LuxBlend Kamera und Umgebung
From LuxRender Wiki
As its name suggests, the Cam/Env tab contains settings related to the camera and to environment lights. In addition to that, the scale of the scene can be set here.
LuxRender features four different camera types. Where possible, camera properties are linked to Blender's active camera, but a number of settings have to be set within LuxBlend.
The camera type can be chosen from the dropdown menu at the top of the window. For details and examples, please see For details and examples of the different camera's, please have a look at LuxRender_Cameras page.
The four options are: -perspective -orthographic -environment -realistic
Most parameters of this camera are linked to the active camera in Blender. Changing these values in Blender's camera panel will also change the values in LuxBlend and vice versa.
Just like the perspective camera, most parameters of the orthographic camera are linked to the active camera in Blender.
The environment camera creates a 360 degree panoramic image. Amongst others, this can be useful to create environment maps.
The vertical direction of the panorama is defined by the z axis of Blender's camera. This means that in order for the horizon to be straight, the camera should look straight ahead.
As the horizontal field of view of the rendering will be 360 degrees and the vertical angle 180 degrees, the ideal image proportion for environment camera's is 2:1.
This camera uses data from an external file to realistically calculate lens distortion.
Near & Far clipping
Clipping settings are linked to Blender's active camera. Geometry closer by than the "start" value or further away than the "end" value will not be rendered.
Depth of Field & Bokeh
Depth of field is controlled is controlled by the lens-radius value. The default of zero results in an infinite depth of field where everything is in focus. When using higher values, part of the image will be blurred and it will become necessary to focus on the right point.
Focusing can be done in three ways: by entering a value manually, by focusing to an object or by using auto focus.
Lens Shift & Aspect ratio
The lens shift settings are linked to the shift settings of Blender's camera object.
Environment lights can be used to light the scene on their own or in combination with emitters and lamps. Three different environment light types are available; only one can be used at a time. For details and examples, see the LuxRender_Lighting page.
The sunsky system uses the angle of a Blender sun object to create a combination of direct sunlight and ambient atmospheric light. The colour of the light depends on the sun angle.
The strength of the light can be set using the gain setting. The turbidity setting defines the clarity of the sky: setting it to two will result in a clear sky, while higher settings (up to 30) can be used to get the effect of a more cloudy sky. The size of the sun can be adjusted using the "rel. size", although for a realistic result the value should be one.
It is possible to change the sun direction by changing the rotation setting in LuxBlend. This has the same effect as rotating Blender's sun object around the z axis.
Selecting "infinite" in the environment tab on the Cam/Env tab will result in even lighting from all sides. The colour can be set in the "world" in Blender's shading panel, under world buttons.
Using an environment map, the scene will be lit from all sides, but the colour and intensity depend on the local colour of an image that is projected around the scene. Amongst others, the effect of this kind of lighting is visible in reflective materials. Best results are generally achieved by using a high dynamic range image (like OpenEXR).
To use an environment map, select infinite in the environment drop down menu and select the image you want to use.
Currently only the latlong type is supported - this is the kind of map that looks like a panoramic photo (not spherical/ball types).
LuxBlend normally assumes that one Blender unit represents one meter. If this is not the case, a scaling factor can be set here. For example when consider a Blender unit one millimeter, the scale should be set to 0.001.