![]() This allows us to keep our multiple effects completely separate while we are creating them, but then combine them for the final lens. Then, we'll create a final camera to put everything together. This means that for each effect we can create a camera, a layer, and a corresponding render target. This means that you can take a render target and display it as a screen image. The nice thing about render targets is that they are image textures. Again, this is all setup automatically when you create a new project, but you can create multiple render targets and assign different cameras to output to different render targets. The camera look at their layers, figure out how to draw the scene, and then output all that information to a render target. The camera that every project starts with is looking at the Default layer and the orthographic camera looks at the orthographic layer. This is all handled automatically, but you can customize it. Each camera can be assigned to look at one or more layers. But you can also create your own layers and assign each element to whichever layer you want. 3D objects are automatically assigned to the "Default" layer and 2D elements are assigned to the "Orthographic" layer. Every object in your scene is assigned to a layer. You can think of a camera as an information collector, layers as the information being collected, and render targets as the recipients of the information. But if you want to include multiple, separate post effects, we'll need to dive in a little deeper. Usually that is all you need and you never need to worry about camera, layers, or render targets. If you add 2D overlays like grain, then Lens Studio adds an orthographic camera for you. WTF are cameras, layers, and render targets?Īs you've created lenses, you've probably noticed that each lens always starts with a camera. If you want to use two different color corrections or have two distinct sets of effects, the best way to do this is with multiple render targets. However, some effects will require you to manually create and adjust cameras, layers, and render targets. Lens Studio does a really good job of setting things up behind the scenes so that you can focus on your lens. You can see an example lens using multiple, distinct post effects by clicking here or by scanning the snapcode below. Change the seed if you want to use a different dirt map.Lens Studio does a really good job of setting things up behind the scenes so that you can focus on your lens. Seed: Each seed value contains a unique procedurally generated dirt map.Dirt Map: When no Dirt Layer is selected, the Lens Dirt effect will generate its own dirt map.Blend: Choose the blend mode used to composite the effect onto the underlying layer.For realistic results this value should be kept relatively high. Pivot Angle: Modifies the angle at which the light layer enters the virtual lens.Blur: Blurs the light layer which illuminates the dirt, without altering the detail if the dirt itself.Higher values make the effect more obvious. Intensity: Adjusts the brightness of the dirt. ![]() Higher values restrict the effect to brighter areas of the frame, thereby making the effect more subtle. Threshold: Set the minimum luminance level at which the contents of the Dirt layer or dirt map will be visible.Select any other layer on the timeline to use its contents instead. When None is selected, the dirt generated by the Lens Dirt effect will be used. Dirt Layer: Choose the layer whose contents will be used to generate the lens dirt.When None is selected, the contents of the layer to which the effect is applied will be used. Light Layer: Choose the layer whose luminance will be used to illuminate the lens dirt.Preset: Choose any of the built-in presets for immediate results, or as a starting point for further adjustments.The in-lens reflection flaring can be generated from the applied layer or from another source. The dirt element can be procedurally generated from various seed values, or you can use another layer as the dirt source. Subtle use of this effect can often be helpful in adding realism to CGI shots or elements, and making them feel less perfect or artificially precise. Simulates dirt on the camera lens and in-lens reflection. ![]()
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