Shaderlight

Lens Distortion

 
gypsymags
Total Posts: 1

Hi, I’m having problems with distortion of parallel lines. They have a dramatic bend to them like I’m using a fisheye lens. I’ve tried changing my field of view in sketchup - but the distortion remains. I’ve even tried switching to a 2 point perspective in sketchup. What can I do to fix this?

Take a look at the attached image. Notice how the background building curves dramatically. This does not happen in the Sketchup view.

Here’s a link to the image in case the attachment doesn’t show:
https://www.flickr.com/photos/gypsymags/31441490775/in/dateposted-public/

Image Attachments
Corridor_-_640x480.jpg
Click thumbnail to see full-size image
kfoojones
Total Posts: 132

Hi,

My first guess would be that you have an unmatched ‘solid glass’ face in some of the window panes. To the ray tracer, this would mean that you effectively have a giant block of glass extending from the window to the building in the distance, creating strong refraction effects. If the window panes were tilted slightly from the vertical, that would produce a ‘leaning’ effect, and if some were tilted more than others, the tilts would add up to produce a curve.

The solid glass material type is for use when you have modelled window panes with their actual thickness – a face for each side, separated by a few millimetres. When a ray hits the first face, it is bent due to refraction, but is then almost immediately bent back the other way when it encounters the next face and exits the glass. When modelling this way, it’s important to apply the same glass material to both sides of both faces so that rays behave consistently no matter which direction they are travelling.

If you don’t need to accurately render the subtle refraction produced by a pane of glass, you can use a single face and apply the ‘thin glass’ material type, which ignores the refraction effect.

If the above doesn’t help, feel free to send your model (or a file-sharing link to it) to us at and we will be able to investigate it more thoroughly.

Regards,
Shaderlight support