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Posted: Wed Oct 24, 2007 9:35 pm
by OnoSendai
Added a ' General procedure for setting the camera settings' section.

Posted: Wed Oct 24, 2007 9:38 pm
by fused
nice. thank you!

finally a "camera for dummies" :)

Posted: Mon Oct 29, 2007 3:14 pm
by Whaat
Hey Indigo people!

What's a good default pre-scale value? SkIndigo has been using 6.0 for a long time and I am starting to notice that most the of renders uploaded by new SkIndigo users look like the pre-scale is set too high.

I think the reason I set it so high is because my old computer had a really dark monitor and I had to use a higher pre-scale value for the render to look right. Now, when I see renders on my new laptop and my computer at work, they look too bright.

Maybe a value of 4.0 (like Blendigo) is the way to go. It should be a value that will give a good render for a variety of lighting situations.

Does anyone find Blendigo's default value of 4.0 too low? Too high?

Thanx.

Posted: Mon Oct 29, 2007 9:16 pm
by Zom-B
Whaat wrote:What's a good default pre-scale value?
3/1/10 for reinhard is cool on all my three CRT's (but violets reinhard settings are way brighter using this values :?: ).

Posted: Tue Oct 30, 2007 12:10 am
by Kram1032
Violet's values are logarithmic, I think...
Someone, I can't remember, who, programmed it like that, so that a post scale value change of 1 will cause the histogram to be one stop brighter or darker ;)

Posted: Tue Oct 30, 2007 9:44 am
by CoolColJ
In Voilet 0=1 in Indigo

I tend to use a burn of 5, 4 will kinda burn out, but it changes from render to render. I hate Reinhart anyway, looks too "grey" :)

Posted: Fri Nov 02, 2007 12:32 am
by Ana028
Hi all, I have a question about how can I calc the aperture radius

I have a camera with 24mm focal lenght, zoom factor 3.2, focal dis 1 and camera f-stop 4.

Code: Select all

We have
N = f / d
where
N = f-number, f = focal length, d = aperture diameter.
Therefore
r = f / (N*2)
where
r = aperture radius. 
I don't understand very good this. How can I calc the aperture radius with my values ?

Posted: Fri Nov 02, 2007 12:58 am
by suvakas
Here is how I do it for Maxigo:

Code: Select all

f-stop = 4
sensor_width = 0.035
sensor_distance = sensor_width / (2*tan(cameraFOV/2))
aperture_radius = sensor_distance / ( f-stop * 2) 

Posted: Fri Nov 02, 2007 1:06 am
by Ana028
Thanks, :wink:

Posted: Fri Nov 02, 2007 7:01 pm
by bkircher
While trying to write Rotation Matrixes for the MayaToIndigo exporter,
well, we got stuck. I checked the Skindigo tool but couldn't find any reference to rotation code.

As this will eventually concern every exporter that generates instances or that will implement efficient transformation-based animations, can somebody shed some light on this?

Here is the baby-code for generating rotation matrixes, or at least some starting point. I imagine it will be something similar for other programming / script languages.

Code: Select all

$x = `getAttr locator1.rx`; 
$y = `getAttr locator1.ry`; 
$z = `getAttr locator1.rz`; 

float $xCos = cos (deg_to_rad($x)); 
float $xCo_ = -1 * `cos (deg_to_rad($x))`; 
float $xSin = `sin (deg_to_rad($x))`; 
float $xSi_ = -1 * `sin (deg_to_rad($x))`; 

float $yCos = `cos (deg_to_rad($y))`; 
float $yCo_ = -1 * `cos (deg_to_rad($y))`; 
float $ySin = `sin (deg_to_rad($y))`; 
float $ySi_ = -1 * `sin (deg_to_rad($y))`; 

float $zCos = `cos (deg_to_rad($y))`; 
float $zCo_ = -1 * `cos (deg_to_rad($y))`; 
float $zSin = `sin (deg_to_rad($y))`; 
float $zSi_ = -1 * `sin (deg_to_rad($y))`; 


matrix $mx[3][3] = << 1 , 0 , 0 ; 
            0 , $xCos, $xSi_; 
            0 , $xSin, $xCos>>; 
            
matrix $my[3][3] = << $yCos , 0 , $ySin ; 
            0 , 1, 0 ; 
            $yCo_ , 0, $yCos>>; 

matrix $mz[3][3] = << $zCos , $zSi_ , 0 ; 
            $zSin , $zCos, 0; 
            0 , 0, 1>>; 

matrix $mAll[3][3] = $mx * $my * $mz; 

print "\nrotation Matrix:"; 
print $mAll; 

Posted: Sat Nov 03, 2007 2:05 am
by CTZn
And as a reference, the latest version wich works only for rotations around up axis.

Code: Select all

				float $xCos = cos (deg_to_rad($rix)); 
				float $xCo_ = -1 * `cos (deg_to_rad($rix))`; 
				float $xSin = `sin (deg_to_rad($rix))`; 
				float $xSi_ = -1 * `sin (deg_to_rad($rix))`; 
				
				float $yCos = `cos (deg_to_rad($riy))`; 
				float $yCo_ = -1 * `cos (deg_to_rad($riy))`; 
				float $ySin = `sin (deg_to_rad($riy))`; 
				float $ySi_ = -1 * `sin (deg_to_rad($riy))`; 
				
				float $zCos = `cos (deg_to_rad($riz))`; 
				float $zCo_ = -1 * `cos (deg_to_rad($riz))`; 
				float $zSin = `sin (deg_to_rad($riz))`; 
				float $zSi_ = -1 * `sin (deg_to_rad($riz))`;

				matrix $R0[3][3] = << $zCos , $zSi_ , 0 ; 
				            $zSin , $zCos, 0; 
				            0 , 0, 1>>; 

				matrix $Rx[3][3] = << 1 , 0 , 0 ; 
				            0 , $xCos, $xSi_; 
				            0 , $xSin, $xCos>>; 
				            
				matrix $R1[3][3] = << $yCos , $ySi_ , 0 ; 
				            $ySin , $yCos, 0; 
				            0 , 0, 1>>;  
				
				
				matrix $Rresult[3][3] = $R1 * $Rx;
				matrix $Rresult[3][3] = $Rresult * $R0;
				
				print $Rresult;

				matrix $RtoY [3][3] = <<1, 0, 0;
										0, 0, -1;
										0, 1, 0>>;
				if ($upAxis == "y")
				{
					$Rresult = $Rresult * $RtoY;
				}
This approach is as follows (Z up):

1° Rotation around Z
2° Rotation aroun X
3° Second rotation around Z

Here I can't define the value for the second rotation around Z, I'm using Y rot value but seems wrong.

Indeed we need help. Thanks.

Posted: Sat Nov 03, 2007 2:48 am
by suvakas
Why are you doing this manually?
Can't you get a nice rotation/transform matrix out of Maya?

Posted: Sat Nov 03, 2007 2:55 am
by Whaat
suvakas wrote:Why are you doing this manually?
Can't you get a nice rotation/transform matrix out of Maya?
Yeah, it's EZ with SketchUp API.

Code: Select all

trans=entity.transformation
Done!

Posted: Sat Nov 03, 2007 7:02 am
by CTZn
I can't answer your question suvakas, as the code I expose here is from someone's else algorithm and it appeared that afternoon that he hadn't the problem clear in mind so the algorithm is finally not suitable.

I do ignore almost everything about rotation matrices...

Anyhow the "how" is not the point here, we need to know the right composition of the RM and their multiplication order, if I understood enough. Thought you guys had cracked that easily...

That said, suvakas, that was a good question. Inquiring now...

>> Indeed every object has:

- matrix
- world matrix
- parent matrix

and each of these has an inverse matrix also available as output. bkircher, maybe we have been fooled...

Posted: Sat Nov 03, 2007 11:45 am
by bkircher
Sadly, we can't.
But the Maya Help is great in that respect:

Code: Select all

              -1                      -1
   matrix = SP * S * SH * SP * ST * RP * RA * R * RP * RT * T
a little further down the line, it is said:

Code: Select all

RX = |  1    0    0    0 |     RY = |  cy   0   -sy   0 |
                                 |  0    cx   sx   0 |          |  0    1    0    0 |
                                 |  0   -sx   cx   0 |          |  sy   0    cy   0 |
                                 |  0    0    0    1 |          |  0    0    0    1 |

                        RZ = |  cz   sz   0    0 |     sx = sin(rx), cx = cos(rx)
                                 | -sz   cz   0    0 |     sy = sin(ry), cx = cos(ry)
                                 |  0    0    1    0 |     sz = sin(rz), cz = cos(rz)
                                 |  0    0    0    1 |
, and well, that's it, basically.

Maya is thinking Y-up to my experience: In a Z-up environment, probably a XYZ rotation order with Y up is part of the problem?
(We can get the world 4x4 matrix, does this help ?)
Any help is appreciated on this issue...