Calculators

Time & sequence

Render time & cost

Wall clock2h 0m7,200 s wall · 7,200 s machine time

Frames ↔ timecode

Timecode (non-drop)00:00:10:0010.0 seconds real time

Retime / conform

conform reinterprets the same frames (slow-mo when target < source); retime resamples to keep duration

Frame chunking

240 frames · 10 chunks · ~24 each

Camera & optics

Lens · field of view

angle = 2·atan(sensor / 2f) — matches the camera FOV fields in most DCCs

Depth of field

CoC = sensor diagonal / 1500 · focus at the hyperfocal distance and everything from half of it to ∞ is sharp

Crop factor / equivalents

matched by diagonal field of view · crop factors are relative to full frame (43.27 mm diagonal)

Shutter angle ↔ speed

180° at 24 fps = 1/48 s — the film-look default; the blur row is the renderer's shutter length in frames

Color & light

Color converter

linear = sRGB EOTF decoded · acescg = same color in AP1 primaries (paste into an ACES scene)

Color temperature

Planckian-locus fit, normalized (brightest channel = 1) — tint a light, then set exposure separately

Exposure stops

gain = 2^stops · +1 EV doubles, −1 EV halves — works for lights, exposure and grade offsets

Fresnel curves

00.250.50.7510°30°60°90°
hover the plot to read values
unpolarized reflectance vs viewing angle from normal · conductors use the n+k approximation

Data & scale

Resolution & aspect

the 2.39:1 row is the scope crop height at this width

Sequence size & data rate

uncompressed worst case — PIZ/ZIP EXRs typically land at 30–60% of this

Texel density

common targets: 10.24 px/cm (background), 20.48 (game hero), 40.96 (film close-up)

Units & DCC scale

DCC defaults: Maya cm · Blender m · Houdini m · Unreal cm · 3ds Max inches (configurable everywhere)