Create Sinosoidal Fringe Projection with blender... not everything by hand possible? i am using blender to create optical settings for my work as an engineer in applied optics. I would like to create a lighting with simulates a display which projects a sinusoidal fringe pattern. I am really new to blender, just worked through the basics - tutorial and i would like to know if it is possible to create such a lighting, without creating like 1024 different planes by hand, and set the emission coefficient to sampled sinus-values.

I would like to just create on plane, and subdivide it into 1024 subplanes, but i cannot set the emission coefficient for this because it is still handled as one object inside blender.

Would be cool if someone can help me with an elegant solution to this.



I try to design an optical setup to measure objects from the industry. I need a certain number of cameras under the same illumination, the camera images should ideally have a maximum overlap of the illuminated object. This is why i use blender to check out different setups and positions for the cameras.

in short: I want to design the optical setup in blender, to reduce the "search-space" in the real world in terms of where to find the ideal positions for the cameras. 

this is what the light source should look like
If I understand your requirement correctly, you're looking for a lamp that can project an undistorted (sinusoidal) banded image. This is very similar to Spot light with square shape and, in fact, you could potentially use the example provided there and simply use your image in the Image Texture to generate the required projection.

However, by taking the X coordinate and feeding that into a Sine maths node we can generate the sinusoidal illumination directly using the following nodes on the Point Lamp :



The Mapping node allows you to adjust the direction of the projection while the Value node controls the pitch of the banding. The 'Clip' frame simply limits the projection to the bounds -0.5 to 0.5 in each axis (so you get a clipped square projection) - adjust these values if you require a different aspect ratio or unbound projection. The 'Sine' frame simply generates the banding by multiplying by the 'frequency', adding 1.0 to remove negative values, and then multiplying by a constant for a suitable brightness for the lamp.

As in the linked question, the key to getting an undistorted projection is the Divide by the Z component of the Normal.

Here's the result :



Blend file included