Cameras – Камери#

Панорамні Камери – Panoramic Cameras#

Cycles supports several types of panoramic cameras which are described in detail below. Note that these cannot be displayed in non-rendered modes in the viewport, i.e. Solid mode; they will only work for the final render.

Рівнопрямокутно – Equirectangular#

Рендериться панорамний огляд сцен з локації камери та використовується рівнопрямокутна проекція, завжди рендерить повністю 360° по осі X та 180° по осі Y.

This projection is compatible with the environment texture as used for world shaders, so it can be used to render an environment map. To match the default mapping, set the camera object rotation to (90, 0, -90) or pointing along the positive X axis. This corresponds to looking at the center of the image using the default environment texture mapping.

Latitude Min, Max

Limits of the vertical field of view angles.

Longitude Min, Max

Limits of the horizontal field of view angles.

Equiangular Cubemap Face#

Improves on Equirectangular by providing a more uniform distribution of rendered pixel of the spherical environment. This results in an image that has little variation in visual resolution for the entire spherical projection. This is in contrast to Equirectangular which can lose detail in the poles of the image. This is also in contrast to cube map projections which lose detail near the edges of each face.

This panorama type is great for virtual reality use cases where providing as much visual detail for a limited resolution is important.

A limitation over Equirectangular is that this method does not have longitude or latitude limits.

Риб’яче око – Fisheye#

Об’єктиви «риб’яче око» – це типово ширококутні об’єктиви із сильним спотворенням, корисні для створення панорамних зображень, наприклад, для проекції купола або як мистецького ефекту.

The Fisheye Equisolid lens will best match real cameras. It provides a lens focal length and field of view angle, and will also take the sensor dimensions into account.

The Fisheye Equidistant lens does not correspond to any real lens model; it will give a circular fisheye that does not take any sensor information into account but rather uses the whole sensor. This is a good lens for full-dome projections.

Lens – Об’єктив

Фокусна відстань об’єктива у міліметрах.

Field of View – Поле Зору

Кут поля зору, що наближається до 360 та більше, з метою захоплення середовища цілком.

Fisheye Lens Polynomial#

Match a real world camera by specifying the coordinates of a 4th degree polynomial.

The projection works as follows. Pixels in the image are mapped to positions \((x, y)\) on the camera sensor in mm. A position on the sensor is mapped to a direction with spherical coordinates \((1, \theta, \phi)\) in radians as follows:

\[\begin{split}& r = \sqrt{x^2 + y^2}\\ & \theta = k_0 + k_1 r + k_2 r^2 + k_3 r^3 + k_4 r^4\\ & \phi = acos(x/r)\end{split}\]

Incoming light from this direction is then projected onto the corresponding pixel.

This can be used to model both fisheye and perspective cameras.

Дзеркальний М’яч – Mirror Ball#

Render as if taking a photo of a reflective mirror ball. This can be useful in rare cases to compare with a similar photo taken to capture an environment.