will increase in a physically accurate way as objects get closer to the Camera3D.
© Copyright 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0). Revision 53e837c6
.
Built with Sphinx using a theme provided by Read the Docs.