while I was adding the export of lens shift from Blender to Octane in the plugin, I noticed that same values don't shift the scene the same way in the 2 products... The 'right/X' value seems almost OK, but the 'up/Y' one doesn't match.
Here're a couple of screenshots so you see what I mean. Am I doing something wrong?
yoyoz wrote:Yep, here are two screeshots taken in a row.
OctaneLensShiftX = BlenderLensShiftX;
OctaneLensShiftY = BlenderLensShiftY * ImageSizeX / ImageSize Y;
yoyoz wrote:Hi Marcus,
it seems there're issues with 'portrait' resolutions : even without lens shift the results are very different between Blender and Octane. I've attached two renders of simple cube at 100x150 so you can see.
abstrax wrote:In Octane, the field-of-view is always the horizontal field-of-view. I guess, in Blender it's the field-of-view of the longer axis.
yoyoz wrote:abstrax wrote:In Octane, the field-of-view is always the horizontal field-of-view. I guess, in Blender it's the field-of-view of the longer axis.
It looks like you always guess well at first shot . Applying simple arithmetics on the fov seems to properly do the job now.
Thanks for the advice, it'll be included in next version of my exporter!
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