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Well now that the 3.5 source is available and I still can't code in
c/c++, I can only hope one of you likes the ideas and is willing to
implement them. Both ideas are camera related and I have no idea of
their complexity, so ...
1. dof_normal.
Currently the plane of focus is always parallel to the "lens-plane".
In photography this generaly is also the case. But when using pro
cameras there's the option to tilt the lens plane to change the depth of
field orientation yet the amount of controll is limited, for more detail
Google for the Scheimpflug and Hinge Rules.
In raytracing one could go beyond this by specifying an optional
dof_normal to orient the plane of focus.
camera {
perspective
location <0,0,-5>
look_at <0,0,0>
aperture 0.5
focal_point <0,0,5>
dof_normal <1,0,1>
}
This would create a focal plane at an 45 degree angle with the "lens-
plane". A pracatical use would be for example, a camera looking up or
down under an angle at a building. Using focal blurr in the current
situation would blurr a part of the building and keep a part in focus.
By adding a dof_normal the whole building can be kept in focus while the
rest of the scene is blurred.
2. dof_pattern.
Instead of only allowing planar focal blurr, controlled by foal_point
and aperture, one could use a pattern to controll the position and
amount of blurr.
camera {
perspective
location <0,0,-5>
look_at <0,0,0>
aperture 0.5
dof_pattern {
spherical
translate <0,0,3>
}
}
Now all parts black in the pattern are maximal blurred, all parts
white are minimal blurred. The point of focus has become a small
spherical area. An inverted spherical pattern can be used to blurr a
small area of the scene. Think of what an inverted leopard pattern would
do, or turbulated wood!
TIA,
Ingo
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