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physically based chromatic aberration

Posted: Mon Oct 26, 2015 2:12 am
by acc24ex
- 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

Re: physically based chromatic aberration

Posted: Mon Oct 26, 2015 2:19 am
by Phil_RA
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.

Re: physically based chromatic aberration

Posted: Mon Oct 26, 2015 3:03 am
by acc24ex
- 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 :)