physically based chromatic aberration

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acc24ex
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- accidentally found out how to make a physically based chromatic aberration
- camera in front of distorted sphere with dispersive coefficient to 0.05 and 0.7 IoR to simulate "natural" CA in octane render,
- added dust and bokeh in PS, tonemapped..
rendered at 7x7 km single 980ti, DL, about an hour and a half
25-10-15-roamer-CA2.jpg
Phil_RA
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Joined: Fri Jul 25, 2014 2:30 am

Nice.

I think we could make a more realistic lens flare effect than the current bloom/glare one by modeling a physical lens too :lol: Wish Otoy would improve the current glare, it's not very realistic.
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acc24ex
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Joined: Fri Mar 19, 2010 10:58 pm
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- yeah, but that's all postpro - still, it would be nicer to tweak it in native raw output of octane than photoshop - it's faster

- they're probably limited with cuda programming, seems like many gpgpu renders use similar algorithms for post processing, corona has only exposure and highlight compression as a CPU renderer - honestly a lot of renderers don't even offer that - we're just greedy :)
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