[HN Gopher] Make Your Renders Unnecessarily Complicated by Model...
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       Make Your Renders Unnecessarily Complicated by Modeling a Film
       Camera in Blender [video]
        
       Author : CharlesW
       Score  : 198 points
       Date   : 2023-07-02 16:03 UTC (6 hours ago)
        
 (HTM) web link (www.youtube.com)
 (TXT) w3m dump (www.youtube.com)
        
       | corysama wrote:
       | It's... beautiful.
        
       | zokier wrote:
       | Could have gotten proper glass dispersion effects, that now got
       | dropped, if he had used luxcore instead of cycles. But that might
       | be considered cheating :)
        
       | yieldcrv wrote:
       | the best thing about this is the presentation format
       | 
       | one thing thats great about this content world is that people
       | learn how to get to the point very quickly and efficiently!
       | 
       | this could have easily been 1:40:03 watching some nerdy guys on a
       | recorded google meet drone on and on about their accomplishment
       | and I'm glad it wasnt!
        
       | fermentation wrote:
       | This was super interesting and I think the results are beautiful.
       | I'm imagining how cool it would be for game with a photo mode to
       | have a film simulation mode.
        
       | mrtksn wrote:
       | Brilliant, it's like running a VM inside in a VM. I love how the
       | images have a character due to the lens and simulation
       | characteristics, It should be possible to train a diffusion model
       | which can generate these and make it obsolete though.
        
       | plastic3169 wrote:
       | Reminds me of "how to animate cube in Houdini"
       | -https://youtu.be/NLiL0GLSvIw
        
         | antonjs wrote:
         | This is so delightfully ridiculous. I wonder how many folks
         | come across it looking for a nice beginner tutorial.
        
       | mozman wrote:
       | Very interesting but wow does this remind me of how little I
       | know. I understood exactly zero of this.
        
         | warent wrote:
         | The only thing I knew was that when light goes through a
         | pinhole in a box just right, for some reason it creates a large
         | upside down projection on the opposite side haha
         | 
         | Everything in this video is just a flurry of mad genius and
         | gobbledygook jargon. Loved every second of it
        
           | EA-3167 wrote:
           | The nice thing about pinhole cameras is that you can explain
           | it all with simple geometry:
           | https://www.alternativephotography.com/how-a-pinhole-
           | camera-...
        
       | 111111IIIIIII wrote:
       | Yes!!! The best part about this is that it significantly reduces
       | the urge I've had for years to do it myself.
        
         | hughes wrote:
         | It amplified mine and made me start imagining a world where
         | cinematic CGI production integrates a process like this.
        
           | badcppdev wrote:
           | Were you also left with the worry that motion blur was being
           | neglected??
        
             | 111111IIIIIII wrote:
             | I think this is reasonable. If nothing else, it is the
             | aspect least possible to imitate. If included, the best
             | imitation would be cheap strobing. Anything better than
             | that would require synthesis, which is something that even
             | rendering engines require significant sacrifices to
             | produce.
        
           | 111111IIIIIII wrote:
           | More power to you!
        
       | reaperman wrote:
       | This video is one of the greatest works of art that I've seen in
       | such a long time. Not to even mention all the engineering that
       | went into it.
        
       | Scene_Cast2 wrote:
       | If anyone wants to play with a (probably much simpler) blender
       | model of a lens, here's a link:
       | https://studio.blender.org/blog/camera-lenses-with-caustics/
       | 
       | What I've personally always wondered is if you could make a
       | liquid crystal or electrochromatic diaphragm to get perfectly
       | circular bokeh (or maybe even smooth-edge STF bokeh) on demand.
       | Would probably kill the T-stop value when full open due to less
       | than perfect transmissivity though..
       | 
       | I also wonder what would happen if you could substitute an angle-
       | limited piece of glass (kind of like a privacy screen - visible
       | head-on but opaque from an angle) instead of the diaphragm.
        
         | thenickdude wrote:
         | You can get smooth-edged bokeh in a physical lens by inserting
         | an apodisation filter inside:
         | 
         | http://www.4photos.de/camera-diy/Apodization-Filter.html
         | 
         | This is an aperture with fuzzy soft edges so that the bokeh
         | fades out smoothly around the edges instead of being formed of
         | hard circles.
         | 
         | It makes the images look like they have Photoshop- or
         | cellphone-faked bokeh, because you end up with effectively a
         | Gaussian blur in the background.
        
       | [deleted]
        
       | anjc wrote:
       | Brilliant video
        
       | dailyanchovy wrote:
       | The amount of effort this must have taken is obscene. The creator
       | made a physically accurate pin-hole camera and film inside
       | Blender. I hadn't realised that this is even possible with
       | existing off-the-shelf renderers, let alone open source software.
       | What a blast to watch also.
       | 
       | That is, the fact that the whole package (Blender + the author's
       | work) emulates a physical camera inside an existing renderer is
       | amazing to me.
        
         | newaccount74 wrote:
         | Not just a pin-hole camera. Later in the video he builds a
         | multi-element lens too!
        
       | CrampusDestrus wrote:
       | The magic of digital goods is that you only need to produce them
       | once. This guy put in all the work and now can just copy paste it
       | wherever and have it always ready
        
       | jancsika wrote:
       | I misunderstood title as "Modeling a Film Camera inside a Blender
       | that is Plugged In and Running."
       | 
       | Somehow the actual video was more interesting than that. :)
       | 
       | Still, I need a UML diagram to understand what is meant by "fake
       | camera inside the real fake camera."
        
         | NoahKAndrews wrote:
         | I think it was "the [Blender concept of 'camera'] inside the
         | [camera I modeled in Blender]".
        
         | lostdog wrote:
         | This simulated camera projects the image onto an internal film
         | plane. But blender cannot read an image off a plane directly,
         | so you need to point a blender camera at the film plane to
         | capture the film to the blender output.
        
       | rektide wrote:
       | Why stop there?
       | 
       | There was a great project that I keep forgetting the name of /
       | link to... It simulated the chemical process of developing film.
       | 
       | I keep wanting to dig it up & play with it. Such a neat effort.
        
         | WastingMyTime89 wrote:
         | This project is simulating film. That's the part about having
         | three planes. There even is an explanation of tweaking each
         | plane colour sensitivity.
        
         | belugacat wrote:
         | Perhaps https://filmulator.org
        
           | zokier wrote:
           | Another film simulation project, filmbox, got discussed few
           | months ago: https://news.ycombinator.com/item?id=34713202
        
           | karmakaze wrote:
           | I knew it! Video games are how simulation universes come to
           | be.
        
       | Renaud wrote:
       | Amazing to be able to recreate a functioning camera on first
       | principles. So much work but the result is totally worth it!
        
         | crote wrote:
         | To me, the best part is that most of it is just an emergent
         | property of raytracing. Once you implement the core physics
         | needed for any raytracer, things like lenses and aperture
         | blades _just work_.
         | 
         | I can't want for full-scene realtime raytracing to hit the
         | consumer market.
        
           | constantly wrote:
           | This is where I'm losing track of what's going on here. I
           | generally understand the principles from at least the first
           | half of the video, the pinhole camera and lenses and can
           | imagine how it works in real life, but this is blender. It's
           | not real life. How does this work in BLENDER? Is it because
           | the underlying physics models in Blender are so accurate one
           | can recreate even these increasingly convoluted things in
           | real life?
        
             | crote wrote:
             | Well, that's the best part of it: the underlying physics
             | model is really easy!
             | 
             | A pinhole camera requires zero additional physics, just a
             | simulation of light rays passing through a small hole. A
             | lens just requires Snell's Law - which is pretty much
             | trivial. Adding dispersion is just a matter of using a
             | formula instead of a constant for the refractive index of
             | the lens, and doing the raytracing using random wavelengths
             | instead of a single "composite" one.
             | 
             | Raytracers capable of doing this are implemented in a few
             | hundred lines of code as a toy project. The difficult part
             | is getting it to render _quickly_ - and of course modeling
             | the scene properly.
        
             | AlexAndScripts wrote:
             | The physics of light is _relatively_ simple. Blender wants
             | to look photorealistic, so cycles (a branched path tracer,
             | commonly known as a ray tracer) almost perfectly models how
             | light works. That means these emergent properties _just
             | work_.
             | 
             | It wouldn't work under a rasteriser (Blender has one,
             | called Eevee) as those operate using a complex series of
             | approximations of reality that are more difficult to create
             | but run far faster. But because Cycles (slower, but more
             | realistic) operates by mimicking how light works this kind
             | of thing is entirely possible.
        
               | turnsout wrote:
               | Also keep in mind that Cycles and most renderers use a
               | _simplified_ version of physics--rather than pathtrace
               | all wavelengths, they use a simplified RGB model, which
               | means certain optical properties behave differently. For
               | instance, you don't get the chromatic aberration with the
               | simulated lens.
        
           | terribleperson wrote:
           | In a similar vein, when raycasting was being added to second
           | life I built a rudimentary approximation of a camera. It took
           | some time to put together an image because of the limits of
           | SL scripting and the rate limits on raycasting, but the first
           | successful image had incredibly obvious vignetting. The
           | solution was changing the size of my 'aperture' equivalent.
           | 
           | It's always very cool when simulation behavior starts to
           | resemble real behavior.
        
         | EA-3167 wrote:
         | I just keep remembering the original Half Life 'can your
         | computer handle this test' and thinking "This is the absolute
         | height of tech, footage from within a game displayed in-game,
         | live."
         | 
         | And now... I mean my god. This video made me feel both
         | incredibly excited, and terribly old.
        
       | bloopernova wrote:
       | I used to wonder what Rendezvous With Rama's landscape would
       | really look like if I were standing on its inner surface. Same
       | with The Stone from Greg Bear's Eon. The renders I've seen so far
       | have all looked too small, or everything is too clear.
       | 
       | Maybe simulating something closer to the eye, or a 35mm camera,
       | would give me what I've dreamed about. What do these places look
       | like with clear skies, and then with clouds? 2 metres "up" from
       | the inner surface, what does that really look like?
        
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       (page generated 2023-07-02 23:01 UTC)