like i didn't have to add that or anything it just Does That because i'm tracing rays through virtual glass and that's how optics work

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recovering former game dev
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like i didn't have to add that or anything it just Does That because i'm tracing rays through virtual glass and that's how optics work
Oh that reminds me of that one video about a camera simulated in blender, with optics and stuff, and film emulsion
It takes absolutely too much time to render, too, lol
The hilarious thing is that I still haven’t watched That One Video Everyone Mentions
(I used https://youtu.be/jT9LWq279OI as my starting point instead)
of course. that 5 minutes video is made entertaining by the overwhelming speed of delivery, but it's very light on details. this one seems to be much more "this is how I did it and how you could do it too"
(has no exp with graphics stuff) is that done via gpu ray tracing or some kind of software renderer?
This is raytraced on a GPU, but implemented by hand in a pixel shader rather than using modern hardware-raytracing features.
bokeh is just physics!
have you seen the series on making a film camera simulation in Blender?
or videos that demonstrate that distant things do not have to get smaller it is just an artifact of the type of lenses that are in our eyes?
just seems like things that might be relevant to you!
Neat! I'm wondering, have you modeled the elements and added a glass material, or did you do everything in math?
Pure math; but then the scene geometry is also modeled as math, so in my head I don’t really draw much distinction between the two :)