Hi,
We work on a feature film in stereoscopic.
I have a question : do you have a plan to add some optimization in stereoscopic ?
For example, Renderman can calculate 2 stereoscopics images at once. And the render time with Renderman is :
- 1 image : 100% (time)
- 2 images (stereoscopics ) : 120% (time)
I don’t know how, but, for example, calculate one time the diffuse in deep pixel/shade ?
Thanks.
The feature will be available in the new V-Ray for Maya release. Which we expect to come out soon.
If you need to use the stereo effect and the shade map urgently please drop us an e-mail to: support@chaosgroup.com
we’ll consider your request and reply.
It has been there for a while now, but you’d have to create it from the Python callback as we don’t have a GUI for this. Let me know if you need more info and I’ll explain how to turn it on.
Well, I just found some issues that I need to fix; hopefully they will go into the next night build tomorrow, but in general it goes like this. Use the Python post-translate callback to add a VRayStereoscopicSettings plugin to your scene, like this:```
from vray.utils import *
The stereoscopic settings have a number of options, for generating shade maps and for using them, but I found a few issues there which I'm looking into now. They should be fine for the next nightly/stable build tomorrow.
In any case, to render a shade map, use the following after the above code:```
p.set("sm_mode", 1)
p.set("shademap_file", "somefile.vrst")
Then you render the animation to generate the shademap, and then change the “sm_mode” to 2 so that V-Ray uses the rendered maps.
EDIT: But right now nothing gets written. The path in the vrscene is valid, but no file in there. There isn’t any output in the output window/script editor either, so it’s not so easy to debug for me.
Oh, and thanks for adressing those issues you mentioned so fast!
EDIT2: Hmm, I just hit render a few times more and now I got a map. Also in the vrayFB the image aspect ratio changed from time to time. But maybe these are the points you work on anyway, so maybe I just wait for the next update.
I continued testing with the build from today (19193) and it really doesn’t work. The shademap doesn’t get written and vray behaves really strange when rendering. Sometimes it renderes just the image, then again the image is rendered and an additional black space of 3 times the size of the image is added to the rendering in VFB, sometimes smaller. Also there are differences if I use the render button in the maya UI or the render button in the VFB.
So: If this feature isn’t really usable, that’s ok, of course. I know that it’s not really supported yet, but my hope was, that it’s nearly finished. If you’d say ‘Don’t use it now!’ I’d stop looking into it and continue with the old-fashioned stereo way.
Hi,
It is possible to calculate, in stereo camera, one time the brute force GI for example ?
The best will be to do not use some “cached files”.
I know Renderman can “separate” some “calculations” which are view dependant (specular for example) and not view dependant (GI, diffuse, etc etc) without to cache something.
It render on the same time both images.
What about VRay ?
The idea is to do not use cached file.
Cached file will be great if we can use it between each frame.
I can get V-Ray to write out the shademap, but shouldn’t it be rendered without depth of field and such effects?
The image that I get during shademap creation still has those effects applied.
Also when switching to reuse of the shademap I do not see any improvements in rendertime.
Another thing that I recognized is that the adjust_resolution does not seem to work.