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+VarnishedOtter
Admin

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Has anybody here played around with this at all?
[Link to en.wikipedia.org]
I've been learning about it in Photo Theory, and it seems most renderers don't account for it.
I will be writing a refraction shader for OpenGL soon and wondering if anyone had any thoughts on this?
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--Matt
    
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Senior Member
I did it by separating the image into each of the channels using channel booleans, merging them back together and then adding transform nodes to each channel. then you can mask the transform nodes with an elliptical mask to simulate the curvature of the lens. I dont know how accurate it is to real chromatic aberration but it looked kind of cool.