The new cam. modifier is great, thanks! I´ve made a few tests with it and noticed two things:
1. The Max cameras are limited to a FOV of 175, is it possible to add an option (numeric field) to the modifier to get a full 180 degree fisheye?
2. About the finalRender compatibility. The lens distorsion of the spherical cam seems identical with the fR fisheye, but the whole image is offset vertically a little (around 1 pixel). Without the modifier (standard fR Kamera) the particleposition matches exactly, so I don´t know whether it´s fR or the cam. modifier. I´ve attached my testrenderings.
Hey Thomas, we’re out of the office until January 2. I’ll let you know what is causing the differences in your renders as soon as I can. Thanks for the feedback though, and have a happy new year!
First of all, thanks for the updated cam. modifier, especially for the FOV override! But this offset issue is still there, are there any news about this?
We suspect that some sort of rounding up/down difference might exist in finalRender when compared to Brazil which we originally used for calibration.
We were discussing the addition of an option to round the other way (something like a checkbox saying “finalRender Compatible”. I’ll see if we can add that next week so you can test if it helps.
Thanks for the subpixel-offset controls. Now with a Y-Offset of +1.0, the results of fR fisheye and Krakatoa spherical lens are identical (distorsion and position).
Would it be possible to make the override checkboxes off by default? I don’t picture we’ll be using the FOV override all that often, and if we forget to uncheck it, our renders won’t match what we see in the viewport.
We assumed (incorrectly) that the main reason to add the modifier would be to make a regular camera a Spherical camera, so we defaulted to Spherical On and FOV on as the regular camera cannot go over 180 degrees.
We can surely turn that off by default, or, as usual, make the initial settings customizable to make everyone happy ;o)