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Re: Camera aperture control

Posted: Fri Apr 16, 2010 1:05 pm
by radiance
andrian wrote:Sorry I miss the answer. Thanks , I'll be waiting for this for sure..

Another question not related to upcoming beta but generally it's about more explanation about the futures in cameras, and specific : Realistic**, what its behind this ? Realistic based on point and shoot cameras or (D-)SLR cameras for settings and adjusting parameters or just glare/bloom?
it's a camera with a real lens. (eg of glass pieces)

Radiance

Re: Camera aperture control

Posted: Fri Apr 16, 2010 1:09 pm
by andrian
WOW :) and controlling of f-stops, aperture and etc.. will be as in real camera? Can we even set the type of lens used ? And what about my wish for emulating flashlight?

Re: Camera aperture control

Posted: Thu Jun 10, 2010 9:02 pm
by superrune
This is my first post here, and I'm jumping straight into this topic. Please excuse me for not reading a lot of other posts here, and if this has already been covered.

I purchased Octane a couple of days ago and it seems like an interesting piece of software, I'm quite intrigued by the quality of the images. But I found this use of aperture, ISO and shutter speed to be very confusing and inconsistent.

Inside the Mesh Preview Imager part of the software, you have several values that directly relate to things that a photographer know about, such as ISO, exposure and fstop - even the different film presets for emulating stock (which I would say is pretty hard core, even). At the same time the camera is built up from more arbitrary values that doesn't relate to photography at all. That I find highly inconsistent. I haven't done any animation in Octane, but the exposure, fstop and ISO seems to do the exactly same thing in still images - to provide some kind of gain function over the image.

People using Octane render will most likely have come from other 3D packages, with renderers such as Mental Ray, V-Ray and Maxwell. All of these have physical cameras, and I think most users would expect - for example - the f-stop value to work with the focus.

My point is, this will confuse users coming from other packages. And I think you should choose:

a) Stick with mathematical values, but make them easy to understand and not arbitraty. For example, the focus should have understandable values for focus distance and region of sharpness.

b) Go with the physical camera properties, which for some people might be hard to understand, but will be much more valuable to learn. And which migrating users will be able to use immediately. Fstop and exposure time should be properties of the camera, and not of the Imager.

c) Or provide an option to choose between the two, with the physical camera and mathematical camera being interchangeable.

Sorry to be verbose about it. But the camera is one of the most important things about a renderer (together with lighting). Having a camera that is easy to understand and use is vital to controlling the image process. I hope I didn't sound too rough, but I seriously think improving this would be very beneficial to Octane :)

Re: Camera aperture control

Posted: Thu Jun 10, 2010 11:44 pm
by kubo
andrian wrote:WOW :) and controlling of f-stops, aperture and etc.. will be as in real camera? Can we even set the type of lens used ? And what about my wish for emulating flashlight?
actually with emmitters it would be possible to emulate a flash light, dunno quite how, but I'm sure someone more versed in photography can figure it out.

Re: Camera aperture control

Posted: Fri Jun 11, 2010 12:28 am
by Scog
I wonder how efficient the new MLT will be at simulating this kind of thing?
With an emitter, reflector and lense there are a lot of steps for the light to get through before making a complex caustic pattern on a wall.

Re: Camera aperture control

Posted: Fri Jun 11, 2010 8:42 am
by Chris_TC
kubo wrote:
andrian wrote:And what about my wish for emulating flashlight?
actually with emmitters it would be possible to emulate a flash light, dunno quite how, but I'm sure someone more versed in photography can figure it out.
Just create a rectangular emitter, put it slightly above the camera and you're done. It doesn't get much easier.

Re: Camera aperture control

Posted: Fri Jun 11, 2010 9:40 am
by kubo
well the tricky part about the flash is the timing, I mean, the flash goes miliseconds before the shot is taken, so if you time that right it could be done.

Re: Camera aperture control

Posted: Fri Jun 11, 2010 9:53 am
by superrune
A flash light is just like a normal light - only closer to the lens (usually), and very cool in colour. I don't see why you would need any custom tools to create that? As soon as Octane supports area lights, creating flashes and other light sources will be very easy. To make really accurate lights though, it would have to support kelvin values and IES (or some other sort of mapping).

Same thing with a flashlight, close to the lens and some good textures to project through it - and it usually looks good.