Camera Node

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Camera Node is another settings node in FurryBall, it is connected directly to a cameraShape and adds several new attributes.


To be able to use attributes described below a camera node has to be attached to a camera you want to adjust settings for. To attach camera node to camera, just select the camera shape(s) and select 'Add Camera Attributes' from the main FurryBall menu. There is always a 'New' menu item and a list of existing camera nodes in the submenu, so you can create and attach a new camera node or attach an existing one that is already used elsewhere. See User Interface section for more details on other settings nodes.


Note: For stereo cameras, camera node is connected to stereo camera shape and all cameras (left, right, center) use this camera node.



Texture analyze

For large scene with many big textures it is necessary to optimize video memory. When a big texture is used on any object, then this texture must be loaded to video memory. Depending on object size, graphics card might need much smaller image than the original. In this case, graphics card uses a lower mip-map level of texture. Textures analyze causes loading only of the necessary resolutions for textures used with a specific camera and scene. Already the first mip-map level saves approximately 1/2 of the original texture size.

When textures analyze is done, analyzed data is saved in the camera node. When you save scene after texture analyze, you can use these results when you load this scene again.

Textures analyze runs over all supported objects and materials in scene. If you add or modify some textures after that, you can have invalid result and for valid result you must run textures analyze again.


Start Frame

First frame for textures analyze.


End Frame

Last frame for textures analyze.


Frames Pitch

Usually, it isn't necessary to analyze all frames, therefore this attribute allows skipping frames. This speeds up the process a lot.


Analyze Resolution

Textures analyze may be started without any render node or output node. That's why we need final resolution (with supersampling see Render Settings Node section).


Run Analyze

To start textures analyze, press this button. After this FurryBall starts with analysis from Start Frame to End Frame with every Frames Pitch frames.


Show Report

When textures analyze is done, then you can see the saved memory report by this button.


Fog (Rasterization)

FurryBall simulates environment fog by this feature, where nearest objects have computed color, farthest objects have fog color and the rest between is smoothly interpolated.




Enable Fog

Enables or disables environment fog for camera.


Fog Color

Farthest objects have this color.


Fog Opacity

Fog color opacity for setting maximum intensity of fog for far objects.


Fog Start

Fog start in Maya units. For all objects, which have distance to camera smaller than this value, fog have no effect.


Fog End

Fog end in Maya units. For all objects, which have distance to camera greater than this value, fog have same effect - all have color equal to fog color.

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