<html><body><div style="color:#000; background-color:#fff; font-family:verdana, helvetica, sans-serif;font-size:10pt"><div><span>Hi Davis,</span></div><div><br><span></span></div><div><span>Thank you for your reply.</span></div><div><br><span></span></div><div><span>I agree, it is also worth considering that the f/ stop should not change due to focal length changes <span style="font-style: italic;">(well not as far as the end user is concerned or within the Blender interface)</span>, unless simulating lower grade camera lenses which alter their f/ stop dependent on focal length, I don't think that level of simulation is required.</span></div><div><span><br></span></div><div><span>You are correct, the formula would require both aperture and focal length to be calculated but also focal point (lens distance to target object), to produce expected real world results. From tests I carried out last night, it seems as if this is being replicated to a small
degree, the depth of field does seem to change slightly dependent on focal length, just not as much as expected.</span></div><br><div><span>Thank you,</span></div><div><br><span></span></div><div><span>David<br></span></div><div><br></div><div style="font-family: verdana, helvetica, sans-serif; font-size: 10pt;"><div style="font-family: times new roman, new york, times, serif; font-size: 12pt;"><font face="Arial" size="2"><hr size="1"><b><span style="font-weight:bold;">From:</span></b> Davis Sorenson <davis.sorenson@gmail.com><br><b><span style="font-weight: bold;">To:</span></b> bf-cycles@blender.org<br><b><span style="font-weight: bold;">Sent:</span></b> Thursday, 27 October 2011, 12:52<br><b><span style="font-weight: bold;">Subject:</span></b> Re: [Bf-cycles] Ideas<br></font><br><div id="yiv1169148918">Hi David,<br>It's worth noting that the F-number is a value dependent on both the aperture of the lens and the focal length, so as you zoom the
lens, the f-number becomes higher. (F number = focal length / aperture). So it's actually a ratio. That said, it would be nice to have the option to choose to use f-stops, but the value would have to update as you zoomed in/out.<br>
<br>Davis<br><br><div class="yiv1169148918gmail_quote">On Thu, Oct 27, 2011 at 2:32 PM, Daniel Salazar - 3Developer.com <span dir="ltr"><<a rel="nofollow" ymailto="mailto:zanqdo@gmail.com" target="_blank" href="mailto:zanqdo@gmail.com">zanqdo@gmail.com</a>></span> wrote:<br><blockquote class="yiv1169148918gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex;">
Simpler solution to close by mistake or crash is not saving a flat png<br>
but a package with the samples data like luxrender does, so you can<br>
simply resume your render like nothing happened. This idea is already<br>
in the todo :)<br>
<br>
Daniel Salazar<br>
3Developer.com<br>
<div><div></div><div class="yiv1169148918h5"><br>
<br>
<br>
On Wed, Oct 26, 2011 at 10:04 PM, David <<a rel="nofollow" ymailto="mailto:db4tech@yahoo.co.uk" target="_blank" href="mailto:db4tech@yahoo.co.uk">db4tech@yahoo.co.uk</a>> wrote:<br>
> Hi development team Brecht & Thomas (sorry don't know everybody's names),<br>
> Idea 1:<br>
> Since render times can be quite long to clean up indirectly lit areas...<br>
> How do you feel about the idea of adding the option of automatic progressive<br>
> render saves?<br>
> A user can choose between either a time value, e.g. once an hour,<br>
> or after x amount of sample passes, e.g every thousand passes,<br>
> the ongoing render is automatically saved and rendering continues.<br>
> Then if there is computer crash, or power-cut, while the computer is left<br>
> rendering, many hours rendering will not be lost.<br>
> The automatically saved image file name, could be same as the .blend file<br>
> name, plus date & time?<br>
> That way, each image name will be unique, without the chance of images being<br>
> overwritten when a user starts another render with the same .blend file.<br>
><br>
><br>
> Idea 2:<br>
> Future render optimizations...<br>
> Is it possible to focus sample passes based upon light intensity within a<br>
> scene,<br>
> darker areas receiving more sample passes than lighter areas (which already<br>
> clean up very quickly)?<br>
> If this isn't already happening with Cycles, would it provide a significant<br>
> speed boost?<br>
><br>
> Idea 3:<br>
> While rendering, trying to close Blender shows a popup warning window in the<br>
> centre of the screen,<br>
> "Blender is currently rendering, are you sure you want to close the<br>
> program?" Yes/No<br>
> I did this by mistake after just over 10 hours of rendering... :(<br>
> While closing other open program windows (which were in front of Blender),<br>
> I accidentally closed Blender before I had saved the ongoing render.<br>
><br>
><br>
> Idea 4:<br>
> Aperture size scale...<br>
> 'f/ stop' as an option to 'Aperture size', so users can use which they feel<br>
> most comfortable with?<br>
> (Shallow depth of field) f/0.9, f/1.4, f/2, f/2.8, f/3.2, f/4, f/5.6, f/6.3,<br>
> f/7.1, f/8, f/11, f/16, f/22 and f/32 (Depth depth of field).<br>
> ***<br>
><br>
> I am presently doing a BA (Hons) and using Blender & Cycles for my Major A,<br>
> do you mind if I submit responses as part of my degree work? Hoping to post<br>
> my finished render results online.<br>
><br>
> Thank you greatly for your time and fantastic work producing Cycles and<br>
> Blender!<br>
> David Black<br>
><br>
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><br>
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</blockquote></div><br>
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