About the Camera Editor Image Processing Tab

Scene > Camera Editor > Image Processing

All camera image processing parameters are found in this tab.

Tonemapping

Makes it possible to map the high dynamic range rendering for display onto an output device with lower dynamic range.

Tonemapper

Selects an algorithm to adjust the appearance of a 32-bit render.

Reinhard Luminance

Uses the tone mapping methods, based on Erik Reinhard’s methods. The tone mapping takes place, based on the luminance values of a pixel. The pixel color information is retained.

Reinhard RGB

Uses the tone mapping methods, based on Erik Reinhard’s methods. The tone mapping takes place separately for each channel of an RGB pixel. Bright pixels are desaturated, as with a digital camera sensor. When selected, the Colorspace option appears. Select from sRGB or ACES.

Logarithmic Luminance

Uses a logarithmic mapping, based on the luminance values. This mapping corresponds approximately to the human perception. The color information remains unchanged.

Logarithmic RGB

Uses a logarithmic mapping that affects each channel of an RGB pixel separately. Bright pixels are desaturated. When selected, the Colorspace option appears. Select from sRGB or ACES.

Filmic

Uses an s-curve mapping that reproduces the behavior of a photographic film. RGB channels are mapped separately. Two parameters control the shape of the s-curve:

Physical Camera

Enables the option to work with physical values like F-stop, Shutter Speed, and ISO to control the tonemapping of the image. Additionally, presets of response camera curves can be loaded and edited to adjust the appearance of the rendering. These values affect the amount of motion blur and depth of field. Also, a focal length change affects the exposure of the rendering.

F-Stop

Only available when the Physical Camera Tonemapper is selected.

Sets the ratio of the focal length to the aperture.

Shutter Speed

Only available when the Physical Camera Tonemapper is selected.

Defines a custom shutter speed in 1 over the input value (1/x).

ISO

Only available when the Physical Camera Tonemapper is selected.

Determines the sensitivity of the image sensor; the lower the number, the less sensitive the camera is to light.

Sensor Response

Only available when the Physical Camera Tonemapper is selected.

Provides the following options:

Luminance

Shows the luminance values in the scene. Luminance is the light reflected from a surface, so this is what a human eye would see. When selected, the following options appear:

Illuminance

Shows the illuminance arriving at a surface. When selected, the following options appear:

Exposure

Sets the scaling factor for the luminance of the image.

White Point

Sets the luminance value, which is mapped to the value 1 (that is, the maximum luminance of the display device).

Colorspace

Sets the colorspace used when rendering your images.

sRGB

Uses the standard RGB color space for vibrant saturated consistently displayed colors.

ACES

Helps reproduce the color shifts that occur when filming a bright light. For example, think of a taillight where red gets shifted to yellow or a bright sky that gets slightly desaturated.

Blending

VRED provides different modes of blending. By default, this will be off.

Off

No blending.

Vignette

Renders a vignette on top of the rendering. A vignette darkens the corners of an image.

Amount

Sets the opacity of the vignette. The amount can be used to control the darkness of the vignette.

Radius

Sets the radius of the vignette.

Roundness

Sets the shape of the vignette. A roundness of 0 indicates the ellipse fits the render resolution.

Feather

Defines the blurriness of the vignette.

Image

Multiplies a texture on top of the rendering. Can be used for texture overlays.

Amount

Sets the opacity of the image.

Left and Right Eye Blend Map

Allows the use of blending textures at pixel level. At a final pass, the input image is multiplied with the rendering. In stereo mode, it is possible to define different images for left and right eye.

Color Correction

This section contains options for color correction:

White Balance

Defines the white balance value that affects the image in the post-processing procedure.

Hue-Shift

Defines the hue-shift value.

Contrast

Sets the overall contrast.

Brightness

Sets the overall brightness.

Saturation

Sets the color saturation.

Apply To Backplates

Applies the camera color correction and the camera's white balance to the backplate. Otherwise it is only applied to the rendered geometry.

Apply To Frontplates

Applies the camera color correction and the camera's white balance to the frontplate. Otherwise it is only applied to the rendered geometry.

Glow

This section contains glow parameters:

Enable

Enables/disables glow. When enabled, Threshold, Size, and Intensity are activated.

Threshold

Determines the threshold of the brightness of a pixel where the glow effect sets in.

Size

The glow size determines the size of the glow surrounding an object.

Intensity

The glow intensity determines the brightness of the glow.

Glare

This section contains parameters for glare:

Enable

Enables/disables glare.

Threshold

Determines the threshold of the brightness of a pixel for where the glare effect sets in.

Size

Determines the size of the glare.

Intensity

Determines the brightness of the glare.

Rotation

Sets the rotation of streaks in a specified angle.

Streaks

Determines the maximum count of streaks. Higher values appear like stars.

Fog

This section contains parameters for fog. To see how to use fog, see Working with Fog.

Distance fog

Defines the characteristics of fog as it gets farther away. As it travels further into the scene, objects become less visible and the fog gets thicker, just like in real life. So, if you want your object to stand out against your background, this is an elegant way to achieve this.

Color

Determines the color of the fog. Use the slider or enter the RGB value for the color of your Distance fog. The color you set is blended with the lit material color and factors in the Falloff value you've set.

Falloff

Describes how the fog changes in density as you travel deeper into a scene. There are two options:

Linear

Creates fog that slowly thickens as you move deeper into the scene and away from the camera, ultimately creating less fog than Realistic.

Realistic

Creates life-like fog that quickly thickens (exponentially) as you move deeper into the scene and away from the camera.

Distance

Sets how near or far the camera is from the beginning of the fog.

Density

Determines the thickness of the fog, based on the selected Falloff option and distance. When set to a high value, objects in the scene quickly blend into the background, getting obstructed by the fog.

Noise Intensity

Creates noise in the fog density. The density of the fog appears to be different in different places, not uniform. Use it to roughly approximate clouds or similar phenomena.

Noise Size

Determines the size of the irregularities in the fog, made by the noise function or texture. When Noise Intensity is greater than zero, you can change their size. Use the three sliders to scale the size of the irregularities in one or all three directions (X, Y, and Z). If you want uniform scaling, tick the Uniform Scaling check box.

Uniform Scaling

Determines whether noise functions/textures are all scaled uniformly or at different rates when Noise Size is set.

Noise Offset

Changes the position of the irregularities in the fog, made by the noise function or texture, when Noise Intensity is greater than zero.

Enable Height

Helps you simulate effects like ground fog or fog at the top of high buildings. Like Distance fog, Height fog depends how far away things are and where they are inside the fog.

Things that are closer are move visible. As things get further away, the fog gets thicker.

When things are inside the fog, you won't notice a difference between Distance fog and Height Fog. Where you will notice a difference is where parts of objects can be outside the fog, unobscured, while others won't be and are obstructed.

Color

Determines the color of the fog. Use the slider or enter the RGB value for the color of your Distance fog. The color you set is blended with the lit material color and factors in the Falloff value you've set.

Falloff

Describes how the fog changes in density as you travel deeper into a scene. There are two options:

Linear

Creates fog that slowly thickens as you move deeper into the scene and away from the camera, ultimately creating less fog than Realistic.

Realistic

Creates life-like fog that quickly thickens (exponentially) as you move deeper into the scene and away from the camera.

Density

Determines the thickness of the fog, based on the selected Falloff option and distance. When set to a high value, objects in the scene quickly blend into the background, getting obstructed by the fog.

Min Max

Min defines at what height from the ground the fog begins. Max defines at what height from the ground the fog ends. To see Height fog, the Max value must be greater than Min.

Noise Intensity

Creates noise in the fog density. The density of the fog appears to be different in different places, not uniform. Use it to roughly approximate clouds or similar phenomena.

Noise Size

Determines the size of the irregularities in the fog, made by the noise function or texture. When Noise Intensity is greater than zero, you can change their size. Use the three sliders to scale the size of the irregularities in one or all three directions (X, Y, and Z). If you want uniform scaling, tick the Uniform Scaling check box.

Uniform Scaling

Determines whether noise functions/textures are all scaled uniformly or at different rates when Noise Size is set.

Blend Range

Normally, fog density is constant, resulting in unpleasant sharp transitions between foggy and non-foggy areas. Use the Blend Range slider to gradually change fog density as you get higher into the fog. At the beginning, the fog gradually builds, until it's reached maximum density, then gradually fades away. The fog disappears when Blend Range is set to 1.