Stereoscopic vray physical camera

These are just internal developments for now that will probably go into the next official build of V-Ray, which is some time away still. I can get you an updated version of the stereoscopic helper itself though (for left/right view only and maybe render-time doubling of the resolution).

Best regards,
Vlado

Pdplayer supports interlaced stereo monitors such as the Hyundai W220S/240S or the Acer Aspire 5738DG, but doesn’t currently support dual video port monitors such as the iz3d, or Nvidia’s 3D vision.

We also support checkerboard DLPs (DLP projection).

if you can give us the update with correct safeframes, that would be great

also, how does focus affect convergence, please explain that to us, thanks!

(it would be cool to have a new thread about stereoscopic options requested for the next build :slight_smile:

For the convergence, the left and right views will be focused at the focus point for DOF:

(*) If using a VRayPhysicalCamera, this is either the camera target, or the “focus distance” parameter, depending on whether the “specify focus distance” parameter of the camera is on or off (it is OFF by default, so the camera target distance is used);

(*) For a Standard camera, this is either the camera target distance, or the “Focus distance” specified in the Camera settings in the V-Ray in the Render Setup dialog, depending on whether the “Get from camera” parameter there is on or off (it is OFF by default, so the “Focus distance” is used, and not the camera target).

Best regards,
Vlado

so when focus is cheked, it means both cameras are “aiming” at the target (“toe-in”), and not rendering parallel, correcT?

Yes, this is correct.

Best regards,
Vlado

i would love to know what realy is better, everyone uses parallel, no distortion etc.
but at the same time, our eyes always focus on one thing, its very hard to understand it all correctly,
also the 6cm seperation, it only makes sense if we create huge panorama renders or show videos on cinema, our brains have learned 6cm distance for our huge field of view, but this is not given for small images…
for monitors or prints 1 or 2 cm camera sepeartion is more than enough, anything else will create too much paralax which results in ghosting and eye strain…

vlado, would it be much work for you to update stereoscopic plugin? “for noW” :slight_smile: we just want to put correct resolution for single image so it just doubles it automatically at render time, that way I dont have to calculate each time and i can use better framing in viewport, small update, but effective nonetheless…

also, no other rig allows for the same use of light cache for both sides

please let us know if you can have a quick update by next week
if not i wont keep on asking you, i promise :slight_smile:

i prefer to use your plugin over complex stereo rigs which make things unneccesarily complicated--

Actually I managed to get the resolution to change for the 3ds Max VFB as well; I will post an updated version a bit later today.

Best regards,
Vlado

So you can get the upate here:

Make sure the plugin .dlo files are from today (January 25th), just in case you get a cached copy of the file from your browser/proxy. If there are any issues, please let me know.

Best regards,
Vlado

hmmm what is the relation to the target distance and the distance between the eyes?

Thanks Vlado!

Thankyou!!!

Got it to work now :slight_smile:
is the helper supposed to be aligned to the exact camera position?
When rendering thru a standard camera with SSS2 material applied objects rendering hangs to eternity at the last bucket :frowning:
Is it possible to have both eyes rendered to separate images (including all render elements)?
For a real life production this is not useful yet but promising to be :slight_smile:

my 2 cents.

Anselm

I cant get it to work.
It is getting stuck at the end of the render (max2010, 64bit, newest vray).
And how can i access the settings of the camera?
I can see only the stereo settings.

So far i have great success with the free kotasoft stereoscopic plugin.
http://kostasoft.com/index.php?mod=news&act=show&id=28

But it works only with standard cameras and does not have the rendering speed advantages of the vray plugin.

The great thing is that you can get a realtime stereoscopic preview of the max viewport.
You need the nvidia 3d vision glasses and a two monitor setup.
The monitor on the other side of the command panel will go into stereoscopic mode.

It can also show your images in 3D directly after rendering, so you dont have to save the image and load in a stereo viewer.

OK. I don’t have a clue onhow to use this. I placed the helper, but how do you use it? You can’t see through it because it isn’t a camera.

If the helper is in the scene that VRay will render differently creating two views alongside each other automagically.

Regards,
Thorsten

gotcha - smart!

Here is a tutorial that walks you through how to create a rig and a script that creates the actual stereoscopic image.

http://www.louismarcoux.com/MaxTips.htm (scroll down a bit)

with the vray stereoscopic plug-in how do you assemble the two images? Is there a secret? I am at a loss here.

you can render both stitched together, or combine them in an editing program
usually side-by-side format left right, that way you can even crosseye them if u like,

then u can watch that side-by-side content with players, like stereoscopicplayer 3dtv.at