Hi Adriano, On Mon, Jun 17, 2013 at 6:33 AM, Adriano Oliveira <adriano.u...@gmail.com> wrote: > Schneider's approach relies in Composite for obtain stereo results. This is > perfect for my outputs because it offers me control and uses what is right > there in Blender already. My stereo outputs are: (1) Side by site or over > under composites to preview in my 3d TV and web delivering; (2) separated > L/R files for blu-ray and DCP authoring.
(2) works in the branch I think. (1) does not at the moment but would fit as a file save option. > Nevertheless, even with a good camera, sometimes we need to “lie” to get > good results. For example, to certain shot to work in stereo I may need to > control convergence of objects and background separately. Imagine a space > scene: camera close to an alien pilot in the cockpit, a second spaceship 10 > meters way, and the star field in the background… No real camera rig would > get this right in one shot. We better control convergence plane by plane in > composite. > > Other example: take a real footage stereo shot, track it and try to place > 3d elements over it. Having access to R/L views from Render Layers is > essential for a good match. Ok, as far as I can tell all that fits in the current design. > When producing a stereo film, I miss these things: > > 1. A real stereo camera (or a good L/C/R camera rig) with numeric and > visual convergence/safe areas controls. Schneider's add-on is a good > starting point. > 2. OpenGL stereo preview of viewport, based on camera rig convergence. (I > think corrected color anaglyph or b/w anaglyph is the most useful here). > 3. Easy way to render L/R views with Cycles speed optimizations: not > calculating geometry twice, for instance. > 4. Easy way to access L/R views from Render Layers in Node Editor for me to > compose whatever I want. The Stereo Node that I proposed is not essential, > but something user-friendly as a ubbershader. > 5. EXR support for L/R views archiving, no doubt. 2,3,5 are implemented, 1,4 are planned I think. See here for the todo list: https://github.com/dfelinto/blender/issues > 1. Separate stereo preview in Blender's viewport (OpenGL / 3D View) from > render output in Image Editor. We don’t need automated multiview in Image > Editor, because the way it is done just masses with node editor/composite > output. > 2. Let me do my stereo composites in node editor. If you want to help > newcomers, create a Stereo Node, as I have proposed. > 3. I need to access views from a Render Layer the same way I have access to > render passes. > 4. Let us use the great work Dalai is doing with EXR 2 and go further by > adding ways to merge and insert new layers in composite output. This way we > could work views from Render Layers separately and recompose them to save > in EXR. The same functionalities would allow me to add/merge other new > layers (corrected mattes for instance) to composite output, so I can save > as EXR as well. This would be helpful for communicating with other > software, or among different teams. As far as I can tell, this all boils down to a different workflow than the branch has now. Instead of running the compositor once for each view, you want the compositor to run once and manually make a setup that applies nodes to both layers and merges them. But can you explain to me specifically why that is better than the workflow used in the branch? I understand it may be quite different than your current workflow and that it may be hard to transfer your existing nodes setups, but that doesn't make it invalid. I still don't see why you think it doesn't work, you can still do different things depending on the view with the Switch View node, you can compose a non-3D background, etc. Even then, you could create a separate scene to do compositing of both views in a single node setup at the same time, once the Render Layer node has a view option? > 5. We don’t need a SELECT VIEW in Image Editor, just the list of the true > layers in the image. No matter it may seams repetitive, it is just more > correct and informative. In addition, if we implement a node do add/merge > new layers in the composition, we will need to see them listed in Image > Editor's SELECT PASS. But why? How is this different from the RenderLayer/RenderPass distinction we have already? > Small points: > > 6. Let’s change any reference to "3-D" to "Stereo" or "Multiview". > 7. I would prefer not create a new Render Views tab in Properties panel. > It's functions may better be relocated to recently created Render Passes > tab. 6 seems reasonable, 7 is planned. Brecht. _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers