specialities Fullspectrum supports RGB>Spectrum by Smits’ support blackbody emitters. KelemenMLT(pt) Real lens simulation with autofocus SPH simulated fluid models from Blender.
Differ from past Past year, the lens simulation was limited to only one direction. No reflection, no ghosts, no flares. This year, everything is simulated. Based on Fresnel reflection. done with KelmenMLT. very hard without MCMC. Raytracing is done with Embree. My interest is on just lenses!
I couldn’t get smooth horizontal flares without roughness.
normal vector goes random with roughness probability.
Other examples. Non uniform DoF circles.
DoF circle kick-out
RGB>Spectrum is done with Smit’s method. "An RGB to Spectrum Conversion for Reflectances," Journal of Graphics Tools, Vol. 4, No. 4, pp. 11-22, 1999. algorithm is very simple. maximum component makes base spectrum. remains make complementary colors
Mesh smooth normal mesh smooth normal is calculated from vertex normal averages.
conclusion. Got “eye-candy” lens bokehs from actual patented lenses with full spectrum effects like purple/green fringes, etc.. HDR background makes everything good. Real lens simulation is very fun! Thank you my family!!