Results 1 to 10 of 10

Thread: 3D glasses

  1. #1
    Registered User Fireknighted's Avatar
    Join Date
    Jan 2007
    Location
    right where i am
    Posts
    31

    3D glasses

    Hi, I need help finding a way to make lightwave make a 3D image for 3D glasses. So the object looks real for a 3D glasses.
    I thought there might be a pluggin for it all ready.
    Thanks.

  2. #2
    Camera options, stereo tab, check stereoscopic rendering. This will render two images, one for each eye. Now that's the easy part. There is different kinda glasses for stereo vision. Take a look at wikipedia, stereo vision section. read and understand how it works and what is feasible for you.


    ///

  3. #3
    Registered User Puguglybonehead's Avatar
    Join Date
    Jul 2004
    Location
    Toronto, Canada
    Posts
    327
    If you're using the stereo anaglyph glasses (the ones with the red & blue lenses) then you should check Stereoscopic rendering in your camera options, then go to Image Processing and select Image Filter: Anaglyph Stereo: Compose. The results can be a bit wacky, but fun to experiment with. There is also an image filter that fakes the anaglyph pretty well (and renders twice as fast) called Anaglyph Stereo: Simulate.

    There is some really good information on rendering anaglyphs in Lightwave here:

    http://www.geocities.com/vanilabean4/3d_lw_a.html

  4. #4

    Talking

    You always render out your full color images both Left and Right. Once you have these you can view them in about 100 different ways. From crossing your eyes to creating anaglyphs in Photoshop or your favorite composting package.

    Basic rule of thumb in creating any RGB based anaglyph is swapping color channels from one image to another. to create your basic red/cyan type which is also what the stereo anaglyph plugin in Lightwave does, is to take only the red channel from the left eye and replace the red channel of the right eye with it. LeftEye(R)+RightEye(G)+RightEye(B)=RGB Anaglyph
    Daniel L Smith
    Stereographer & VFX Supervisor
    [url]http://www.danimation.com./[/url]
    3D Stereoscopic Training and Forums
    [url]http://www.the3dfool.com/[/url]

  5. #5
    Quote Originally Posted by 3Dfool View Post
    You always render out your full color images both Left and Right.
    You recommend add a second paralell camera to 3DScenes, or is only needed check the stereoscopic camera option in Lightwave for obtain trhough postprocessing good quality images?

    Thanks in advance

  6. #6

    Talking

    Quote Originally Posted by eduardbm View Post
    You recommend add a second paralell camera to 3DScenes, or is only needed check the stereoscopic camera option in Lightwave for obtain trhough postprocessing good quality images?

    Thanks in advance
    All you have to do is to check off the stereoscopic rendering option. This will output 2 images for each frame which then can be processed in AfterEffects or any compositor. I do however recommend setting up a camera rig to see your cameras in open GL, this way you can also playblast each camera and do a temp comp with those as well.
    Daniel L Smith
    Stereographer & VFX Supervisor
    [url]http://www.danimation.com./[/url]
    3D Stereoscopic Training and Forums
    [url]http://www.the3dfool.com/[/url]

  7. #7
    Quote Originally Posted by 3Dfool View Post
    All you have to do is to check off the stereoscopic rendering option. This will output 2 images for each frame which then can be processed in AfterEffects or any compositor. I do however recommend setting up a camera rig to see your cameras in open GL, this way you can also playblast each camera and do a temp comp with those as well.
    Thanks 3Dfool,
    I suppose that you refer to "check on", no "check off". Then when I "check on" in stereoscopic rendering option, the two images rendered are parallel images or are targeted in some place?

    When you said setting up a camera rig, I can think in a null with three child cameras, two external cameras separated by eye distance (stereoscopic pourposes cameras) and a last one centered (for preview opengl camera). Do you refer to a similar configuration?

  8. #8
    Here are some links I bookmarked on this subject that might help...MG

    StereoMovie Maker:
    http://stereo.jpn.org/eng/stvmkr/index.html

    Notes on Stereography:
    http://www.gizmology.net/stereography.htm

    Stereoscopic Forum:
    http://forums.creativecow.net/stereoscopic3d

    Stereoscopic-3D Magazine:
    http://magazine.creativecow.net/issue/stereoscopic-3d
    PC specs:
    LW9.6 (32 & 64 bit) Win 7 Ultimate (64bit)
    Intel Core 2 Quad Q9400 2.66Ghz
    8GB DDR3 RAM
    nVidia GeForce GTS 240 2GB dedicated RAM

  9. #9
    Cool links, ++thx.

  10. #10
    Quote Originally Posted by eduardbm View Post
    Thanks 3Dfool,
    I suppose that you refer to "check on", no "check off". Then when I "check on" in stereoscopic rendering option, the two images rendered are parallel images or are targeted in some place?

    When you said setting up a camera rig, I can think in a null with three child cameras, two external cameras separated by eye distance (stereoscopic pourposes cameras) and a last one centered (for preview opengl camera). Do you refer to a similar configuration?
    Yes two parallel images will be rendered when you enable that option. If you target you rendercam to a null and set that to a point in space you wish your cameras to converge on, then you will have toed-in or converging cameras instead.

    I do use a similar setup, using the middle camera for rendering, and using the two L and R cameras will be used for playblasting. (that way I can take each L & R playblast and comp them into 3D anaglyph.
    Daniel L Smith
    Stereographer & VFX Supervisor
    [url]http://www.danimation.com./[/url]
    3D Stereoscopic Training and Forums
    [url]http://www.the3dfool.com/[/url]

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •