Camera - Arnold for Katana
The camera can already have a type assigned, in which case "from camera location" is what should be used. Only change the camera type to override what is already set on the camera previously.
- Depth of Field is not available for cylindrical and orthographic cameras.
- More information about motion vectors can be found here.
camera_type
Arnold provides the following camera types:
- Cylindrical Camera
- Fisheye Camera
- Orthographic Camera
- Perspective Camera
- Spherical Camera
- UV Camera
- VR Camera
adjustAspect
Interprets the aspect ratio from the image resolution, as well as the pixel aspect ratio from the named resolution in RenderSettings
. It defaults to making no adjustments for image aspect but applies the pixel aspect ratio from RenderSettings
chosen resolution. The various choices can choose to adjust for image aspect, and or the RenderSettings
resolution's pixel aspect ratio when they are non-square. For all choices except "no adjustments" KtoA will properly embed the pixel aspect ratio into any rendered EXR/TIFF metadata.
overridePixelAspectRatio
Overrides the pixel aspect ratio directly to e.g. anamorphic formats when that isn't set in the resolutions XML file for the given resolution. This aspect ratio is the pixel width divided by the pixel height and is effectively applied by adjusting the viewable aperture on the camera by Arnold itself. The pixel aspect ratio is embedded as metadata in any rendered TIFF/EXR images.
Cylindrical Camera
This camera node provides a cylindrical view, useful for creating panoramic views. A common use of this camera projection is to allow the creation of environment maps (in 'lat-long' or latitude-longitude format) for later use as reflection maps or for environment lighting.
Fisheye Camera
This camera node provides a fish-eye lens type view. The depth of field and aperture controls are similar to the standard perspective camera, but the fisheye camera also provides control over the field of view.
Orthographic Camera
The Arnold orthographic camera node has no attributes since it merely creates an orthographic view based on the current viewport.
Perspective Camera
This camera node provides a perspective view, like a regular camera. This is the 'standard' camera type that you will probably use most often. In addition to a normal perspective, this camera type also provides controls for the depth of field, and the focal length of the camera, as well as controls, to do with the aperture of the camera. This allows various camera lens effects, including bokeh, to be simulated.
Spherical Camera
This is a spherical camera which means that the camera lens has a spherical appearance. A common use of this camera projection is to allow the creation of environment maps (in spherical map format) for later use as reflection maps or for environment lighting. To get the full spherical range, the camera's screen window must be set to [-1,-1] to [1,1]. Note that the same mapping could be achieved in the cylindrical camera with careful setting of the Horizontal FOV, Vertical FOV, and Projective parameters but the spherical camera is provided for convenience.
UV Camera
uv_camera allows rendering an image in a mesh UV space. It can be used to bake a specific rendering and apply it later using an image node.
VR Camera
This is a generic VR camera implementation. It features two cameras offset by a distance with a specific 360º projection.