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| Animation Plug-ins and Add-ons | EVAN0280007 | |||
| Evasion 3D | ||||
| www.evasion3d.com | After 3PM CST, electronic products may not be invoiced until next business day. | |||
| Not rated yet! | Electronically delivered via email or FTP | |||
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| Spectrum 1.0 Specifications |
| Combining the best of both worlds - the art and the optics - this product allows artists to render visually impressive fictions, and engineers to simulate a wide range of real-world effects. The scope of various applications includes photo-realistic renditions, correct single-layer refractions, lens filters, chromatic aberrations, atmospheric effects, holograms, various psychedelic visions and more. In reality, the light is composed of waves with different wavelengths. The waves visible to human eye make up the spectrum. The daylight spectrum ranges from 380nm to 780nm, starting from violet, through blue, green, yellow to red, faded to black at both ends. When a spot appears white, it means that all wavelengths reach the eye. When we see yellow, all but the blue (complementary) rays hit the retina, for green it is all waves except for the purple rays and so on. Waves in the spectrum have various properties, i.e. speed which can be observed through phenomena such as dispersion or diffraction. The Spectrum plugin-set has been developed to provide an effective way of visualizing a variety of spectral phenomena. In other words, the Spectrum's engine offers a physically correct simulations, includes all kinds of non-photo real features for artists, and has been optimized to stretch to any type of production. Key Benefits From the visual point of view, Spectrum has a strong impact on composition. By its colorful fringes, it emphasizes intensive spots in the lighting scheme, and generally adds to the color variation. For all abstract-art fans, Spectrum alone can turn even the most simple scenes into something visually impressive. Implementation Dispersion Spectrum features correct single-layer refractions, which is the reason why it should be applied to plain refraction simulation, as well. The problem with proper ray-bouncing when exiting an optical medium was solved by a double IOR value, assigned per surface, and defining each side of the optical interface. The first picture presents the common refraction error by LW, the second shows the correct refractions by the Dispersion Shader (no spectral effect here). When assigned to a surface that is placed in front of the camera, Dispersion can serve as a "spectral raytracer", i.e. simulating chromatic aberration of the camera lens. The actual dispersion spread is defined through a gradient texture assigning a custom IOR value to each wavelength. Diffraction Lens Flares The LensFlares pixelfilter, the third part of the Spectrum plugin set, renders aperture diffraction diagrams. Just like with real cameras, the lens flares are pure planar, spot-based phenomenon, hence the bounced light and all other intensive spots will account for the effect. Limitations Requirements
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