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authorDalai Felinto <dfelinto@gmail.com>2012-11-21 05:07:30 +0400
committerDalai Felinto <dfelinto@gmail.com>2012-11-21 05:07:30 +0400
commit8c4fa687e07d90c4ca7dfec066135ec0cfd2ea28 (patch)
treed5a311d4c45fb20b5f39f65dfbe79620f531797c /intern/cycles/util/util_boundbox.h
parentfdadfde5c5cc2c5b7255834170b32c4d169bdd42 (diff)
Cycles bugfix: AUTO wasn't working for Equisolid Fisheye lens
Now one no longer needs to match the sensor dimensions with the render dimensions manually. IMPORTANT NOTE: if you were using AUTO before with mismathing sensor aspect ratio (comparing to the render dimensions) this will change your render! We can doversion this, but apart from Tube project I don't know if anyone else is using this yet (part due to this bug and the only recently fixed 3dview preview aspect ratio). That should help more artists to take advantage of this fantastic Blender feature. It still helps to know the parameters of kwnown cameras/lens though. For example: Nikon DX2S with a 10.5mm fisheye can be set with: Render resolution: 4288 x 2848 Sensor 23.7 x 15.70 (15.70 can be ommitted if AUTO is used as fit method) Note: some cameras render different sizes according to the recording mode. For example, a Red Scarlet in 5k (@12 fps) can render a full circular fisheye with a sigma 4.5 lens. The same camera in the 30fps recording mode renders 4k in a cropped circular image. So it's not only the resolution that changes, but the actual sensor been used. So just keep in mind that the more information you have from the camera/lens you want to emulate the better. Bug found at/patch written as a follow up of the BlenderPRO2012, patch reviewed by Brecht Van Lommel
Diffstat (limited to 'intern/cycles/util/util_boundbox.h')
-rw-r--r--intern/cycles/util/util_boundbox.h4
1 files changed, 4 insertions, 0 deletions
diff --git a/intern/cycles/util/util_boundbox.h b/intern/cycles/util/util_boundbox.h
index a0cdf1761ad..624a911a3f5 100644
--- a/intern/cycles/util/util_boundbox.h
+++ b/intern/cycles/util/util_boundbox.h
@@ -182,6 +182,10 @@ public:
bottom == other.bottom && top == other.top);
}
+ float width() {return right - left;}
+
+ float height() {return bottom - top;}
+
BoundBox2D operator*(float f) const
{
BoundBox2D result;