

I'm experiencing problems with MCPov's depth of field.
I basically use the following code:
#local CameraLocation = <80,31,80>;
#local CameraLookAt = <0,9,10>;
#local CameraDirection = CameraLookAt  CameraLocation;
#local CameraAngle = 25;
#local AspectRatio = image_width/image_height;
global_settings {
montecarlo {
mc_dof {
mc_focal_distance vlength(CameraDirection)
mc_lens_radius 0.5
}
}
}
camera {
perspective
up y
right x*AspectRatio
location CameraLocation
look_at CameraLookAt
angle CameraAngle
}
Strangely enough, the look_at point is clearly *not* in focus.
What's wrong?
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clipka wrote:
> I'm experiencing problems with MCPov's depth of field.
>
> I basically use the following code:
>
> #local CameraLocation = <80,31,80>;
> #local CameraLookAt = <0,9,10>;
> #local CameraDirection = CameraLookAt  CameraLocation;
> #local CameraAngle = 25;
> #local AspectRatio = image_width/image_height;
>
> global_settings {
> montecarlo {
> mc_dof {
> mc_focal_distance vlength(CameraDirection)
> mc_lens_radius 0.5
> }
> }
> }
>
> camera {
> perspective
> up y
> right x*AspectRatio
> location CameraLocation
> look_at CameraLookAt
> angle CameraAngle
> }
>
> Strangely enough, the look_at point is clearly *not* in focus.
>
> What's wrong?
>
I guess nothing with your code. Coincidently I just stumbled above the
same issue where in my scene the vlength calculation for
mc_focal_distance did result in 67.77 but actually I had to use 90.5 
as I did find out after a lot of time consuming trial and error.
So *maybe* multiplying the real focal distance by a factor of ca. 1.35
does work. But I'm currently too bored to verify this with MCPov.
Ive
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Ive <"ive### [at] lilysoftorg"> wrote:
> > I'm experiencing problems with MCPov's depth of field.
> >
> > I basically use the following code:
> >
> > #local CameraLocation = <80,31,80>;
> > #local CameraLookAt = <0,9,10>;
> > #local CameraDirection = CameraLookAt  CameraLocation;
> > #local CameraAngle = 25;
> > #local AspectRatio = image_width/image_height;
> >
> > global_settings {
> > montecarlo {
> > mc_dof {
> > mc_focal_distance vlength(CameraDirection)
> > mc_lens_radius 0.5
> > }
> > }
> > }
> >
> > camera {
> > perspective
> > up y
> > right x*AspectRatio
> > location CameraLocation
> > look_at CameraLookAt
> > angle CameraAngle
> > }
> >
> > Strangely enough, the look_at point is clearly *not* in focus.
> >
> > What's wrong?
> >
>
> I guess nothing with your code. Coincidently I just stumbled above the
> same issue where in my scene the vlength calculation for
> mc_focal_distance did result in 67.77 but actually I had to use 90.5 
> as I did find out after a lot of time consuming trial and error.
>
> So *maybe* multiplying the real focal distance by a factor of ca. 1.35
> does work. But I'm currently too bored to verify this with MCPov.
It seems to me that MCPov's DOF code presumes that the camera perspective is
solely controlled by the "up", "right" and "direction" parameters, and is
totally oblivious of the "angle" parameter.
I found that multiplying the intended focal distance by
(right_length/2)/tand(angle/2) does the trick (where "right_length" is the
length of the "right" camera parameter).
To make life easier, it's helpful to set "right" to have a length of 1, applying
the aspect ratio correction to "up" instead (I'm using "angle" to specify the
field of view anyway, so it doesn't hurt).
This is particularly useful in getting the intensity of the blur effect stable
even when aspect ratio changes, as there is some impact on this parameter as
well; unfortunately I wasn't able to find a proper correction factor for this
parameter yet.
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