The Camera
A camera describes a view of the scene, and
all the properties assigned to a camera, like film or image
size and resolution. In mental ray this also includes
options for post-processing in output shaders
and storing images in files on disk, as well as lens effects performed by
lens shaders, global atmosphere or fog
simulation in volume shaders, global
environment shaders to control what
happens to rays that leave the scene, and other parameters. A camera will
be positioned and oriented with an instance
element, in the same way that objects are placed anywhere in world space
of the scene.
By default, a pin-hole perspective camera is used for which the
focal length,
aperture and
aspect ratio may be specified on either
the camera element of the scene description,
or overridden on the command line of mental ray. Optionally, visual effects
such as depth of field can be achieved by specifying
additional shaders.
A scene may specify any number of cameras. However, only one camera is rendered
at a time, called the render camera. Cameras may be used for
purposes other than primary rendering, like to define a view projection on a
light for shadowmap creation, or
for references in custom shaders.
Stereoscopic
mental ray supports to render stereoscopic views in a single run
and with optimized performance. If enabled then the two images for the left
and right eye are computed simultaneously, and will be stored automatically
in separate frame buffers and written to separate output image files.
In this mode, it is possible to compute certain expensive view-dependent
effects like displacement or final gathering just once, and share the results
in the image rendering for the eyes. This allows to take performance advantage
of the view coherence, and avoids diverging results in the two images like
popping of displacement details due to slightly different angle of view.
The stereoscopic rendering is activated by adding new parameters to a
perspective render camera, or on the
command line of a standalone mental ray.
Existing shaders can be used without changes to render stereo. See also
Known Limitations.
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