physically based chromatic aberration
Posted: Mon Oct 26, 2015 2:12 am
- 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
- 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