VRayPhysicalCamera Standard replacing tutorial

7 May, 2010 renderstuff (Staff Author)

Typically in most scenes created by using V-Ray renderer, many visualizers use specialized camera called VRayPhysicalCamera. It has many settings that simulate similar real camera settings and therefore it is easy to use in it's own way.

However, it is not always possible and convenient  to use the camera of this type in practice. For example in the case when it is necessary to perform an orthogonal visualization from the camera, or to create interactive virtual panorama or use any special plug-in/script. In these cases, more preferable and sometimes the only possible is an use of standard 3ds Max camera.

It is important to know how you can go to a standard camera therefore, even if the scene was originally set up to work with V-Ray Camera. This wouldn't take much efforts.

At first the standard camera must be created. It can be done from Create in the Command Panel, in a group Cameras, as well as in the perspective view with hotkey combination Ctrl+C.

creating of a standard camera in 3ds max image

In consequence of a significant difference in a controls of the standard 3ds Max camera and a VRayPhysicalCamera, the visualization of the scene from VRayPhysicalCamera will vary in brightness from rendering the same scene from the standard 3ds Max camera.

VRayPhysicalCamera simulates aperture parameter f-number, shutter speed setting and film speed (ISO), which directly affect the brightness of the resulting picture.

There are no similar settings in the standard 3ds Max camera and the brightness of images obtained from it does not depend from camera's settings. Brightness is determined only by settings of the scene, such as lighting conditions, the brightness of light sources, render settings, etc.

There can be assumed that while not being able to adjust the brightness through the camera, it can be carried out through direct changes in the brightness of the light sources.

However, this shouldn't be done because of complexity and irrationality of this approach. It is much easier and more convenient to adjust brightness using a single parameter Multiplier, located in V-Ray tab in the dialog box Render Scene (F10) in the V-Ray: color mapping rollout.

Multiplier setting in V-Ray color mapping 3ds max image

This value is equal to one by default. To alter the brightness, the value of Multiplier should be increased or decreased. This will correspondingly increase or decrease the brightness of the final rendering.

Often you not only need to visualize scenes from the standard 3ds Max cameras, but to replace the VRayPhysicalCamera by the standard for obtaining a similar image of the same angle that was picked up in VRayPhysicalCamera.

Of course you can create a standard 3ds Max camera in the scene and manually pick the same angle, for example through using auto-alignment instrument Align (Alt+A). That is done by aligning a container of standard 3ds Max camera to the VRayPhysicalCamera's container and aligning a Target point of standard camera to the V-Ray's camera point of targeting, adjusting the Lens focal length or FOV angle values of standard 3ds Max camera. By that way you can achieve good similarities of the angles.

However, the substitution of cameras, as well as adjusting the brightness of the scene, should be done in a  more rational way.

To do this you first need to switch the view to the V-Ray camera that needs to be replaced in a viewport. After that, being in the view of VRayPhysicalCamera, switch to a Perspective view by pressing P on the keyboard. Thus, the perspective view will match the current camera view.

Now the latest thing to do is use the automatic camera creation based on the perspective view. To do this, press the key combination Ctrl+C and 3ds Max will create a standard 3ds Max camera, automatically picking up the camera position, target and values of Lens / FOV settings.

After those actions, the view from the newly established standard 3ds Max camera will fully match to substituted VRayPhysicalCamera.

As you can see, everything is simple and quite fast ;)

Many people err, that VRayPhysicalCamera was named so because of the physical correctness of the images obtained with it's help. But this is not fully true. The only difference from standard cameras, because of which the VRayPhysicalCamera actually called physical, is the way of its setup, which simulates a real camera setup. In particular, it is handy for those who is familiar with professional SLR camera (Still cam), video (Video cam) or a movie camera (Movie cam) and who is well-versed in theirs settings such as shutter speed, film speed, aperture size, shutter angle, offset latency. It will not be difficult for him to find and correctly configure the appropriate settings of VRayPhysicalCamera, imitating the similar device settings. They will be closer and more comprehensible than abstract parameters of the standard camera. Especially when it need to set up the DOF or Motion blur.

However, the user who is not known or as a rule not familiar with the settings of a real camera at all, the parameters of VRayPhysicalCamera would be even more abstract and misleading.

Surely, anyone who has always used VRayPhysicalCamera, with having no analogies with the real camera, face the routine need of setting at least three parameters to adjust the brightness of the visualization, namely the f-number, shutter speed and film speed (ISO). This is less convenient and requires more time for setting, rather than a single parameter Multiplier in the V-Ray: color mapping rollout. In addition, the use of a standard camera ease the visualization exposure setting, if the scene has multiple cameras. With them there is no need to configure each camera separately. V-Ray: color mapping is a global setting that affects a whole visualization.

Standard camera has a more obvious Clipping Planes containers in a viewport, what saves user from inconvenience of matching the geometry cut-off distance of the camera at guess, as this is in the case with VRayPhysicalCamera.

Please note that there is a default setting that simulates the vignetting in VRayPhysicalCamera, which creates a specific shade on the edges of visualization. However, in practice it has to be shut down in most cases. For static renderings the much controlled vignetting you can get by a post-processing using standard tools of any raster editor.

Of course, we should not completely abandon the VRayPhysicalCamera, because it is a great tool and will be irreplaceable when you need to make the visualization of multiple cameras with varying brightness of individual frames, or use the color balance function. But as any special tool, it can and should be used only in cases where it is really necessary.

 

Have a fast and beautiful renderings!

Questions and opinions regarding this tutorial please leave in comments. We'll help with all we can :)



8 May, 2010 joi
8 May, 2010 # Re: VRayPhysicalCamera Standard replacing tutorial
right, u don't need to use a physical camera in vray. i've never used it

12 May, 2010 zero
12 May, 2010 # Re: VRayPhysicalCamera Standard replacing tutorial
thanks for the tips, but for me I would still prefer vray physical camera, I love the effect of the vray cam's color balance than achieving it in photoshop.

12 May, 2010 RenderStuff (Staff Author)
12 May, 2010 # Re: VRayPhysicalCamera Standard replacing tutorial
Hi zero,
Yes, you are right, the white balance is a useful thing. But only in special cases. Usually when changing the custom balance, you affect the color of the scene entirely. If you just have much color bleeding from some light source, it is usually easier to adjust this exact light, rather than to change the color of the whole scene.
If you find right color saturation of the main sources of light in your scenes once, than after applying this method at any scene with the same concept of illumination, the result will be excellent and would not require any correction by camera or in a raster editor.
Anyway, thanks for your feedback, your opinion is appreciated πŸ˜‰

2 Jun, 2010 Rossamahaar
2 Jun, 2010 # Re: VRayPhysicalCamera Standard replacing tutorial
That respect you guys! It seems a trifle, as well as all (and myself included) do just as it is not necessary and how difficult! In general, the lessons are simple and excellent, other resources have not seen this!


2 Jun, 2010 Denis
2 Jun, 2010 # Re: VRayPhysicalCamera Standard replacing tutorial
I agree one hundred percent. I also really tupil) would still be on Lighting and modellingu lessons of this level, it will generally be super!


21 Jun, 2010 Andrey
21 Jun, 2010 # Re: VRayPhysicalCamera Standard replacing tutorial
lesson did not explain the main thing - how to transfer all the parameters to a standard camera. If you try Composite alpha and depth of a standard camera on the diffusion of Vir, we immediately understand what I mean. Quite simply, they do not coincide. This is not a lesson !!!!!!


12 May, 2010 RenderStuff (Staff Author)
21 Jun, 2010 # Re: VRayPhysicalCamera Standard replacing tutorial
Andron, if you try to understand the meaning of his own phrase, "composite depth camera to difuz Vir", you may realize that it is a meaningless set of words. All have tried everything and I assure you, everything is the same. Please state your problem regards standratnoy camera without emotion. We advise you to carefully read the second part of the lesson that you could not understand, or you simply do not read. So far, judging from written you, you do not understand about what VRayPhysicalCamera and how does it differ from the standard. Please read. If still you will not be able to understand written, then ask specific questions - we will answer.


30 Jun, 2010 kenny
30 Jun, 2010 # Re: VRayPhysicalCamera Standard replacing tutorial
this is one of the greatest aid i've experienced in this firkd. keep it up guys. you're the bomb,

2 Jul, 2010 Sa44
2 Jul, 2010 # Re: VRayPhysicalCamera Standard replacing tutorial
Great, thank you! I closed a lot of questions on camera. I'll try the standard porenderit, I think it will be more convenient.


27 Sep, 2010 alex-bestlife
27 Sep, 2010 # Re: VRayPhysicalCamera Standard replacing tutorial
Thank you very much - learned more, everything works perfectly ... but the question that worries me - how to pay for designer client is happy - say one view of the room - would be happy to answer - thank you !!!


12 May, 2010 RenderStuff (Staff Author)
27 Sep, 2010 # Re: VRayPhysicalCamera Standard replacing tutorial
Hello, Alex! Oddly enough, there is no unified system of evaluation 3d visualizations. We take panoramas in almost all cases, work with our customers, but previews, checking for compliance with the technical requirements, for approval of the work done before the final rendering, as well as to select the desired camera angle. Only a few customers, end customers that are technically advanced, very positive attitude to the overview 360 3d virtual panoramas. Although, in recent years, with greater and greater spread of computer technology, where even elderly people communicate in social networks, are stationary and portable computers, customers are more and more positive attitude to modern technologies, such as virtual 360 panorama, not limited to only static visualizations, printed on photo paper πŸ™‚ Returning to the issue price, in ordinary cases, we are not chargingit separate fee for the creation of virtual 3d panorama in addition to static rendering. However, the cost of our work fully pays for such bonuses. If the price is initially low, and to work simply can not recoup the cost of rendering the virtual 360 panoramas, it is right to evaluate the creation of panorama 3d separately and take extra fee as for advantage. The specific price called simply impossible, but 20% of the total cost of all the work on creation of 3d visualization as for technological innovation and indeed the original and presentable demonstration pans and designer / decorator or its end customer - it is quite a reasonable allowance. In any case, this discussion is a bit beyond the scope of this tutorial, and if you are interested in pricing issue in more detail, you can discuss it in our group http://vkontakte.ru/club8130543 , or wait for the big and interesting articles about the 3d visualization% D0 th, which will be affected by the issue priceπŸ˜‰


22 Nov, 2010 3d_marks
22 Nov, 2010 # Re: VRayPhysicalCamera Standard replacing tutorial
If the option to wind vertical shift in vireevskoy chamber, then by using the above mentioned method for producing a standard camera when it is selected again, we see that it is because of the lack of this option moves down in their settings. Accordingly, to reduce the two images are rendered with these cameras is impossible. Let's find a way to solve this problem.


12 May, 2010 RenderStuff (Staff Author)
22 Nov, 2010 # Re: VRayPhysicalCamera Standard replacing tutorial
Hey. To control shiftom standard 3ds max camera use the standard modifier Camera Correction. To do this, you highlight the desired standard camera and go to the main menu, 3ds max, there select Modifiers, later in the bottom of the menu, find and Cameras item in the submenu, select the modifier Camera Correction. Incidentally, when the process described in the lesson shift VRayPhysicalCamera well tolerated at standard 3ds Max camera, with the only difference being that the camera automatically applies the shift is not visible on it as a separate option. But it is worth it to apply the Camera Correction modifier and you will immediately see the value of this shiftπŸ˜‰


3 Mar, 2011 d252
3 Mar, 2011 # Re: VRayPhysicalCamera Standard replacing tutorial
Excellent lesson well and intelligently written. The rest of your lessons too great, some things that have been made over the years on a whim and were identified at random formed in the big picture. Many thanks to the authors of lessons!


20 Apr, 2011 mOPs
20 Apr, 2011 # Re: VRayPhysicalCamera Standard replacing tutorial
Once again made sure in the proverb "repetition - the mother of learning" I wanted to ask a separate question regarding the alignment of verticals, but re-read all the comments on this lesson, found the answer πŸ™‚ It worked πŸ™‚


5 Jul, 2011 Andrey
5 Jul, 2011 # Re: VRayPhysicalCamera Standard replacing tutorial
Tell me please ! multiplier option is activated only when you put an ordinary camera?


5 Jul, 2011 Artem
5 Jul, 2011 # Re: VRayPhysicalCamera Standard replacing tutorial
Andrew, do not. This global setting, and they are displayed in any cell or viewport) simply differs from the usual, Wray camera can be configured separately without changing the global settings in the book of color maping.


14 Sep, 2011 KostYAn
14 Sep, 2011 # Re: VRayPhysicalCamera Standard replacing tutorial
Hello! I do not know where to ask a question, so I am here. In Vrayphysicalcamera there is such a thing as the exposure, some people claim that it is necessary to remove a tick for proper illumination. Tell me is it right?


15 Sep, 2011 Anton (Staff Author)
15 Sep, 2011 # Re: VRayPhysicalCamera Standard replacing tutorial
Hello! I will not comment on the other, but simply to tell you what makes a check mark in the Exposure VRayPhysicalCamera. As described in this lesson, nominally via VRayPhysicalCamera can affect the brightness of the final render using tedious and senseless, driving in each new scene, the three numerical values ​​for the f-number, shutter speed, and film speed (ISO)😁 However, if you disable tick the exposure, then these three parameters will no longer affect the brightness or, as the photographers, the exposure of the final image, that is, in your case, - switched off. In other words, VRayPhysicalCamera simply turn the camera into a standard 3ds Max and cease to lighten or darken the image. That's all πŸ˜‰


14 Sep, 2011 KostYAn
15 Sep, 2011 # Re: VRayPhysicalCamera Standard replacing tutorial
Ok, thank you πŸ‘Œ!


14 Nov, 2011 Danilo Rios
14 Nov, 2011 # Re: VRayPhysicalCamera Standard replacing tutorial
Hello all,

I believe that is very useful and being used in conjunction with the VRaySun and VRaySky, VrayPhysicalCam to use, no need to adjust the exposure of the camera, not specific values ​​in the source of the sun!

Thank you and sorry for my poor English, I am Brazilian and I love this site!

12 May, 2010 RenderStuff (Staff Author)
14 Nov, 2011 # Re: VRayPhysicalCamera Standard replacing tutorial
Hi Danilo,

The level of your English doesn't matter here. Main thing is that we understand each other. Thanks for kind comment! πŸ˜‰

9 Jan, 2012 Dima
9 Jan, 2012 # Re: VRayPhysicalCamera Standard replacing tutorial
πŸ‘ huge human thank you)


10 Feb, 2012 Peps
10 Feb, 2012 # Re: VRayPhysicalCamera Standard replacing tutorial
Standard camera for me on your recommendations are now super option - does not affect the lighting, you can make clean orthogonal angles, clipping panel decided the problem of distorted view points such as facilities such as a toilet and bathroom. And how do the settings for the standard camera with visualization of the interior where the front or back can be slightly blurred?


15 Sep, 2011 Anton (Staff Author)
13 Feb, 2012 # Re: VRayPhysicalCamera Standard replacing tutorial
Use the scroll DOF effect of V-ray :: Camera tab V-ray😁


21 Feb, 2012 Dimon
21 Feb, 2012 # Re: VRayPhysicalCamera Standard replacing tutorial
Hello I also have a question about the cameras and just such a reason when rendering V-ray-WCSS camera can not see the background set the window (as explained in one of the lessons) and for rendering the usual seen where zasaada πŸ™‚


15 Sep, 2011 Anton (Staff Author)
21 Feb, 2012 # Re: VRayPhysicalCamera Standard replacing tutorial
Hello!

Without seeing the scene settings ( the V-Ray the Color mapping ), camera settings (VRayPhysicalCamera), as well as, not knowing what the process of setting the background behind the window in question, for sure answer to your question can not be.



21 Feb, 2012 Dimon
22 Feb, 2012 # Re: VRayPhysicalCamera Standard replacing tutorial
The settings here are Background made from Arc + Extrude + Convert Poly and designated V-Ray material as stated on this site


21 Feb, 2012 Dimon
22 Feb, 2012 # Re: VRayPhysicalCamera Standard replacing tutorial
Here πŸ™‚ zy, and even when the sun move the map V-RaySky unchanged ie its intensity as it did everything for Science (created dragged tied, etc.) as taught😁


15 Sep, 2011 Anton (Staff Author)
22 Feb, 2012 # Re: VRayPhysicalCamera Standard replacing tutorial

In general, I understand.

Do not use VRayPhysicalCamera general. Why - read this tutorial.

Make sure that your object background outside expelled from the GI and lighting and illuminates not VraySky not the VRaySun, and also made self-luminous mat instead of the usual one.

When you move the sun, the light changes. You just do not see it in the render as VraySky very bright .

Checkmark Affect background exposure makes use Color mapping and VRayPhysicalCamera to the background image. It may also be the reason that you can not see changes in brightness VRaySun. How to adjust Color mepping, read in class about the Color mapping-Ray in the V πŸ˜‰



21 Feb, 2012 Dimon
23 Feb, 2012 # Re: VRayPhysicalCamera Standard replacing tutorial
Thank you for your answer is yes for the camera I already knew


21 Feb, 2012 Dimon
6 Mar, 2012 # Re: VRayPhysicalCamera Standard replacing tutorial
Question about clipping panel to which this function is what I realized at this point moving the geometry parameters of the camera otsikaetsya and why they need it πŸ™‚


15 Sep, 2011 Anton (Staff Author)
7 Mar, 2012 # Re: VRayPhysicalCamera Standard replacing tutorial

21 Feb, 2012 Dimon
7 Mar, 2012 # Re: VRayPhysicalCamera Standard replacing tutorial
Anton Respect πŸ™‚


27 Jul, 2012 marcelo Fernandes
27 Jul, 2012 # Re: VRayPhysicalCamera Standard replacing tutorial
First of all, let me tell you how much i appreciate your tutorials. they are very straightforward and helpfull.

Normally, I use vrayphysicalcamera for exterior scenes and normal cameras for interiors.

For the exterior scenes i can adjust individually the setting for cameras in different places where there is more or less sun; as for the interiors, its a lot easier to just pan and orbit around and test render any place (everyone knows what a pain in the ass it is to be always cerating and targetting varyphysicalcamers in random places just fot test rendering. and also we cant do panoramas with vrayphysicalcameras, right? Reinhard comor mapping rules, btw. Its just so simple yet effective.

Keep up the good qork and bring on more tuts. Greetings from Paris

5 Aug, 2012 DogDay
5 Aug, 2012 # Re: VRayPhysicalCamera Standard replacing tutorial
This trick works just in case you are not using the clipping parameter of vRay Physical Camera. If you use it, when presing P to switch to perspective view before creating the standart camera, you loose the exact view in the viewport.

:|

4 Apr, 2013 Tayjs
4 Apr, 2013 # Re: VRayPhysicalCamera Standard replacing tutorial
This is sooo helpful, thanks guys, youve saved me endless hours creating new scenes for elevations!

8 Apr, 2013 afsal
8 Apr, 2013 # Re: VRayPhysicalCamera Standard replacing tutorial
thanks lot for ur tutorial

17 Jul, 2014 mani prakash
17 Jul, 2014 # Re: VRayPhysicalCamera Standard replacing tutorial
This is sooo helpful, thanks guys, youve saved me endless hours creating new scenes πŸ™‚

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