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> I might be missing something fundamental to the topic at hand (wouldn't be the
> first time ;) ), but why not just place the following in front of the camera?
>
> #declare ArrayRes = 96;
> box{
> <-0.5, -0.5, 0>, <0.5, 0.5, 0>
> pigment{rgb 0 transmit 1}
> normal{
> function{
> (1-(x*x+y*y)/2)
> } -4*2
> translate x+y
> scale 1/2
> warp{repeat x}
> warp{repeat y}
> scale 1/ArrayRes
> }
> finish{diffuse 0}
> interior{ior 1.5}
> no_shadow no_reflection
> }
>
> That's what I used when rendering the light field for my integral imaging sim.
> My first attempt for this step used actual geometry, but too many artifacts were
> produced, so I settled on this quick-to-parse, fast-to-render solution.
>
Yes, could work... I myself tried something similar with the camera
normal, but was not getting the exact lens geometry I wanted (my maths
are not soooo go), so I resorted to model it by hand on Wings3D: anyhow,
I would be using it with the mesh camera #3, so it will smooth the
normals and get ride of any triangle artifacts.
--
Jaime
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