Get feedback from others on your works in progress
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Macrob
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by Macrob » Fri Sep 07, 2007 6:52 am
Kram1032 wrote:
can you close up, how you did it?
here you go
ööhhmm, no z-direction with the text mesh
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Attachments
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- projector.jpg (96.35 KiB) Viewed 3023 times
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OnoSendai
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by OnoSendai » Fri Sep 07, 2007 7:00 am
Wow, I'm amazed you got it to focus correctly
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Macrob
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by Macrob » Fri Sep 07, 2007 7:05 am
trial and error x hours
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BbB
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by BbB » Fri Sep 07, 2007 7:07 am
May I second Stompin. With a 50mil at 1.4 aperture, you would definitely get a somewhat blurry background. And since the image is taken inside, it's not at all an unrealistic scenario. Believe me, I've achieved far more insanely shallow DOF with such an objective.
(Very nice pic, btw. It feels very real to me.)
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Kram1032
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by Kram1032 » Fri Sep 07, 2007 7:18 am
great
- that's a first attempt for the competition
:D
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Macrob
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by Macrob » Fri Sep 07, 2007 7:25 am
get your own idea
(C)
hmm, I think I´ll release it under the GPL3
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Kram1032
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by Kram1032 » Fri Sep 07, 2007 7:34 am
that's not what I meant
actually, overhead projectors, I know, are a bit different
the lens above the lightsource is a frenesel lens (I think) - and the quality is much worse, as you have chromatic dispersion from the frenesel and the single projection lens - you actually'd need to add those, to get it real... (I know... INFINITE computing time)
it's YOUR first attempt for the comp. that's what I meant
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Macrob
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by Macrob » Fri Sep 07, 2007 7:49 am
I know about fresnel lenses and immediately after knowing what they are stopped thinking about modeling one
Yes, it´s my first attempt and I´m stuck
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Kram1032
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by Kram1032 » Fri Sep 07, 2007 8:00 am
I'm not sure,, if that would work properly, but you could try, to use a circular saw-tooth bump map to get a frenesel lens effect
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Macrob
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by Macrob » Fri Sep 07, 2007 8:34 am
as far as I understand this fresnel thing, every "tooth" has to have a different angle
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dougal2
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by dougal2 » Fri Sep 07, 2007 9:08 am
yup a fresnel lens is just like a normal lens but "compressed" in (in this case) the vertical direction, simply by displacing concentric rings in the Z dir.
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Lord of the Rings Junkie
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by Lord of the Rings Junkie » Fri Sep 07, 2007 10:33 am
Macrob wrote:I know about fresnel lenses and immediately after knowing what they are stopped thinking about modeling one
Actually, I still need to perfect the technique, but I may know how to model one.
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Attachments
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- fresnel.jpg (105.28 KiB) Viewed 2954 times
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Zom-B
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by Zom-B » Fri Sep 07, 2007 11:46 am
Kram1032 wrote:I'm not sure,, if that would work properly, but you could try, to use a circular saw-tooth bump map to get a frenesel lens effect
Best way to get a correct Fresnel Lense, check the
Vector SVG on Wikipedia,
import it into your 3D app and generate a lense using it!
polygonmanufaktur.de
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Lord of the Rings Junkie
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by Lord of the Rings Junkie » Fri Sep 07, 2007 1:29 pm
Thanks ZomB, that image is really helping me figure this model out!:D (Mainly that the depth of each groove is the same, while the width of the grooves gets narrower towards the edge.)
[Edit] I did it!
Here's a profile view of the fresnel lens I modeled and a side-by-side lighting test with the original lens. Guess which side is lit through the regular lens, and which is lit with the fresnel.
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Attachments
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- Which is the fresnel lens?
- im1189138807.png (434 KiB) Viewed 2836 times
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- Profile view of lens.
- fresnel_profile.jpg (19.5 KiB) Viewed 2928 times
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Insquall
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by Insquall » Fri Sep 07, 2007 9:42 pm
OnoSendai wrote:there are limits to how much DOF effect you can have - because camera lenses / apertures just don't get that big.
unless you are stanley kubrik with his f0.7 lenses
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