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LENTICULAR IMAGE LLC
 

 

Viewing Distance:

The distance that the viewer is standing from the lenticular display is referred to as the viewing distance ( which is a range ) and is the most important factor in determining which screen ti use. There are two properties that determine the useful viewing range of a lens; the thickness and the pitch ( number of lenses per inch ). The goal is to match the useful range of the lens with the distance that the viewer will be standing away from the display. A simple analogy is like trying to choose the right golf club ( lens ) when you are at a particular distance from the green ( viewing distance ). If two lenses both have the same pitch, the thicker of the two will have a narrower viewing angle and as a result will have a faster animation and deeper 3D. In other words, the amount of perceived depth and the speed of the animation can be optimized by selecting the proper lens.

The viewing distance for your particular lenticular display is adjusted by making small adjustments to the line screen output in the software program. For example, finer ( higher ) pitch output moves the viewing distance further away from the display. An easy way to remember this correlation is Finer for Further F for F, or if you prefer Coarser for Closer C for C.

Other considerations in selecting a lens are:

The finer the lens pitch, the harder it is to register with the print. A finer pitch lens requires either a higher resolution output or fewer images / flips. A narrow ( small ) angle lens ( 25 degrees or less ) will produce faster animation however, this usually also reduces the number of frames that you can effectively use.

There is an inverse relationship between the pitch of the lens and the number of images / flips you can put behind the lens for replay. A finer pitch lens requires a higher resolution printer or fewer images / flips.

Lens direction / orientation:

You can orient your lens either horizontally or vertically. The preferred orientation for animation is with the lenticules running horizontal. For 3D effects the lenticules must be vertical. Flips can run along either lenticule direction.

 
 

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