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trygvewastvedt

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  1. Thanks for all the great info! This is all very helpful. I think Chris's last point is key - the main problem, as far as field of view and distortion are concerned, is that you're trying to represent a 360 environment wrapping around your eyes in a flat image, typically occupying a small portion of that environment. So, I need a 360 panorama viewed inside of Oculus Rift goggles? Sounds good to me! @Chris: yes, that formula would be great if you can find it. Any Maxwell users out there have thoughts about accurate Simulens settings for the human eye?
  2. Chris, Thanks for the reply! I remember reading something similar but not as succinct. According to your link, the f stop ranges between 3.2 and 8.3 depending on light levels. Still looking for something concrete on scattering and diffraction though. Anyone?
  3. I've been looking around for info on simulating the human eye (instead of a camera lens) in Maxwell but haven't found much. Of course it is to some extent subjective. Right now I'm trying to figure out appropriate settings for Simulens. Does anyone know the real meaning of the number in the sliders for scattering and diffraction? Or does the appropriate number here change based on the light? Any other thoughts on human eye simulation would be welcome. Thanks.
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