With the Camera tab, you can control anything related to model cameras, Exposure, Gamma, Field of view, and more.
Applies exposure correction, which changes the brightness of the scene. Camera exposure does not affect lightmap baking. It can be used to make the scene brighter or darker without adjusting light strength and re-baking. Exposure 0 is neutral.
Sometimes your exposure settings which suit the interior views are too bright for the exterior views or the other way around. Outside it looks great but inside it is too dark. Camera volumes are a simple solution for that.
Changes the contrast of the scene. Gamma also does not affect lightmap baking. Gamma 1.0 is neutral.
Field of view
An angle in degrees that specifies the height of the part of the world that the camera captures in a single frame.
- 70 - wide angle, captures a large part of the space in a single frame at the cost of slight distortions, especially in the frame corners
- 50 - narrow angle, closer to the human field of view; makes the perspective look more natural at the cost of showing only a small part of the scene in a single frame
Changes the camera speed. The default value (1.11 m/s) is average human walking speed.
❗ This control should not be used to compensate for models that are not real-world scale.
ℹ️ To make navigation faster while editing the scene, increase Max speed, but don't forget to revert this change before sharing the scene.
Enables automatically generated camera path with collision avoidance for view transitions, and minimap based navigation. Camera will take the shortest path to its destination, while navigating between obstacles. For any sharp corners the camera will slow down accordingly.
Enables automatic adjustment of the camera height when the camera moves on stairs or unlevel terrain. If enabled, all floors, stairs and terrain must have the Walk on flag set in the Objects tab.
❕ The Auto climb setting takes effect only in the scene view mode (not in edit mode).
When auto climb is enabled, camera height adjustment behavior can be selected:
- Default (from view) - Camera will use height from the current view.
- Fixed - Camera will use fixed (user defined) height from ground for any view
Sets the color correction lookup texture (LUT). This is a popular technique used by game engines to alter the final look of the scene (make it brighter, darker, warmer, bluish, etc.). Drop down list allows selecting predefined Color maps or Custom file. The texture dimensions are usually 256x16, which simulate a single 16x16x16 3D texture. On the web, you can find examples of such textures and an explanation of how to create them from scratch.
Specifies the tone mapping used in the shaders. Tone mapping is commonly used in digital photography, computer graphics and video processing to adjust the visual appearance of images. This technique changes the way light is presented in a scene by adjusting the contrast over a range of values. Three options are available: Low Contrast, Medium Contrast and High Contrast.
Implements a visual effect that simulates the appearance of blur when moving. This effect is often used in video games and animation to enhance realism and give a sense of speed or movement. It helps to smooth transitions between frames and reduce the perception of jitteriness, especially in high-speed sequences.
When enabled, the Intensity slider controls the amount of blur applied.
Define a list of specific areas within the scene where the camera properties: Exposure and Gamma, can be changed when the camera enters that area. This technique is used to simulate real-world camera behaviour, where the camera can automatically adjust its properties when pointed at a bright or dark area of the scene. Camera volumes can be defined as Cubes or Spheres.