Allows you to add geometric distortions to the final image. If the option is disabled, then all settings for distortions are taken from the settings of the current camera in the scene.
Cubic distortion
Allows you to warp the image from the edges of the raster to the middle or back.
UV Map
Distorts the image using a separate texture map that stores 2D translation vectors for each pixel.
Lens Shift
Emulates the horizontal and vertical shift of the camera matrix in a plane perpendicular to the optical axis.
Lens Tilt
This is the rotation of the camera matrix. This rotation causes the plane of focus to rotate. Usually renderers that support this property take two numbers from the interface: rotation in degrees along one axis and along the other. However, this setup is extremely difficult. For example, it is almost impossible to choose values such that the plane of focus passes through both eyes of the character. And if the character also moves in the frame, then the problem is not solvable.
Therefore, Dali Renderer uses a different path: each camera usually has a Camera Target that that camera is looking at and which determines the focus distance. The local XY plane of this object will define the focus plane. Camera Target can be animated inside the frame, and its rotation angles can be linked to the character. The Dali Renderer correctly uses this information to calculate the focal point for each ray.
Additional Notes: If Image Distortions are turned off in these settings, then Lens Tilt can still be used with the Physical Camera from 3DS MAX: just set the Lens Tilt value in the camera to any value other than zero. These values themselves will be ignored, but the Dali Renderer will start using the local XY plane of the Camera Target.