[Sidefx-houdini-list] Camera model

Pablo Giménez pablogipi at gmail.com
Wed Nov 28 10:48:43 EST 2012


2012/11/28 Colin Doncaster <colin.doncaster at gmail.com>

> I would assume this would take advantage of EXR's data vs. display window
> so when viewing the images it looks as expected at the correct resolution
> with the extra data available if/when needed.   Very common when rendering
> stereo pairs also.
>
Yep

>
> Cheers
>
> On 2012-11-28, at 8:18 AM, Neil Scholes <neil at uvfilms.co.uk> wrote:
>
> > Well quite - i understand
> >
> > im workign on shots with loads of movement, so the cg couldn't easily be
> re-used for something else - so on my particular project the lens is a
> fixed prime for each shot and  doesn't change  etc etc
> >
> > but anyways it was just a thought
> >
> >
> > Neil Scholes
> >
> > www.uvfilms.co.uk
> > +44 (0) 7977 456 197
> >
> > On 28/11/12 11:35, Pablo Giménez wrote:
> >> 2012/11/28 Neil Scholes <neil at uvfilms.co.uk>
> >>
> >>> I would certainly love having a lens shader where you can import lens
> >>> distortion models from apps like 3DEqualiser etc.
> >>>
> >>> rather than having to render larger resolutions than needed and
> distorting
> >>> in nuke.
> >>>
> >> Well, this is  debatable.
> >> If you "bake" the lens distortion in the render then you are forced to
> >> rerender in case for  soem reason this lens dostortion option changes in
> >> the future, or changes for some shots.
> >> And this happens sometimes.
> >> Whereas rendering some extra pixels is always a good thing, just an
> >> overscan 1.1 will  allow you to add lens distortion in comp and also be
> >> sure that further comp manipulations like camera shakes will have enough
> >> pixels to work with.
> >> I think it is better to render a bunch of extra pixels as a rule rather
> >> than be forced to rerender a expensive render.
> >>
> >>>
> >>>
> >>>
> >>> Neil Scholes
> >>>
> >>> +44(0) 7977 456 197
> >>> www.uvfilms.co.uk
> >>>
> >>>
> >>>
> >>>
> >>>
> >>>
> >>> On 28 Nov 2012, at 10:17, Jordi Bares Dominguez wrote:
> >>>
> >>>> The moment you enter into physically base rendering you will end up
> >>> wanting to use physically correct shaders and that ultimately will
> take you
> >>> to realise that is actually not that useful unless you get it all right
> >>> (physically correct camera and lights too) and also HDR balanced
> properly
> >>> (no grading)
> >>>> The cascade effect is huge and adapting to the approach is not easy
> plus
> >>> takes longer to render each frame but in my experience is more than
> >>> acceptable for the things you gain.
> >>>> Ultimately, like apple did when they designed the iPad, one single
> rule
> >>> forced a ton of changes everywhere (no pen, just your finger), with
> PBR is
> >>> the same and certain render engines are already there or thereabouts,
> >>> specially Maxwell, Vray and Mental Ray alongside all the other flavours
> >>> inspired by these.
> >>>> I really hope after this exchange of ideas SideFX see the value and
> put
> >>> together a physically correct ecosystem of tools for modern rendering.
> >>>> my 2 cents
> >>>> jb
> >>>>
> >>>>
> >>>> On 28 Nov 2012, at 10:04, Neil Scholes <neil at uvfilms.co.uk> wrote:
> >>>>
> >>>>> Interesting thoughts
> >>>>>
> >>>>> I was thinking that rendering linear light values in high dynamic
> range
> >>> is the real benefit  we already have, because after that all real
> camera
> >>> limitations such as abberation grain and iso can be faked in a more
> >>> painterly way in the comp which is surely quicker and easier ?
> >>>>> Also the issues of real world lenses and ISO etc well each camera,
> lens
> >>> is going to vary in accuracy even if the camera manufacturers offer a
> >>> template - rather like f stop vs T stop.
> >>>>>
> >>>>>
> >>>>>
> >>>>>
> >>>>>
> >>>>> Neil Scholes
> >>>>>
> >>>>> +44(0) 7977 456 197
> >>>>> www.uvfilms.co.uk
> >>>>>
> >>>>>
> >>>>>
> >>>>>
> >>>>>
> >>>>>
> >>>>> On 28 Nov 2012, at 08:50, Jordi Bares wrote:
> >>>>>
> >>>>>> I would love that, including the camera transform matrix please.
> >>>>>>
> >>>>>> Jb
> >>>>>>
> >>>>>> Sent from my iPhone
> >>>>>>
> >>>>>> On 28 Nov 2012, at 00:32, Colin Doncaster <
> colin.doncaster at gmail.com>
> >>> wrote:
> >>>>>>> Sure!  I would assume it would be helpful if all of the camera
> >>> parameters ended up in metadata stored in the output image - this fits
> well
> >>> into the EXR camera info as it's meant to represent what exposure the
> data
> >>> represents with a good reference point from where to adjust it.
> >>>>>>> This would make a nice COP and/or MPlay addition where you can
> >>> quickly adjust the values and round robin them back to the scene
> camera.
> >>>>>>> Cheers
> >>>>>>>
> >>>>>>> On 2012-11-27, at 6:17 PM, Jordi Bares Dominguez <
> >>> jordibares at gmail.com> wrote:
> >>>>>>>> I don't imagine anyone aspiring to get noise simulation baked in
> >>> their render and with the ever expanding electronic cameras
> configurations
> >>> and codecs this simply may be impossible but it may be useful to get a
> >>> metric for density of noise in the picture that we can feed into the
> comp.
> >>>>>>>> hope it makes sense
> >>>>>>>> jb
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-- 
Un saludo
Best Regards
Pablo Giménez



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