Lens Shader Presets

List of available Lens Shader presets. Lens shaders are used when a primary ray is cast by the camera. They may modify the ray's origin and direction to implement cameras other than the standard pinhole camera and they may modify the result of the primary ray to implement effects such as lens flares or a cartoon effect.

For more information, see the user guide

Note See Shader Presets for a list of different shader preset types. Also see Alphabetical Listing of All Shader Presets for a complete list of available shaders.
Preset Shaders
Lens\Camera_projection.Preset mib Lookup Background mental ray Shader.

See the Softimage.mib_lookup_background.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectLensShader2 Example
Lens\Cartoon.Preset ari_toon_lens mental ray Shader.

See the Softimage.toon_len.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectLensShader2 Example
Lens\Depth_of_field.Preset Depth Of Field mental ray Shader.

See the Softimage.sib_dof.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectLensShader2 Example
Lens\Fast_lens_effects.Preset Bionic_Lens mental ray Shader.

See the Softimage.Bionic_Lens_len.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectLensShader Example
Lens\Fisheye.Preset sib_fisheye output parameter

See the Softimage.sib_fisheye.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectLensShader2 Example
Lens\Flare.Preset oz_len_flares mental ray Shader.

See the Softimage.FLARES_LEN.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectLensShader Example
Lens\Lens_Effects.Preset sib_fx_lens output parameter

See the Softimage.sib_fx_lens.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectLensShader2 Example
Lens\Panoramic.Preset Cylindric mental ray Shader.

See the Softimage.Cylindric_len.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectLensShader2 Example
Lens\Self_antialiasing.Preset Color Result

See the Softimage.sprite_len.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectLensShader2 Example
Lens\Starburst_flare.Preset Color Result

See the Softimage.Flares_Stars_len.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectLensShader2 Example
Lens\Stereoscopic.Preset nstereo mental ray Shader.

See the Softimage.NSTEREO_LEN.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectLensShader2 Example
Lens\Toon_Ink_Lens.Preset sitoon_ink output parameter

See the Softimage.sitoon_ink.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectLensShader2 Example
Lens\True_lens_emulator.Preset Color Result

See the Softimage.real_camera_len.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectLensShader2 Example
Lens\Z_depth.Preset Lens Depth mental ray Shader.

See the Softimage.sib_lens_depth.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectLensShader2 Example
Lens\mental images\Lume_Distortion.Preset Lume_Distortion output parameter

See the Softimage.Lume_Distortion.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectLensShader2 Example
Lens\mental images\mia_Bokeh_Lens.Preset mia Lens Bokeh mental ray Shader.

See the Softimage.mia_lens_bokeh.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectLensShader2 Example
Lens\mental images\mia_Photographic_Exposure.Preset mia Photographic Exposure mental ray Shader.

See the Softimage.mia_exposure_photographic.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectLensShader2 Example
Lens\mental images\mia_Simple_Tone_Mapping.Preset mia Exposure Simple mental ray Shader.

See the Softimage.mia_exposure_simple.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectLensShader2 Example


ConnectLensShader Example

function ConnectLensShader( in_preset )

{

	// Set up a scene with a couple lights and a camera

	NewScene( null, false );

	GetPrimLight("Neon.Preset", "Neon");

	GetPrimLight("LightFlat.Preset");

	GetPrimCamera("Telephoto", "camera");

	

	// Plug in the new lens shader

	SIAddArrayElement("camera1.camera.lensshader");

	var oShaderList = InsertShader(in_preset, "camera1.camera.Item");

	

	// InsertShader returns a collection, which we can use to build a convenient string

	var sInputObjs = "camera1.camera."+oShaderList(0).Name+".lights";

	

	// Now connect the two lights into the light list

	SIAddArrayElement(sInputObjs);

	SetReference2(sInputObjs+".lights", "light1", null);

	SIAddArrayElement(sInputObjs);

	SetReference2(sInputObjs+".lights[1]", "Neon", null);

	

	// Return the lens shader

	return oShaderList(0);

}


ConnectLensShader2 Example

function ConnectLensShader2( in_preset )

{

	NewScene( null, false );

	var obj = Application.ActiveSceneRoot.AddCamera( "Telephoto", "MyTestNode" );

	obj.AddMaterial( in_preset, true, "MyTestNode" ); 

	var oShader = Dictionary.GetObject("MyTestNode.camera.MyTestNode");

	return oShader;

}