Talking about "lenses" I just had to share this link that I was given
yesterday... pretty damn cool.
http://graphics.stanford.edu/papers/lfcamera/
regards
stefan
On 1/25/06, Francois Lord <francoislord(at)gmail.com> wrote:
> cuz you don't have an RSS feed of xsi-blog.com in your Thunderbird mailer.
> It's not too late to fix it!
>
> Robert Moodie wrote:
>
> >How the hell did I miss that, Francois?
> >
> >Cheers
> >_rob
> >
> >----- Original Message -----
> >From: "Francois Lord" <francoislord(at)gmail.com>
> >To: <XSI(at)Softimage.COM>
> >Sent: Wednesday, January 25, 2006 2:37 PM
> >Subject: Re: "real" cameras in xsi
> >
> >
> >And don't forget, this can be useful:
> >http://www.xsi-blog.com/?p=65
> >(awfully shameless plug)
> >
> >Gene Crucean wrote:
> >
> >
> >
> >>Holy thread revival batman!
> >>
> >>I'm still a little confused by this stuff (I know I know). So in
> >>boujou, it wants the film back size (which I don't have, but I know it
> >>was shot on a Sony HDW-5900H), and the focal length which is 3'2". I
> >>tried searching on the web for the film back size of that camera but
> >>no information for that camera even comes up at all. So I guess my
> >>first real question is does anyone know the FB size of that camera?
> >>The only information that we have on the camera is the lens (7m which
> >>I'm assuming is a typo meant to be mm), the foc which is 3'2" and the
> >>PSF which is 23.98. Well and some other random info like height, tilt,
> >>Tstop, roll etc.
> >>
> >>I ran a quick track on it without using the correct FB info and no
> >>surprise it comes into xsi with a FOV of something like 12 (way off
> >>visually). I'm a little confused with all this conversion stuff so any
> >>input would be appreciated.
> >>
> >>Thanks guys
> >>
> >>
> >>
> >>
> >>
> >>On 6/15/05, *Robert Moodie* <robertm(at)hybride.com
> >><mailto:robertm(at)hybride.com>> wrote:
> >>
> >> While we're on the subject - here's a little something:
> >>
> >> Run this (vbs) script:
> >>
> >> NewScene
> >> SelectObj "Camera_Root", "BRANCH"
> >> ToggleVisibility
> >> DeleteObj "Camera_Interest"
> >> SelectObj "Camera"
> >> Rotate , 0, 0, 0, siAbsolute, siPivot, siObj, siX, , , , , , , , 0
> >> GetPrim "Null"
> >> GetPrim "Null"
> >> Translate , 0, 0, -20, siAbsolute, siPivot, siObj, siZ, , , , , ,
> >> , , , , 0
> >>
> >> Now, hide the grid in the camera view and in any other view - NOT
> >> THE CAMERA VIEW - select and rotate (pan) the camera.
> >> Watch what happens to the nulls - there is no parallax.
> >>
> >> Now run this:
> >>
> >> SetValue "Camera.kine.local.pposz", 1.5
> >>
> >> (What we are doing is offsetting the camera pivot to be 'behind'
> >> the lens - to see the pivots turn them on in Visibility options)
> >>
> >> Now select and pan the camera as you did before and watch the
> >> magic of parallax.
> >>
> >> This is no limitation of XSI - it happens in all 3D apps - but
> >> basicaly the pivot point of 3D cameras is also the Nodal point.
> >> And this never happens in real life.
> >>
> >> For further explanation read this:
> >> http://360texas.com/tips/nodalpts.htm
> >> <http://360texas.com/tips/nodalpts.htm>
> >>
> >> Hopefully this may be a little help to someone. If you know the
> >> make and models of your 'real' cameras, tripods or dollies you can
> >> set the pivot offset values to match exactly what was on set.
> >>
> >> _rob
> >>
> >>
> >>
> >>
> >>
> >>
> >>
> >>
> >>
> >>--
> >>-gc
> >>
> >>
> >
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> >
> >
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> >
> >
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--
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