Experimenting with lens flare entirely within Octane

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FooZe
OctaneRender Team
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Joined: Tue May 15, 2012 9:00 pm

Hi treddie,

In response to http://render.otoy.com/forum/viewtopic.php?f=9&t=23197 and the emitter changing overall exposure, I definitely can't reproduce the problem with a simple scene.
I have even gone ahead and created my own zoom lens from one of the patents and i couldn't get it to happen then either (although i did have some fun! I saved out the front group of lenses as a separate obj so i could move it forward and back inside octane with a placement node. That let me simulate how it would work IRL). I managed to come up with some lens flare from an emitter but the emitter power seemed to respond as normal, not changing the entire scene exposure.

There must be something happening with the specifics of your scene setup...

Cheers
Chris.
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roeland
OctaneRender Team
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treddie wrote:Are there any plans to include more complex apertures (amount sides to the aperture) and are there any plans to handle Fraunhofer and Fresnel diffraction caused by the aperture?
Not in the near future, our priorities now are proper support for Kepler GPU's and getting rid of bugs in the instancing system.

--
Roeland
treddie
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Not in the near future, our priorities now are proper support for Kepler GPU's and getting rid of bugs in the instancing system.
I understand. Thanks.
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gueoct
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why does the f-stop setting not affect depth-of-field?
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treddie
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This is a big assumption I'm making, but maybe it is because, at least for now, Octane only uses a thin-lens camera, which I am stepping out on a limb and supposing has simplified properties relative to a real-world lens. I believe that a thin-lens camera is based on the same principle as a pin-hole camera which theoretically at least is supposed to have infinite depth of field. So how do we get DOF in our images? Not sure.

I am about to see whether I will get slapped or not. :)
Win7 | Geforce TitanX w/ 12Gb | Geforce GTX-560 w/ 2Gb | 6-Core 3.5GHz | 32Gb | Cinema4D w RipTide Importer and OctaneExporter Plugs.
treddie
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I have been busy finishing up some tests for the backlit pushbutton thread, and hope to post some new results for this lens flare thread soon. Should shed more light on how Octane handles the issue of the emitter ball in the distance affecting the exposure of the HDR background.
Win7 | Geforce TitanX w/ 12Gb | Geforce GTX-560 w/ 2Gb | 6-Core 3.5GHz | 32Gb | Cinema4D w RipTide Importer and OctaneExporter Plugs.
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