Camera |
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Preview Camera Viewpoint |
Allows you to preview how the world looks through the eyes of the selected camera, without having to enter the Game Testing mode of the engine. By pressing this button again, you will exit the preview mode and will be able to continue working on the scene as normal |
Perspective |
Set the projection matrix mode to perspective, ideal for 3D games. |
Orthographic |
Set the projection matrix mode to orthographic, ideal for 2D games. |
Snap To Editor Camera |
Pressing this button will move and rotate the selected camera object to match the Editor Free Camera. |
Exposure |
Method |
Sets the method used to calculate exposure based on the camera properties.
Manual calculates exposure based on the exposure settings of the camera. Unless these values are manipulated by code, the exposure remains constant. To achieve the best possible results, it is recommended to follow the Sunny 16 rule.
Automatic exposure calculation calculates the average scene luminance to determine who bright or dark the scene is and adjusts the exposure accordingly to simulate the human eye adjusting to the level of light. |
Aperture (f-stop) |
(Manual only) Sets the aperture of the camera in f-stops. |
Shutter Time (1/s) |
(Manual only) Sets the shutter speed of the camera. |
Sensitivity (ISO) |
(Manual only) Sets the sensitivity of the camera. |
Min Exposure |
(Automatic only) Sets the minimum exposure of the camera to reduce extreme fluctuations. Note that by increasing the minimum exposure, the scene will become brighter |
Max Exposure |
(Automatic only) Sets the maximum exposure of the camera to reduce extreme fluctuations. Note that by decreasing the maximum exposure, the scene will become darker. |
Compensation |
Adjusts the overall scene exposure value to increase or decrease brightness. Note that a camera should not rely on Compensation to achieve physically accurate results. This option should only be used to compensate for any post-processing effects such as tone mapping which darken the scene. |
Lens |
Field of View |
(Perspective Only) Set the field of view angle of the camera. Alternatively, you can use the Focal Length and Horizontal Sensor settings for more accurate control. |
Focal Length |
Sets the length of the camera focus in mm. Adjusting this value will automatically calculate the Field of View angle |
Horizontal Sensor |
Sets the size of the horizontal sensor of the camera in mm. Adjusting this value will automatically calculate the Field of View angle. |
Orthographic Width |
(Orthographic Only) Set the Width of the orthographic near plane. |
Orthographic Height |
(Orthographic Only) Set the Height of the orthographic far plane. |
Projection |
Near Plane |
Set the near clipping plane distance from the camera in the direction it is facing. By default this value is 0.1, while possible this value can be set to zero however this will drastically decrease the accuracy of the zBuffer and will likely result in more prominent Z-fighting artefacts for objects at a distance from the camera but not necessarily close together. |
Far Plane |
Set the far clipping plane distance from the camera in the direction it is facing. The higher this value, the further the camera can see. Note that this value should always be higher than the Near Plane setting. The greater the value of the Far Plane Setting, the more performance intensive the camera becomes as more objects will be rendered at one time. To optimize long distance render, make use of systems such as LOD’s and Fog. It is worth noting that the larger the difference between the Near and Far plane setting, the less accurate the zBuffer becomes and will result in more prominent issues such as Z-Fighting. |
Properties |
Primary Camera |
Sets the primary camera condition to this object. Only one primary camera can exist at any given time. This is the camera that will be used when the zone is being played by the user. The primary camera can be switched through scripting while in-game. When the game is running only the Primary camera has its view and projection matrix calculated.
A primary camera must be assigned in the zone before it can be played within the Editor. |
Preview Overlay |
When in preview mode for the camera, these overlays can be applied to the screen to line up shots in a manner that will be most pleasing. The available overlays are:
- None
- Rule of Thirds
- Golden Ratio
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