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Since | 19.0 |
概要
This is the core version of the Physical Lens node, which allows for powerful control over the core functionality of the full physical lens. It also provides an easier way to implement your own lens shader.
Intended usage
The physical lens core cannot act as a lens shader as is since it isn’t a CVEX shader. It’s intended usage is as a building block in a CVEX Shader Builder.
For an example of it’s usage simply place down a Physical Lens node and set the “Allow Editing of Contents” option in the drop down menu. This will make it possible to see the insides of the node and see the Physical Lens Core in use.
About time offset and time scale
The Time offset and Time scale parameters may be hard to understand.
-
In a lens shader, “time” is a value representing the current point in the shutter time (from
0.0
, shutter opening, to1.0
, shutter closed). -
Time offset is the base time, so if you have a time offset value of 0.5 and a time scale of 0, the image will have no motion blur as it will just display the state of all objects half way through the shutter period.
-
Time scale is how much randomness (blurriness) is added to the Time offset. In camera terms, time scale is how long the sensor is exposed to light.
-
You can use time offset to determine when in the shutter period the virtual camera sensor starts imaging, and time scale to determine how long it images for.
パラメータ
Forwarded Coordinates
Use Forwarded Coords
A toggle to determine whether to use the forwarded coordinates forwarded_x
and forwarded_y
or to calculate them using the Karma inputs.
Tint and Exposure
Tint
出力に色味を付けます。
1.0
より大きい数値を使用することで、(非現実的に)画像を明るくすることができます。
Tint Texture Map
実質的に、出力画像にこのテクスチャマップを乗算します。
Exposure
画像の明度に対する指数スケール。
画像の明度に対する線形スケール。
Vignetting
エッジ周辺の画像を暗くする度合い。 これは物理ベースなので、この度合いはカメラの画角に比例します。 別の方法として、 Tint Texture Map を使用することで、画像の暗くする部分をフルコントロールすることができます。
Tilt X
焦点平面を(カメラのY軸を軸に)X方向に傾ける度数。
Tilt Y
焦点平面を(カメラのX軸を軸に)Y方向に傾ける度数。
Tilt and Shift
Shift X
レンズをX方向に移動させる距離(Houdiniワールド単位)。
Shift Y
レンズをY方向に移動させる距離(Houdiniワールド単位)。
入力
Karma Lens Shader Inputs
ix
iy
seed
sampleindex
datawindow
viewport
xres
yres
filter_style
filter_width
focal
focus
fstop
aspect
aperture
Time
clippingrange
isRHS
Bokeh and Distortion
bokeh_offset
The offset, or jitter, for the ray’s origin. When this is set to be samples from a 2D distribution, the bokeh will match the shape of the distribution.
curv_offset
An offset for the ray direction’s Z value. This can be used to manipulate the curvature of the lens as it changes the direction of the ray. A value of 1.0
results in the ray being shot horizontally from the camera, and a value of 0.0
results in no change. Negative values can be also be input and they will point rays closer to the center of the lens.
curv_normal
The normal of the curvature, this is an optional input when using the Curvature Offset parameter. Some curvature distortions may have an easily calculated normal which can be used to better estimate chromatic aberration through the distorted lens.
NOTE: This is only used when refracting rays in chromatic aberration, it can be ignored if chromatic aberration is not in use.
eta
The index of refraction, eta
, for the lens and given ray. This is used for chromatic aberration by refracting the given ray by the Curvature Normal and the Index of Refraction.
Shutter
toffset
-
id: toffset
The time offset of the shutter time. This determines when in the shutter time the ray will be sent, see understanding time offset and scale above for more information.
tscale
A base scale on the shutter time. Basically, this affects how blurry the image is, however see understanding time offset and scale above for more information. For rolling shutter effects time scale must be quite small, otherwise the rolling shutter will not be visible.
出力
jitter
Time
P
I
tint
valid
See also |