9

Camera Effects Rollout (mental ray Renderer) 105
Shader Library
Shader List (page 2–1723)
3ds Max
Submerge lume
Note: You can also assign Volume shaders to the
Vo lu m e c o m p o n e n t o f t h e mental ray Connection
rollout (page 2–1461) and the mental ray material
(see Material Shaders Rollout (mental ray Material)
(page 2–1544)).
Depth of Field (Perspective View s O n ly) gro up
These controls are comparable to the
depth-of-field controls for cameras. They apply
only to Perspective viewports. You can render
depth-of-field effects for either Camera or
Perspective views. Depth-of-field effects don’t
appear when you render orthographic viewports.
For a Perspective view, use the controls in this
group. For a Camera view, choose “Depth Of Field
(mental ray)” as the multi-pass rendering effect,
then adjust the f-Stop setting. See Depth of Field
Parameter (mental ray Renderer) (page 2–1383).
EnableWhen on, the mental ray renderer
calculates depth-of-field (page 3–90) effects when
rendering a Perspective view. Default=off.
[method dr op-down list]—Lets you choose
the method for cont rolling depth-of-field.
Default=f-Stop.
f-StopControls depth-of-field with the f-Stop
setting.
In Focus Limits—Controls depth-of-field with
the Near and Far v alues.
In most cases, the f-Stop method is easier to use.
TheInFocusLimitsmethodcanhelpwhenthe
scale of objects in the scene makes it difficult to
control depth of field using the f-Stop value alone.
Focus Pl ane—For Perspective viewports, sets
thedistancefromthecamera,in3dsMax
units, at which the scene is completely in focus.
Default=100.0.
For Camera viewports, the focus plane is set by the
camera’s target distance.
f-Stop—When f-Stop is the active method, sets the
f-stop for use w hen you render Perspective views.
Increasing the f-stop value broadens the depth of
field, and decreasing the f-stop value narrows the
depth of field. Default=1.0.
The f-Stop c an have a value less than 1.0. This is
not realistic in terms of an actual camera, but it
can help you adjust the depth of field for scenes
whose scale does not use realistic units.
Near and Far—WhenInFocusLimitsistheactive
method, these values set the range, in 3ds Max
units, within w hich objects are in focus. Objects
lose focus w hen they are closer than the Near value
or farther than the Far v alue. These values are
approximate, because the transition from in-focus
to out-of-focus is gradual, not abrupt.
TheNearandFarvaluesarerelatedtoeachother
and to the value of Focus Plane. Changing the
valueofNearchangesFaraswell,andviceversa.
Specifically, if
H = Hyperfocal distance, the Focus Plane va lue at
which the Far limit becomes infinity
D=TheFocusPlanedistance
D
n
= The Near distance
D
f
=TheFardistance
Then
D
n
=HD/(H+D)
D
f
=HD/(H D)