Abbe Number | Wolfram Formula Repository - abbe number
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Technical note: In previous versions, FOV was adapted when data was received from the external camera. The received value was already modified to compensate the render_scale setting. This could cause wrong results when the setting was not considered for rendering, such as when disabling post processing effects with the PP button. In 3.9.0, the FOV is untouched and modified on the fly while rendering if necessary.
Until Viz Artist and Engine 3.8.2, the result of the lens deformation was affected by the hd_halfheight setting. This was corrected in 3.8.3, and the lens deformation now generates the same result for hd_halfheight=1 and hd_halfheight=0. However, if you have lens files that were calibrated with hd_halfheight=1 using an older version, the result will now differ. In this case, enable use_lens_compatibility_mode.
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This diagonal can only be used with refractor telescopes and some catadioptric telescopes like Schmidt-Cassegrain, Maksutov-Cassegrain, etc. It not meant for use with Newtonian / DOB reflector telescopes or other variants of Newtonian telescopes.
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render_scale is now correctly applied to FieldOfView. There is no longer a “jump” when enabling or disabling post processing (PP) in the Scene Editor.
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Brass lock Screw for eyepiece or adapter and brass Compression rings features more precision and prevent barrels or the surface of eyepieces from marring and scratching.
You can explicitly select the algorithm and parameter source per camera, also in Viz Artist. There is an auto mode, which attempts to determinate the correct algorithm and parameter mode based on the available data.
The main mirror housing is made of precision molded ABS plastic. The two end barrels are precision machined from aluminum, enhanced aluminum die/coated prism with higher light transmittance & clearer vision.
Enhanced aluminum die/coated prismThe brass pressure ring designBulit-in prism steering systemInternal extinction treatmentSupport connection 1.25inch filterLarge thumb screws
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camera1_distortion_param_manual = {"centershift_x": 0.000000, "centershift_y": 0.000000, "chipsize_x": 8.800000, "chipsize_y": 5.200000, "k1": 0.000000, "k2": 0.000000}
Lens distortion replaces the lens deformation, and was introduced with Viz Artist and Engine 3.9. You can now select the distortion algorithm and distortion parameters provider for each individual camera. There is no longer a need for multiple configuration flags, such as render_scale and Virtual Studio.
Previous versions rejected distortion values if the distortion was too strong, if pixels from the outside of the rendered area would have been moved inside the visible area. The render_scale defines how much of the border around the visible area should be rendered, to be able to “move” parts from outside to the inside - think of the barrel distortion! If distortion values were too high, and non-available pixels from the outside would have been distorted “into the screen”, it simply used the last valid distortion parameters instead. This could lead to confusion, as the distortion did not use the real values. Now, the distortion uses the values provided, even if some invisible areas show up on the borders. If you see unexpected black or transparent areas around the border, consider increasing the render_scale. You can do this by editing the entry for render_scale in the configuration file. The default value is 0, but you can change it as an example to 1.2 or even higher.
Radial lens distortion, based on the Brown-Conrady model. See https://en.wikipedia.org/wiki/Distortion_(optics)#Software_correction.
The distortion algorithm defines how the rendered image is distorted, and the parameters are the input to the distortion algorithm. Typical algorithms expect “k1”, “k2”, “centershift_x”, “centershift_y”, “chipsize_x”, “chipsize_y”, etc.