I’m updating the old lenses and now the chromatic aberration works quite well in all the lenses I’ve modeled, perhaps it’s a little accentuated now, but the result is nice and it’s all managed by the Abbe number of the individual lenses.
The shader group is shared for each of the lenses that I modeled in the Blender file so if I find a better solution all the node groups that I have implemented to date will also be updated.
Some optical groups have several lenses and some up to 9 but they all seem to work well, I have yet to find a right scale for the 3D models.
for now I’m making them all more or less one meter in diameter.
This is one of the first lenses I made and it is also one of the best, with chromatic aberration and none
Now every lens has his Abbe value and I hope to find some real photos to mimic the correct aberration but for now I’m very happy with this empiric one, that seems work pretty well on all my lenses.
While testing optics with new models by Wire Wheels Club, I made a new Car Paint Shader is work in progress but is quite good for many types, after I’ve done some test I will share it.
Hey, the idea is intriguing. For this 3D lens design, it eliminates the central flaw, though honestly, that’s no longer an issue with my latest 3D optical lens models.The lens models need specific curvature, thickness, and materials. With your model, it’s not possible to control the lens curvature radii effectively.
This image below shows my Blender geometry node setup for generating lens curvatures. My optical groups are carefully crafted based on the detailed data I found in various patents.