Make Your Renders Unnecessarily Complicated by Modeling a Film Camera in Blender [video]
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That is, the fact that the whole package (Blender + the author's work) emulates a physical camera inside an existing renderer is amazing to me.
What I've personally always wondered is if you could make a liquid crystal or electrochromatic diaphragm to get perfectly circular bokeh (or maybe even smooth-edge STF bokeh) on demand. Would probably kill the T-stop value when full open due to less than perfect transmissivity though..
I also wonder what would happen if you could substitute an angle-limited piece of glass (kind of like a privacy screen - visible head-on but opaque from an angle) instead of the diaphragm.
http://www.4photos.de/camera-diy/Apodization-Filter.html
This is an aperture with fuzzy soft edges so that the bokeh fades out smoothly around the edges instead of being formed of hard circles.
It makes the images look like they have Photoshop- or cellphone-faked bokeh, because you end up with effectively a Gaussian blur in the background.
Everything in this video is just a flurry of mad genius and gobbledygook jargon. Loved every second of it
I can't want for full-scene realtime raytracing to hit the consumer market.
It wouldn't work under a rasteriser (Blender has one, called Eevee) as those operate using a complex series of approximations of reality that are more difficult to create but run far faster. But because Cycles (slower, but more realistic) operates by mimicking how light works this kind of thing is entirely possible.
A pinhole camera requires zero additional physics, just a simulation of light rays passing through a small hole. A lens just requires Snell's Law - which is pretty much trivial. Adding dispersion is just a matter of using a formula instead of a constant for the refractive index of the lens, and doing the raytracing using random wavelengths instead of a single "composite" one.
Raytracers capable of doing this are implemented in a few hundred lines of code as a toy project. The difficult part is getting it to render quickly - and of course modeling the scene properly.
(this approach was started by some researchers who basically said 'well, let's make a simple scene for real and measure everything and make our render look identical' https://en.wikipedia.org/wiki/Cornell_box )
It's always very cool when simulation behavior starts to resemble real behavior.
And now... I mean my god. This video made me feel both incredibly excited, and terribly old.
Somehow the actual video was more interesting than that. :)
Still, I need a UML diagram to understand what is meant by "fake camera inside the real fake camera."
one thing thats great about this content world is that people learn how to get to the point very quickly and efficiently!
this could have easily been 1:40:03 watching some nerdy guys on a recorded google meet drone on and on about their accomplishment and I’m glad it wasnt!
Maybe simulating something closer to the eye, or a 35mm camera, would give me what I've dreamed about. What do these places look like with clear skies, and then with clouds? 2 metres "up" from the inner surface, what does that really look like?
Maybe you're looking for something like "Natural Perspective"?
THANK YOU!!
That's a really good summary of what I'm referring to.
Very sophisticated, very cool.
Actually, the most surprising was that this was a fun video and not just a long form blog post as I first assumed it must be.
There was a great project that I keep forgetting the name of / link to... It simulated the chemical process of developing film.
I keep wanting to dig it up & play with it. Such a neat effort.
I'd like to see his virtual camera incorporate the ability to specify different types of films, not to mention lighting (daylight vs. indoor).
Theoretically you could even zoom in enough on his virtual images that you could see the actual (simulated) grain, once you got to a high enough zoom level where there were more than a few pixels to render individual grains.
Film has to be developed into something. And that's a chemical process, which is non-linear. Developer, the bath you put film in to activate the still blank but exposed reel, to turn the grains into actual "developed" photo, is a complex and local analog process. "Developer" is expended while developing film & becomes less effective at developing, creating a much stronger local contrast across pictures in a natural chemical way.
There's a pretty complex Shannon Information Theory system going on here, which I'm not certain how to model. There's maybe a information->transmit->medium->receive->information model between the scene and the film. Then an entirely separate information->transmit->medium->recieve->information model between the undeveloped scene and what actually shows up when you "develop" the film.
As you say, there are quite a variety of film types with different behaviors. https://github.com/t3mujin/t3mujinpack is set of Darktable presets to emulate various types of film. But the behavior of the film is still only half of the process. As I said in my previous post, developing the film is a complex chemical process, with lots of local effects for different parts of the image. There's enormous power here. https://filmulator.org/ is an epic project, that, in my view, is incredibly applicable to almost all modern digital photography, that could help us so much, to move beyond raw data & help us appreciate scenes more naturally. It's not "correct" but my personal view is the aesthetic is much better, and it somewhat represents what the human eye does anyways, with it's incredible ability to comprehend & view dynamic range.
Yes, which is why I said it was the part about having three planes to gracefully point you towards what you Could you watch the content we are trying to discuss here? I know it’s HN tradition to comment without reading but it doesn’t really help.