OPTIK/3D AN EXPLODED ATLAS OF THE CAMERA BLENDER → GLB → THREE.JS
OPTIK/3D FETCHING GEOMETRY

FIELD MANUAL — INTERCHANGEABLE-LENS CAMERAS · SIX ASSEMBLIES · 77 PARTS

Every camera is a stack of decisions you can hold.

Pick a body, mount a lens, then pull the lens apart. Every model below was built procedurally in Blender, exported as GLB, and drawn by a line-art renderer in your browser — flat paper fills, true silhouettes, and feature edges, like a service manual that learned to move. Every part is real: hover or tap them to learn what they do.

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OPTICS

Glass does the seeing

A photographic lens is a stack of curved glass elements, grouped so their errors cancel. Convex surfaces converge light; concave surfaces correct the overshoot — chromatic fringing, field curvature, distortion. More glass usually buys fewer compromises, which is why the fast 85 carries twice the weight of the 50.

MECHANICS

The iris is the exposure

Between the groups sits a diaphragm of overlapping blades. Close it and you trade light for depth of field; the blade count and curvature decide how out-of-focus highlights render — the geometry you see in bokeh is literally this part's outline.

ELECTRONICS

The mount is a bus

The bayonet's gold contacts carry power and a protocol: aperture commands go in, focus positions come back, dozens of times a second. Autofocus is a ring motor spinning glass by wire. This is why adapting lenses across systems is mostly a conversation problem, not a mechanical one.

BODIES

Three ways to see

The DSLR bounces the image off a 45° mirror into a pentaprism — optical, zero-lag, but bulky. The rangefinder never looks through the lens at all; you focus by aligning a ghost patch. The mirrorless deletes both and reads the sensor directly. Same mount idea, three different machines.