Calculators
production math · every result is click-to-copy
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
hover the plot to read values
unpolarized reflectance vs viewing angle from normal · conductors use the n+k approximationData & 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)