Is it possible to implement NVIDIA 3D Vision to Blender? Now I have to use Sony Vegas for editing so that I can preview the end result in 3D. It would be a lot faster if I could preview the render results in Blender and adjust the 3D depth without switching to another program.
Here's an example of an animation I rendered in Blender and had to edit in Vegas: https://www.youtube.com/watch?v=H0NzE2HYPsQ Timo Kyyrö Muotoilija GSM +358 400 966 882 timo.ky...@gmail.com ReD Render & Design Ky Sammontie 24 as 2, 28360 Pori www.timokyyro.com On Mon, Apr 22, 2013 at 10:25 AM, Dalai Felinto <dfeli...@gmail.com> wrote: > Hi, > (Ton and Brecht in particularly) > I'm having some trouble finding the best way to render the scene views. > > Currently in my last branch commit [1] I got Blender to render multiple > layers and passes for each view, > but still without using the cameras set in the UI [2]. > > My last attempt (non-committed and not working) is roughly below: > > pipeline.c > static void do_render_3d(Render re*) > { > (. . .) > + for (view = 0, srv = re->r.views.first; srv; srv = srv->next, > view++) { > + re->r.actview = view; > + > + if (render_scene_needs_vector(re)) > + RE_Database_FromScene_Vectors(re, re->main, > re->scene, re->lay, view); > + else > + RE_Database_FromScene(re, re->main, re->scene, > re->lay, 1, view); > (. . .) > + threaded_tile_processor(re); > (. . .) > + RE_Database_Free(re); > + } > > (in RE_Database_FromScene I set the camera based on the view id) > > rendercore.c > static void add_passes(RenderLayer *rl, int offset, ShadeInput *shi, > ShadeResult *shr) > (. . .) > for (rpass= rl->passes.first; rpass; rpass= rpass->next) { > (. . .) > + if (rpass->view_id != *(&R.r.actview)) > + continue; > > > This doesn't work because the rendering is happening after we leave > do_render_3d (so not during threaded_tile_processor as I thought). So the > for loop there is just wasting cpu and time (and R.r.actview is always the > last view id by the time we get to add_passes). > > Anyways, do you have some ideas on how to better tackle this? > This approach was based on my interpretation of the old Render Pipeline > wiki page [3]. But I clearly got it wrong > > > [1] - > > https://github.com/dfelinto/blender/commit/cb47c64528d46619428e361d7c4999e684380ebb > [2] - http://dalaifelinto.com/ftp/multiview/multiview_panel.jpg > [3] - http://wiki.blender.org/index.php/Dev:Source/Render/Pipeline / > http://wiki.blender.org/index.php/File:Render_pipeline_API.png > > Thanks, > Dalai > -- > _______________________________________________ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers