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| Field of view not realistic; 200 degrees is really 100 degrees | |
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| Tweet Topic Started: Sep 6 2012, 04:46 PM (263 Views) | |
| PoniesForPeace | Sep 6 2012, 04:46 PM Post #1 |
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Elite Member
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Okay so I'm trying to make a camera that has the same field of vision as a human (200 degree fan.) But when I set view to 200, I get strange artifacts on the side of the screen. Not only that, but I'm still restricted to about a 100 degree fan. What I mean is, if there is an object 90 degrees to the left of me, I can't see it. If I set my view to 350 degrees I still can't see it, and it's not panoramic at all, just everything looks really distorted and pixelly on the side of the screen. I know this is part of the render, but is there anyway of actually showing objects on the side of me? |
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favorite soda: oogave agave watermelon Cream favorite cheese: blueberry winsledale | |
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| Despellanion | Sep 6 2012, 05:21 PM Post #2 |
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Forum God
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Fisheye lens shader perhaps? |
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| PoniesForPeace | Sep 6 2012, 07:13 PM Post #3 |
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Elite Member
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Will that let me be able to see objects to the side of me? |
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favorite soda: oogave agave watermelon Cream favorite cheese: blueberry winsledale | |
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| Despellanion | Sep 6 2012, 07:22 PM Post #4 |
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Forum God
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Scratch that. You wouldn't get what you are looking for anyway. It would look something like this Spoiler: click to toggle
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| Dr. Best | Sep 7 2012, 09:55 AM Post #5 |
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Administrator
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The problem with view angles greater than 90° is that they can not be implemented by means of a linear projection. Since this is the only sort of projection that Direct3D can do efficiently you won't get it done with a single pass. There is a way out, but it is more expensive: Ultimate 3D supports rendering to cube textures. Those give you a full 360° panorama of everything around the point of view. You can use a shader to implement rendering a part of such a cube texture to the screen. The shader can implement any projection you want. Of course rendering a cube texture is more expensive, because a cube has six sides and writing a shader requires some skills, but it is the only way to make Ultimate 3D use a non-linear projection. |
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| luenardi | Sep 7 2012, 12:53 PM Post #6 |
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Cofee Machines Rock
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square fov. you need a different camera or "cough" surface. |
![]() For your perception no. But my universe has no such limits. www.recall.co.nr | |
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| PoniesForPeace | Sep 7 2012, 05:40 PM Post #7 |
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Elite Member
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Well, I'll stick with the 90 for now, that sounds a little complicated for me and I don't want to add any unnecessary lag. Thanks for the explanation. |
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favorite soda: oogave agave watermelon Cream favorite cheese: blueberry winsledale | |
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| Despellanion | Sep 7 2012, 06:44 PM Post #8 |
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Forum God
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By the way, a human has nowhere near 200 degree field of view. It's around 120 degrees. But what we see in our peripheral vision is not in any way 3D or in any shapes we can identify, it's just random blurry smudges and colors. |
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2:22 AM Jul 11