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CameraAttributesPractical
Table of contents

CameraAttributesPractical #

is_refcounted, is_instantiable, resource, core, not_builtin_classes

Camera settings in an easy to use format.

Controls camera-specific attributes such as auto-exposure, depth of field, and exposure override.

When used in a WorldEnvironment it provides default settings for exposure, auto-exposure, and depth of field that will be used by all cameras without their own CameraAttributes, including the editor camera. When used in a Camera3D it will override any CameraAttributes set in the WorldEnvironment. When used in VoxelGI or LightmapGI, only the exposure settings will be used.

Members #

var auto_exposure_max_sensitivity: float = 800.0#

The maximum sensitivity (in ISO) used when calculating auto exposure. When calculating scene average luminance, color values will be clamped to at least this value. This limits the auto-exposure from exposing below a certain brightness, resulting in a cut off point where the scene will remain bright.

var auto_exposure_min_sensitivity: float = 0.0#

The minimum sensitivity (in ISO) used when calculating auto exposure. When calculating scene average luminance, color values will be clamped to at least this value. This limits the auto-exposure from exposing above a certain brightness, resulting in a cut off point where the scene will remain dark.

var dof_blur_amount: float = 0.1#

Sets the maximum amount of blur. When using physically-based blur amounts, will instead act as a multiplier. High values lead to an increased amount of blurriness, but can be much more expensive to calculate. It is best to keep this as low as possible for a given art style.

var dof_blur_far_distance: float = 10.0#

Objects further from the Camera3D by this amount will be blurred by the depth of field effect. Measured in meters.

var dof_blur_far_enabled: bool = false#

Enables depth of field blur for objects further than dof_blur_far_distance. Strength of blur is controlled by dof_blur_amount and modulated by dof_blur_far_transition.

Note: Depth of field blur is only supported in the Forward+ and Mobile rendering methods, not Compatibility.

var dof_blur_far_transition: float = 5.0#

When positive, distance over which (starting from dof_blur_far_distance) blur effect will scale from 0 to dof_blur_amount. When negative, uses physically-based scaling so depth of field effect will scale from 0 at dof_blur_far_distance and will increase in a physically accurate way as objects get further from the Camera3D.

var dof_blur_near_distance: float = 2.0#

Objects closer from the Camera3D by this amount will be blurred by the depth of field effect. Measured in meters.

var dof_blur_near_enabled: bool = false#

Enables depth of field blur for objects closer than dof_blur_near_distance. Strength of blur is controlled by dof_blur_amount and modulated by dof_blur_near_transition.

Note: Depth of field blur is only supported in the Forward+ and Mobile rendering methods, not Compatibility.

var dof_blur_near_transition: float = 1.0#

When positive, distance over which blur effect will scale from 0 to dof_blur_amount, ending at dof_blur_near_distance. When negative, uses physically-based scaling so depth of field effect will scale from 0 at dof_blur_near_distance and will increase in a physically accurate way as objects get closer to the Camera3D.

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