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PostPosted: Tue Jan 31, 2012 9:35 pm 
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Location: Tampa FL, USA
brodie_geers wrote:
Once you edit your focal length to be something like 35mm in SU, from then on it should display in mm. Are you saying that isn't the case?

-Brodie


No, I think he's trying not to lose his camera position/view.

Best,
Jason.

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PostPosted: Tue Jan 31, 2012 9:42 pm 
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If you just want the answer without doing any math you can use this Dynamic Component I made for calculating... make sure to bring it in as a component rather than opening it.
Attachment:
AOV calculator.zip

Best,
Jason.


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PostPosted: Tue Jan 31, 2012 9:54 pm 
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Joined: Wed Nov 16, 2005 3:02 am
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Half Life wrote:
Try dropping this into the Ruby Console
Code:
Sketchup.send_action(10624)

I have to say, you're on your own if you use this (it is undocumented, and afaik, Windows-only). If he just wants to know the focal length, here is the code to get it:

Code:
Sketchup.active_model.active_view.camera.focal_length

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PostPosted: Tue Jan 31, 2012 9:57 pm 

Joined: Wed Nov 19, 2008 4:06 pm
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Location: Virginia
Brodie, it is true that inputting in mm will change my view accordingly. However, I was simply trying to determine what my current FL is (not change it). [edit: thanks JD for that code. Just what I was looking for].

What FL would you recommend for a shot like this?

[ETA again: FL currently at ~43.5 according to JD's code.]

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PostPosted: Tue Jan 31, 2012 10:00 pm 
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Location: Tampa FL, USA
The reason I created the calculator in the first place was to know what the "normal" focal length (and the 35mm equivalent) was for any given aspect ratio -- because IMO it's best to stay in that range.

But more than that there is the issue of vignetting (darkening around the edges) which comes on stronger at small focal lengths.

Best,
Jason.

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PostPosted: Wed Feb 01, 2012 7:19 pm 
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Joined: Sun Jan 07, 2007 7:23 pm
Posts: 1421
Location: halfway through SUPPA!
It's just a matter of balancing out your light. Here's some quick examples (Screen shots/setups are shown in Max, but you should get the just of it)

Daylight:

Here's the physical sky setup:

Image

Here's the emitters (lights) placed in the scene:

Image

Here's the render with iso settings and what not to show how light is balanced:

Image

as well as some different versions:

Image

IBL (Image Based Lighting):

Here's the IBL setup:

Image

Here's the render with iso settings and what not to show how light is balanced:

Image

as well as some different versions:

Image

hope this helps!


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PostPosted: Thu Feb 02, 2012 8:41 pm 

Joined: Wed Nov 19, 2008 4:06 pm
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Location: Virginia
That was super helpful, thanks! How long did it take you to do that?

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PostPosted: Thu Feb 02, 2012 11:51 pm 
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Joined: Sun Jan 07, 2007 7:23 pm
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Location: halfway through SUPPA!
glad it helped.... it took less time to do that than it did trying to confuse you with words... less talk, more do.... :)


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