Doc_CC wrote: ↑
Tue Dec 18, 2018 10:23 pm
Would you be willing to post the blend file of this one? I'd very much like to see how you set up all your materials etc. to achieve this effect.
Yes I can, was asking for permission first since I took that lens design from a project. Since it is not a very complicated or special design, there was no objection
In fact, it doesn't image very sharply (by todays standards) as it only has to illuminate a 1024x1024 sensor with 30um pixel pitch
Read more on it here
if you are interested.
- An important aspect to the matte-transulcent detector is that it has to be 3D and greater than 1e-05(mm) thick. With a 2D-plane or anything thinner it didn't work for me. If you hide the detector, the ortho-camera will still show an image, but it will be perfectly sharp, so no DOF effect.
- On the other hand, if you make the detector too thick, it will create additional blur.
- I curenntly have the lens edges and the spacers fully blackened. The spacers turned out to be necessary when I used the lens with the rest of the stuff from the paper, there seem to be problems at the boundaries between the lens main surfaces and sides (?) leading to stray light.
You might also be interested in this old Luxrender thread on a Nikon-Fisheye:
http://www.luxrender.net/forum/viewtopi ... =14&t=4776
Now to the newest laser_milkwater results:
Fox wrote: ↑
Mon Dec 17, 2018 3:18 pm
It needs tuning, but here is the blend file.
I had a look at your file now. Was good to have it as a reference how to set up heterogeneous material and a gradient (although I don't fully understand the nodes yet. Is there an explanation somewhere, the wiki doesn't seem to hold much info?).
Including some surface tension at the water surface does model quite well what is seen at the top, no fat layer needed
I also had the idea of a thin sedimentation layer at the bottom, which I faked by increasing the glass roughness, but that didn't have the effect I hoped for.
Currently I am fiddling with the balance between the gradient, absorption etc. to see what makes for a realistic case. But I'm quite pleased with the result already, the rest depends also on the IOR of the glass (unknown) and geting the surface tension curvature right.
Only question on your file: Why do you use all those subsurf modifiers? 6 Million verts
Nothing wrong with a bit of smooth shading + edge split, I have only 1400 at the moment with the curved surfaces.