Hi,
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?
Thanks,
Lionel
Lens Shift inconsistency
Obviously Blender is doing something different here. Can you show us the shifted and the non-shifted Blender renders?yoyoz wrote:Hi,
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?
Thanks,
Lionel
Thanks,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Ok, it looks as if in Blender the shift is always relative to the width, while in Octane the shift is relative to corresponding axis. I'm not sure, if the behaviour in Blender stays the same in portrait mode.yoyoz wrote:Yep, here are two screeshots taken in a row.
If my assumption is correct, the shifts to export are:
Code: Select all
OctaneLensShiftX = BlenderLensShiftX;
OctaneLensShiftY = BlenderLensShiftY * ImageSizeX / ImageSize Y;
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Hi Marcus,
it seems it's working as you predicted, at least for this screen resolution.
There has been an API change this morning in Blender that prevents me properly testing other aspect ratios at the moment but I'll definitely do when I've a chance.
Thanks a lot,
Lionel
it seems it's working as you predicted, at least for this screen resolution.
There has been an API change this morning in Blender that prevents me properly testing other aspect ratios at the moment but I'll definitely do when I've a chance.
Thanks a lot,
Lionel
Desktop: Ubuntu 13.04 x64 - i7-3770K @ 3.5GHz - 32GB DDR3 - GTX670 2048MB
Laptop: Linux Mint 11 x64 - i7-2860QM @ 2.5GHz - 16GB DDR3 - Quadro 3000M 2GB
Software: NVidia 319.12 - Cuda 4.2.9 - Blender 2.66a
Laptop: Linux Mint 11 x64 - i7-2860QM @ 2.5GHz - 16GB DDR3 - Quadro 3000M 2GB
Software: NVidia 319.12 - Cuda 4.2.9 - Blender 2.66a
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.
Cheers,
Lionel
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.
Cheers,
Lionel
- Attachments
-
- Octane render
- t1.png (9.54 KiB) Viewed 4559 times
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- Blender render
- t2.png (1.78 KiB) Viewed 4559 times
Desktop: Ubuntu 13.04 x64 - i7-3770K @ 3.5GHz - 32GB DDR3 - GTX670 2048MB
Laptop: Linux Mint 11 x64 - i7-2860QM @ 2.5GHz - 16GB DDR3 - Quadro 3000M 2GB
Software: NVidia 319.12 - Cuda 4.2.9 - Blender 2.66a
Laptop: Linux Mint 11 x64 - i7-2860QM @ 2.5GHz - 16GB DDR3 - Quadro 3000M 2GB
Software: NVidia 319.12 - Cuda 4.2.9 - Blender 2.66a
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: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.
Cheers,
Lionel
Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
It looks like you always guess well at first shotabstrax 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.

Thanks for the advice, it'll be included in next version of my exporter!
Cheers,
Lionel
Desktop: Ubuntu 13.04 x64 - i7-3770K @ 3.5GHz - 32GB DDR3 - GTX670 2048MB
Laptop: Linux Mint 11 x64 - i7-2860QM @ 2.5GHz - 16GB DDR3 - Quadro 3000M 2GB
Software: NVidia 319.12 - Cuda 4.2.9 - Blender 2.66a
Laptop: Linux Mint 11 x64 - i7-2860QM @ 2.5GHz - 16GB DDR3 - Quadro 3000M 2GB
Software: NVidia 319.12 - Cuda 4.2.9 - Blender 2.66a
yoyoz wrote:It looks like you always guess well at first shotabstrax 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.. 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!
Cheers,
Lionel
Hey, I am having this EXACT same problem. I was wondering, what arithmetics are you applying to achieve the result you want? I too would like to solve this issue on a project I am working on but I am not quite sure what values I should change, and whether I should fix the problem on the blender side, the octane side, or a little of both. How exactly did you fix your own scene?
I didn't change my scene, I updated my exporter 
I've not made lot of tests but everything was fine last time I checked. Look at engine.py, starting line 129: you'll find the logics I applied.

I've not made lot of tests but everything was fine last time I checked. Look at engine.py, starting line 129: you'll find the logics I applied.
Desktop: Ubuntu 13.04 x64 - i7-3770K @ 3.5GHz - 32GB DDR3 - GTX670 2048MB
Laptop: Linux Mint 11 x64 - i7-2860QM @ 2.5GHz - 16GB DDR3 - Quadro 3000M 2GB
Software: NVidia 319.12 - Cuda 4.2.9 - Blender 2.66a
Laptop: Linux Mint 11 x64 - i7-2860QM @ 2.5GHz - 16GB DDR3 - Quadro 3000M 2GB
Software: NVidia 319.12 - Cuda 4.2.9 - Blender 2.66a