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 |
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); } |
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; } |