Example 1: Camera types

Example 2: Camera types explained

Example 3: Motion blur


Interval center

Geometry samples

Example 1: Camera types

The images below show the difference between the different camera types:


Standard camera

Spherical camera

Cylindrical camera

Orthographic cylinder

Box camera

Fish-eye camera


Example 2: Camera types explained

This example shows how the rays for different camera types are generated. The red arcs in the diagrams correspond to the FOV angles.




Cylindrical (point)

Cylindrical (ortho)



Motion blur

This example demonstrates the various parameters for motion blur.


Motion blur is off
Motion blur is on


The following scene consists of three-frame animation of moving cone. In the first frame the cone is on the left. In the second frame it is at the box. And in the third frame the cone is on the right:

The following images show frame 1 rendered with different duration values:

Duration 0.5
Duration 2.0

The motion blur interval center

This example demonstrates the effect of the interval center parameter. The scene is a moving sphere. Here are three sequential frames without motion blur:


Here is the middle frame, rendered with motion blur and three different values for the interval center; the motion blur duration is one frame.

Interval center = 0.0 - the middle of the motion blur interval matches the sphere position at the second frame
Interval center = 0.5 - the middle of the interval is halfway between the second and the third frame
Interval center = 1.0 - the middle of the interval matches the sphere position at the third frame

The geometry samples

The geometry samples parameter is useful when motion-blurring complex motions, for example fast rotating objects. Here is an example with an accelerating airplane propeller:


Geometry samples = 2
Geometry samples = 3
Geometry samples = 6
Geometry samples = 10


Note that you can control the number of geometry samples on a per-object basis (from the Object properties dialog). This is useful if you need a lot of samples only for some objects in the scene (for example, the wheels of a car) while other objects (the car body) can do with fewer samples, thus saving memory and speeding rendering.