CameraAttributesPractical

Inherits: CameraAttributes < Resource < RefCounted < Object

Camera settings in an easy to use format.

Description

Controls camera-specific attributes such as auto-exposure, depth of field, and exposure override.

When used in a WorldEnvironment it provides default settings for exposure, auto-exposure, and depth of field that will be used by all cameras without their own CameraAttributes, including the editor camera. When used in a Camera3D it will override any CameraAttributes set in the WorldEnvironment. When used in VoxelGI or LightmapGI, only the exposure settings will be used.

Properties

float

auto_exposure_max_sensitivity

800.0

float

auto_exposure_min_sensitivity

0.0

float

dof_blur_amount

0.1

float

dof_blur_far_distance

10.0

bool

dof_blur_far_enabled

false

float

dof_blur_far_transition

5.0

float

dof_blur_near_distance

2.0

bool

dof_blur_near_enabled

false

float

dof_blur_near_transition

1.0


Property Descriptions

float auto_exposure_max_sensitivity = 800.0

  • void set_auto_exposure_max_sensitivity ( float value )

  • float get_auto_exposure_max_sensitivity ( )

The maximum sensitivity (in ISO) used when calculating auto exposure. When calculating scene average luminance, color values will be clamped to at least this value. This limits the auto-exposure from exposing below a certain brightness, resulting in a cut off point where the scene will remain bright.


float auto_exposure_min_sensitivity = 0.0

  • void set_auto_exposure_min_sensitivity ( float value )

  • float get_auto_exposure_min_sensitivity ( )

The minimum sensitivity (in ISO) used when calculating auto exposure. When calculating scene average luminance, color values will be clamped to at least this value. This limits the auto-exposure from exposing above a certain brightness, resulting in a cut off point where the scene will remain dark.


float dof_blur_amount = 0.1

  • void set_dof_blur_amount ( float value )

  • float get_dof_blur_amount ( )

Sets the maximum amount of blur. When using physically-based blur amounts, will instead act as a multiplier. High values lead to an increased amount of bluriness, but can be much more expensive to calculate. It is best to keep this as low as possible for a given art style.


float dof_blur_far_distance = 10.0

  • void set_dof_blur_far_distance ( float value )

  • float get_dof_blur_far_distance ( )

Objects further from the Camera3D by this amount will be blurred by the depth of field effect. Measured in meters.


bool dof_blur_far_enabled = false

  • void set_dof_blur_far_enabled ( bool value )

  • bool is_dof_blur_far_enabled ( )

Enables depth of field blur for objects further than dof_blur_far_distance. Strength of blur is controlled by dof_blur_amount and modulated by dof_blur_far_transition.


float dof_blur_far_transition = 5.0

  • void set_dof_blur_far_transition ( float value )

  • float get_dof_blur_far_transition ( )

When positive, distance over which (starting from dof_blur_far_distance) blur effect will scale from 0 to dof_blur_amount. When negative, uses physically-based scaling so depth of field effect will scale from 0 at dof_blur_far_distance and will increase in a physically accurate way as objects get further from the Camera3D.


float dof_blur_near_distance = 2.0

  • void set_dof_blur_near_distance ( float value )

  • float get_dof_blur_near_distance ( )

Objects closer from the Camera3D by this amount will be blurred by the depth of field effect. Measured in meters.


bool dof_blur_near_enabled = false

  • void set_dof_blur_near_enabled ( bool value )

  • bool is_dof_blur_near_enabled ( )

Enables depth of field blur for objects closer than dof_blur_near_distance. Strength of blur is controlled by dof_blur_amount and modulated by dof_blur_near_transition.


float dof_blur_near_transition = 1.0

  • void set_dof_blur_near_transition ( float value )

  • float get_dof_blur_near_transition ( )

When positive, distance over which blur effect will scale from 0 to dof_blur_amount, ending at dof_blur_near_distance. When negative, uses physically-based scaling so depth of field effect will scale from 0 at dof_blur_near_distance and will increase in a physically accurate way as objects get closer to the Camera3D.