---
title: "Content Scene Requirements"
canonical: "https://documentation.chaos.com/space/ARENA/124391338/Content%20Scene%20Requirements"
format: markdown
---
This page provides information about the content scene requirements in Chaos Arena.


## <span style="color: #000000">**Camera**</span>

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<span style="color: #000000">The camera's location in the scene doesn't matter; it will be </span><span style="color: #000000">**locked **</span><span style="color: #000000">automatically to the origin of the </span><span style="color: #000000">**tracking camera**</span><span style="color: #000000">.</span>

<span style="color: #000000">If there is no lens tracking, it should be set with the correct </span><span style="color: #000000">**Focal length**</span><span style="color: #000000"> and </span><span style="color: #000000">**Film gate**</span><span style="color: #000000"> (film/sensor width), matching the physical camera that will be used, to compute the correct FOV and </span><span style="color: #000000">**inner frustum size**</span><span style="color: #000000"> for the camera. Camera tracking systems like </span><span style="color: #000000">**stYpe**</span><span style="color: #000000">* *</span><span style="color: #000000">and </span><span style="color: #000000">**EZtrack**</span><span style="color: #000000">* *</span><span style="color: #000000">can provide a </span><span style="color: #000000">**tracked FOV **</span><span style="color: #000000">value, which the frustum size dynamically adjusts. The final FOV can be overridden from the server.</span>

<span style="color: #000000">The render resolution should be in the correct</span><span style="color: #000000">** Aspect ratio,**</span><span style="color: #000000"> as this will determine the aspect ratio of the projected inner frustum.</span>

<span style="color: #000000">The camera </span><span style="color: #000000">**Exposure **</span><span style="color: #000000">should be set to realistic values. Operator instances can adjust it.</span>

<span style="color: #000000">The </span><span style="color: #000000">**VRayPhysicalCamera**</span><span style="color: #000000">* *</span><span style="color: #000000">has </span><span style="color: #000000">**lens breathing**</span><span style="color: #000000"> simulation, so a reasonable </span><span style="color: #000000">**focus distance**</span><span style="color: #000000"> set is also needed. It doesn't need to be accurate, but for example, if it's too small (like a few centimeters), it can cause significant deviations from the correct field of view and inner frustum size.</span>

<span style="color: #000000">The scene can contain many cameras, but it has to be exported with the desired camera for the projection as the </span><span style="color: #000000">**Мain camera**</span><span style="color: #000000">.</span>


## <span style="color: #000000">**Asset Paths**</span>

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<span style="color: #000000">The scene should be exported with </span><span style="color: #000000">**relative asset paths**</span><span style="color: #000000"> or </span><span style="color: #000000">**absolute paths valid on all machines**</span><span style="color: #000000">, such as a mapped network drive. Invalid paths can be </span><span style="color: #000000">**resolved automatically**</span><span style="color: #000000"> in many cases, but ideally, all paths should be valid on the machines.</span>


## <span style="color: #000000">**Scene Scale**</span>

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<span style="color: #000000">The scene should have a proper scale with </span><span style="color: #000000">**real-world physical units**</span><span style="color: #000000">. The camera tracking works with absolute physical units; therefore, the scene should have an appropriate scale according to the desired results. The actual units used shouldn't matter if the scale is correct and the scene is exported with the correct </span><span style="color: #000000">*meters_scale*</span><span style="color: #000000"> in the </span><span style="color: #000000">*SettingsUnitsInfo *</span><span style="color: #000000">plugin.</span>


## <span style="color: #000000">**Animations**</span>

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<span style="color: #000000">Not all animations are supported by Arena when loaded from a </span><span style="color: #000000">*.vrscene*</span><span style="color: #000000">. Some animations</span>, like deforming meshes, can also be too heavy for real-time rendering<span style="color: #000000">.</span>

<span style="color: #000000">The exact </span><span style="color: #000000">**frame rate**</span><span style="color: #000000"> of the scene usually doesn't matter as long as it's set up correctly. It doesn't need to match the synchronization or shooting frame rates unless the "</span><span style="color: #000000">**Align Animation to Scene FPS**</span><span style="color: #000000">" option is used.</span>

<span style="color: #000000">If the scene includes the stage geometry directly, the stage geometry's position in the scene can be animated.</span>


## <span style="color: #000000">**Stage Position Nodes**</span>

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Stage position nodes can position the geometry in the content scenes if a separate stage geometry scene is used in the server configuration<span style="color: #000000">.</span>

<span style="color: #000000">Stage position nodes are dummy placeholder nodes (a cube, for example) that represent different positions and orientations of the stage geometry without including the actual geometry. They allow for a much more flexible workflow, avoiding scene re-exporting in case of stage geometry changes. They also allow setting up scenes that can be used on different stages without modifications.</span>

<span style="color: #000000">The stage position nodes are </span><span style="color: #000000">**matched by scene name**</span><span style="color: #000000"> in the server configuration. Multiple-stage position nodes should have the same </span><span style="color: #000000">**name prefix **</span><span style="color: #000000">that can be specified in the server. This way, they can all be </span><span style="color: #000000">**hidden automatically**</span><span style="color: #000000"> in the renderers and listed in the server UI for easy switching.</span>

<span style="color: #000000">All </span><span style="color: #000000">**cameras **</span><span style="color: #000000">in the content scene also act as stage position nodes automatically.</span>

<span style="color: #000000">The stage position nodes can be </span><span style="color: #000000">**animated **</span><span style="color: #000000">in the scene. The animation is automatically applied to the stage geometry.</span>