All Maya cameras have Octane attributes and features added to them automatically when the plugin is enabled. This means that there is nothing specific that needs to be done to convert any existing or new cameras into an Octane camera. Many of the standard Maya camera settings are overridden by the Octane settings when rendering a Maya scene with Octane. The Octane camera settings are found in the Shape node for the camera in the Octane Camera folder (Figure 1).
Some standard camera settings such as Focal Length and Far Clip plane can still be adjusted using the settings at the top of the Attribute Editor for the Camera's shape node.
Figure 1: Octane Camera settings are found in the Octane camera folder in the Camera’s shape not attributes.
Additionally, an Octane specific camera can be added to a scene from the OctaneRender shelf (Figure 2). The camera created using this button is the same as a Maya “Camera and Aim” rig.
Figure 2: The Camera button on the Octane Shelf creates a Camera and Aim node.
The Octane camera rollout contains various sub-rollouts detailed below (Figure 3).
Figure 3: The subfolders found within the Octane Camera rollout in the Attribute Editor.
Converts the camera into an orthographic camera that does not have perspective distortion, similar to Maya’s Front, Top, and Side cameras
Is a common attribute of the plugin and Maya which sets the height and width of the film gate and has a direct effect on the camera’s field of view. The first parameter is for the horizontal film aperture, while the second parameter sets the vertical film aperture. Note that in OctaneRender, the horizontal field of view for the camera in the scene is measured in degrees. When choosing a large value, more of the scene can be viewed from the camera. A smaller value will reduce the amount visible through the camera.
Of the lens in millimeters. This controls the zooming of the camera.Note that changing this setting also changes Maya’s native focal length attribute at the top of the Editor and vice versa.
There are three types of Octane Cameras: Thin Lens, Panoramic, and Baking. Thin Lens is the same as a standard photographic camera used to render Maya scenes. Panoramic allows for rendering spherical environment maps, stereo cube maps and other types of unconventional images. Baking camera are used to bake lighting and other shading effects into texture maps based on an object’s UVs. This technique is frequently used to create photorealistic lighting for objects and scenery use in game engines and virtual reality. Baking camera settings are covered in the section on Texture Baking later in this guide.
The Octane Camera Type menu selects between the three camera types. Their specific settings are adjusted in the respective sections below.
Thin Lens Camera Settings
Figure 4 shows the location of the Thin Lens Camera settings in the Attribute Editor.
Figure 4: The Thin Lens Camera settings in the Attribute Editor
Is the radius of the lens opening of the camera used in the scene, measured in centimeters. Choosing a low value will have a wide depth of field where everything is in focus. Choosing a high value will create a shallow depth of field (DOF) where objects in the foreground and background will be out of focus.
controls aperture edge detection at all points within the aperture. The lower values will give more pronounced edges to out of focus objects affected by a shallow depth of field (DOF). The aperture edge modifies the bokeh effect of the depth of field. A high value increases the contrast towards the edge.
Bokeh settings adjust the quality of highlights when Depth of Field(DOF) blurring is apparent. Raising the aperture increases DOF blurring. Bokeh Rotation rotates the shape of the blurred highlights. This becomes more obvious when the Bokeh roundness is lowered.
Bokeh Roundness keeps blurred highlights rounded. Lowering this value reduces the roundness and increases the appearance of edges on the highlights.
Bokeh Side Count
Sets the number of edges on blurred highlights (Figure 5)
Figure 5: From left to right the sphere is rendered with a Bokeh roundness set to 6, 4, and 3
adjusts the spherical and cylindrical distortion. The rendered image displays the entire sphere and uses equidistant cylindrical projection.
If the Up-vector is vertical, enabling this option keeps vertical lines parallel. This is useful for architectural rendering, when you want to render images of tall buildings from a similar height as the human eye, but keep the vertical lines parallel.
Chooses between two types of stereo camera; off axis or parallel. This option only applies when stereo rendering is enabled.
Specifies the output rendered in stereo mode. Disabled is the default choice.
- Left: Render only the image for the left eye
- Right: Render only the image for the right eye
- Side-by-side: Renders the scene as a pair of two-dimensional images
- Anaglyphic: When active, the render will be able to be viewed with Red / Blue 3D glasses
- Over-under: Renders wto images one on top of the other.
Is the distance between the left and the right eye in stereo mode, measured in meters.
Left Stereo Filter / Right Stereo Filter
Are used to adjust the colors used to create the anaglyphic stereo effect in the render.
Is the depth of the plane in focus, measured in meters.
Will override the Focal Depth parameter and focus on objects towards the center of the camera view.
Pixel Aspect Ratio
Allows users to stretch or squash the Depth of Field disc and render to a non-square pixel format (like NTSC or PAL).
Aperture Aspect Ratio
Allows users to stretch/squash the Depth of Field disc.
Panoramic Camera Settings
Figure 5 shows the location of the Panoramic Camera settings in the Attribute Editor.
Figure 5: The Panoramic Camera settings in the Attribute Editor
The Panoramic Camera settings are identical to the Thin Lens Camera settings with the exception of the following:
Is the horizontal field of view in degrees. This sets the x coordinate for horizontal field of view of the camera in the scene. This is ignored when cube mapping is used.
Is the vertical field of view in degrees. This sets the y coordinate for the vertical field of view of the camera in the scene. This is ignored when cube mapping is used.
Specifies the panoramic projection that should be used, with option of either a Spherical Camera Lens or a Cylindrical Camera Lens
When enabled, the panoramic camera is always oriented towards the horizon and the up-vector will stay in its default direction (vertical).
Pano Blackout Latitude
This is the +/- latitude at which the panorama gets cut off when stereo rendering is enabled. This defines the minimum latitude (in spherical camera coordinates) at which the rendering is ‘blacked out”. The area with higher latitudes will be blacked out.
Video Tutorial: Camera DOF Basics