Hi there,
You can find here a proposal for built-in stereoscopy support in Blender
http://wiki.blender.org/index.php/User:Dfelinto/Stereoscopy
It touches various parts of Blender, so it would be nice if other devs
could take a look at it and share some thoughts. Once the design is
approved, every
Dalai,
This might be a silly comment but it might simplify things by removing the
need to switch into "stereoscopic" mode at all.
Instead consider that our camera is *always* capable of producing an image
from *center*, left, or right eye views with the default being the current
behavior of "cent
Hi,
i think it would be great to support 3D rendering and also 3D Viewport /
Editing in Blender. I guess these are two separate issues and can be
separated.
Regarding 3D rendering:
To support 3D directly would be great, but i'd like to propose a different
approach:
- Several cameras in a scen
Hi Dalai,
Regarding storing such stereo renders in the render results, I think
we should add "views" in the same way that we have "layers" and
"passes" now. OpenEXR in fact has native support for such
stereo/multiview images, so it would make sense to be compatible with
that and support saving and
Loved to know about this proposal, Dalai.
I have been studing stereoscopy lately.
I use this addon a lot:
http://www.noeol.de/s3d/
I sugest the funcionalities in this Plugin for 3dsmax:
http://davidshelton.de/blog/?p=354
hope to contribute more soon.
Adriano
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Thanks everyone for the feedback.
@ Brecht:
> OpenEXR in fact has native support for such stereo/multiview images, so
it would make sense to be compatible with that and support saving and
loading such EXR files.
I think this also can be a good start for the project. The reading part can
even make
Hi,
On Tue, Apr 2, 2013 at 7:33 AM, Dalai Felinto wrote:
> The way OpenEXR organize the data seems a bit too loose (view can either be
> nested to a pass or be a top element, able to nest a layer or a pass
> directly).
>
> For Blender it would be easier if we stick to one of them:
> (the (1) seem
Sorry for the slight aside, but some of this might be relevant to
conversation at hand even though applied in a different way:
http://media.steampowered.com/apps/valve/2013/Team_Fortress_in_VR_GDC.pdf
On Tue, Apr 2, 2013 at 9:17 AM, Brecht Van Lommel <
brechtvanlom...@pandora.be> wrote:
> Hi,
>
Interesting, thanks for the link Sean. Slide 19 illustrates very well a
problem I was trying to argue with Ton the other day. Basically UI on top
of the stereo-3d view (mis)leads to confusing depth cues.
I'm currently working on the backend, and that alone will take a lot of
time (have all parts o
Sugestion:
It would be nice if we can manage to set an existing camera to be left or
right, and don't me moved at all when we setup planes in stereoscopy.
This would be very usefull to convert old project to 3d, so we can keep old
renders as left or right and just render one new camera.
If the a
Hi Dalai,
Usability aside - that's stuff we can test and feedback later as well - I think
the main decisions to make is on storage and display level now.
OpenEXR proposes to put the views inside the layer names, as channel prefix...
I don't fully grasp the benefit yet, but it's probably to be a
I had a talk with Ton on IRC to clear the "storage" part of his
proposal and the transcript is here:
http://dalaifelinto.com/ftp/tmp/ton_irc_chat.pdf
Basically he suggested to store the just like any other pass. So we
still would have RenderResult->RenderLayers->RenderPass
@Ton: after some explor
Hi,
> ** pass->ui_name : name without the view part [diffuse.R and diffuse.R]
> ** pass->exr_name : name to use for writing back in the exr
> [diffuse.right.R and diffuse.R ]
I would be very careful storing UI assumptions in data.
The current system already has layer names and pass names. The '
Hi,
On Sat, Apr 6, 2013 at 11:12 AM, Ton Roosendaal wrote:
> I would be very careful storing UI assumptions in data.
>
> The current system already has layer names and pass names. The 'view' names
> can be defined in the UI, and how it's all stored and retrieved internally
> software can handle
My 2 cents to the topic (loose thought and presentation of my AddOn for setting
Stereo Base):
On last Blender Conference in Amsterdam I made a speech about stereoscopy and
the way I'm creating stereo stuff in blender now:
http://www.youtube.com/watch?v=WD7xzwxhhVU
I was working on several stereo
Hi,
I just prefer to see this added in a way it's not changing the regular render
flow. MultiView render is a new feature, and only used (very) occasionally. If
you add this in a way that keeps existing code and data structures work, it can
be done with minimal risk. Bugs then stay in the stere
Hi Bartek,
We should try to tackle this topic in a couple of steps, put complexity or
flexibility where it belongs, without bothering too much with it in early
stages.
I suggest to carefully first design the internal data/api flow. All the stuff
that's not really related to advanced stereoscop
Bartek,
> WRONG! When two view of an object are identical it tells your brain that
they are ON THE SCREEN.
> When positive parallax of an object equals the distance between viewer's
eyes - they appear at infinity.
To be fair, he's not wrong. But neither are you, since you are both talking
about d
Oops, I was so fixed on standard stereo displayed on screens, that I didn't
notice what this presentation is about. Sorry.
Cheers
Bartek Skorupa
Sent from my iPhone
On 6 kwi 2013, at 23:27, Harley Acheson wrote:
> Bartek,
>
>> WRONG! When two view of an object are identical it tells your br
A new test:
http://youtu.be/LhbkgRXBVJU
Adriano A. Oliveira
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Hi Adriano, not sure what to get from the test. I guess this means you
are able to work with Blender as it, so there is no need for a more
robust stereo support? ;)
Now seriously, is this file cc? If so can you send it over? (or at
least one exr per eye?). It will help with the tests at some point
Hi Dalai,
My intention in showing off is just state my interest in stereoscopy in
Blender.
The boat is not CC, but it is ok to use on tests, as long as you don't
share the model. I can send it to you as soon as possible.
Producing stereoscopic renders are realy easy in any 3d software, but
contro
Hi Dalai,
You know there's a 3d stereo version of ED for test?
http://orange.blender.org/
To my knowledge a CC stereo version of BBB is coming soon too.
-Ton-
Ton Roosendaal Blender Foundation t...@blender.orgwww.bl
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-committ
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
Hi Dalai,
On Mon, Apr 22, 2013 at 9:25 AM, Dalai Felinto wrote:
> 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 vie
Hi Brecht,
I got the rendering to work for multiple views in Blender Internal (*) and
I would like to address Cycles next.
I don't want to abuse of your assistance, but it will likely save me some
time to hear from you how would you tackle that.
My first thought after spending osme time wanderin
Hi Dalai,
On Tue, Apr 23, 2013 at 10:12 AM, Dalai Felinto wrote:
> I got the rendering to work for multiple views in Blender Internal (*) and
> I would like to address Cycles next.
>
> I don't want to abuse of your assistance, but it will likely save me some
> time to hear from you how would you
Hi everyone,
Just dropping by to update those interested on early testing the multi-view
support.
Once again, the latest code can be checked in from:
https://github.com/dfelinto/blender/tree/multiview
Updates (things that can/should be tested):
==
- New panel implemented (
Hello there,
I posted a video showing the current status of the branch here:
http://www.dalaifelinto.com/?p=843
A quick update:
* Compositor is partly working
* Image Node is working very nicely
* UV/Image Editor improved to group the views in passes
* lots of bug fixes, code cleanup, some refact
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