Camera type

Physical Camera

Depth of field

Bokeh Effects




The camera rollout controls the way the scene geometry is projected onto the image.


[Camera rollout]

Camera type

The cameras in V-Ray generally define the rays that are cast into the scene, which essentially is how the scene is projected onto the screen. V-Ray supports several camera types: Standard, Spherical, Cylindrical (point), Cylindrical (ortho), Box and Fish eye. Orthographic views are supported too.


Type - from this list you can select the type of the camera. See the Examples section for a more detailed discussion on camera types.


Default - this is a standard pinhole camera.

Spherical - this is a spherical camera which means that the camera lenses has spherical form.

Cylindrical (point) - with this type of camera all rays have a common origin - they are cast from the center of the cylinder. In the vertical direction the camera acts as a pinhole camera and in the horizontal direction it acts as a spherical camera.

Cylindrical (ortho) - in vertical direction the camera acts as an orthographic view and in the horizontal direction it acts as a spherical camera.

Box - the box camera is simply 6 standard cameras placed on the sides of a box. This type of camera is excellent for generation of environment maps for cube mapping. It may be very useful for GI too - you can calculate the irradiance map with a Box camera, save it to file and you can reuse it with a Standard camera that can be pointed at any direction.

Fish eye - this special type of camera captures the scene as if it is normal pinhole camera pointed at an absolutely reflective sphere which reflects the scene into the camera's shutter. You can use the Dist/FOV settings to control what part of the sphere will be captured by the camera. The red arc in the diagram corresponds to the FOV angle. Note that the sphere has always a radius of 1.0.

Warped spherical - another spherical camera with slightly different mapping formula.


Override FOV - with this setting you can override Rhino's FOV angle. This is because some V-Ray camera types can take FOV ranges from 0 to 360 degrees.


Auto-fit - this setting controls the auto-fit option of the Fish-eye camera. When Auto-fit is enabled V-Ray will calculate the Dist value automatically so that the rendered image fits horizontally with the image's dimensions.


Height - here you can specify the height of the Cylindrical (ortho) camera. This setting is available only when the Type is set to Cylindrical (ortho).


Dist - this setting applies only to the Fish-eye camera. The Fish-eye camera is simulated as a Standard camera pointed to an absolutely reflective sphere (with a radius of 1.0) that reflects the scene into the camera's shutter. The Dist value contorts how far is the camera from the sphere's center (which is how much of the sphere will be captured by the camera). Note: this setting has no effect when the Auto-fit option is enabled.


Curve - this setting applies only to the Fish-eye camera. This setting contorts the way the rendered image is warped. A value of 1.0 corresponds to a real world Fish-eye camera. As the value approaches 0.0 the warping is increased. As the value approaches 2.0 the warping is reduced. Note: in fact this value controls the angle at which rays are reflected by the virtual sphere of the camera.


Physical Camera

On - enables the VRay physical camera.


Override Focal length - when enabled we can set the field of view directly.


Specify Film width - specifies the horizontal size of the film gate.


Type - determines the type of the camera. This mostly has an effect on the motion blur effect produced by the camera:

Still camera - simulates a still photo camera with a regular shutter.

Cinematic camera - simulates a motion-picture camera with a circular shutter.

Video camera - simulates a shutter-less video camera with a CCD matrix.


Shutter speed - the shutter speed, in inverse seconds, for the still photographic camera. For example, shutter speed of 1/30 s corresponds to a value of 30 for this parameter.


Shutter angle - shutter angle (in degrees) for the cinematic camera.


Shutter offset - shutter offset (in degrees) for the cinematic camera.


Latency - CCD matrix latency, in seconds, for the video camera.


White balance - allows additional modification of the image output. Objects in the scene that have the specified color will appear white in the image. Note that only the color hue is taken into consideration; the brightness of the color is ignored. There are several presets that can be used, most notably the Daylight preset for exterior scenes.


F-number - determines the width of the camera aperture and, indirectly, exposure. If the Exposure option is checked, changing the f-number will affect the image brightness.


Film speed (ISO) - determines the film power (i.e. sensitivity). Smaller values make the image darker, while larger values make it brighter.


Distortion - specifies the distortion coefficient for the camera lens. A value of 0.0 means no distortion; positive values produce "barrel" distortion, while negative values produce "pillow" distortion.


Zoom factor - specifies a zoom factor. Values greater than 1.0 zoom into the image; values smaller than 1.0 zoom out. This is similar to a blow-up rendering of the image.


Lens shift- allows the simulation of shift lenses for 2-point perspective.


Specify focus - this allows you to specify a focus distance different from the camera target distance.


Vignetting - when this option is on, the optical vignetting effect of real-world cameras is simulated. You can also specify the amount of the vignetting effect, where 0.0 is no vignetting and 1.0 is normal vignetting.


Exposure - when this option is on, the f-number, Shutter speed and ISO settings will affect the image brightness.

Depth of field

These parameters control the depth of field effect when rendering.

On - turns the depth-of-field effect on.

Basic Params

Aperture - this is the size of the virtual camera aperture, in world units. Small aperture sizes reduce the DOF effect, larger sizes produce more blur.


Override focal dist - determines the distance from the camera at which objects will be in perfect focus. Objects closer or farther than that distance will be blurred.


Subdivs - controls the quality of the DOF effect. Lower values are computed faster, but produce more noise in the image. Higher values smooth out the noise, but take more time to render. Note that the quality of sampling also depends on the settings of the DMC sampler as well as on the chosen Image sampler.

Bokeh effects

Blades on - when enabled this option allows you to simulate the polygonal shape of the aperture of real-world cameras. When this option is off, the shape is assumed to be perfectly circular.


Center bias - this determines the uniformity of the DOF effect. A value of 0.0 means that light passes uniformly through the aperture. Positive values mean that light is concentrated towards the rim of the aperture, while negative values concentrate light at the center.


Rotation - specifies the orientation of the aperture shape.


Anisotropy - this option allows the stretching of the bokeh effect horizontally or vertically. Positive values stretch the effect in the vertical direction. Negative values stretch it in the horizontal direction.