Anaglyph

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deltaepsylon
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Anaglyph

Post by deltaepsylon » Mon Aug 27, 2007 9:58 am

Is it possible to render Anaglyph's in Indigo, maybe setting up a red filter material and a blue filter material or something like that?
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CTZn
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Post by CTZn » Mon Aug 27, 2007 10:38 am

Yes, like you said. You need to render two images obviously. The average distance between eyes is 6cm and both camera should have the same center of interest. For the color you can scan the glasses ahead of a white page to get the hue...
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Kram1032
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Post by Kram1032 » Mon Aug 27, 2007 7:59 pm

filter material, if you don't do it in photoshop:
red: no red absortion but as much green and blue as you can get... (maybe even handedit to higher values). IoR 1 percedence 2 :)

cyan: same, but red absorbtion instead of cyan, obvoiusly...

that 6cm value is ok, but usually, you use wider values, just to get sure....
the wider, the more "3D". Usually, you'll use 10cm :) (although, that's a too big value)

Use an Empty to bring the cams on the same focal point ;)

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deltaepsylon
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Post by deltaepsylon » Mon Aug 27, 2007 9:53 pm

wait, so the red filter would be (rgb): 0 1 1
and the blue one would be 1 1 0

For materials use precedence 2 and IoR 1?
BTW what does precedence do? just curious.

And i should use a track-to for the camera's to point to the empty, right?
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Silverman
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Post by Silverman » Wed Sep 19, 2007 12:36 pm

Much easier to render two images (use normal eye spacing for camera shift, 65mm). Then generate the anaglyph with this free program:

http://stereo.jpn.org/eng/stphmkr/index.html

Stereoscopic images are the reason I do CG :)

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Silverman
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Post by Silverman » Wed Sep 19, 2007 1:10 pm

CTZn wrote:Yes, like you said. You need to render two images obviously. The average distance between eyes is 6cm and both camera should have the same center of interest. For the color you can scan the glasses ahead of a white page to get the hue...


I would advise against having the camera use the same center of interest, if by that you mean point to (converge on) a point. It is usually better to have parallel cameras. If the cameras converge you will essentially be rendering a cross-eyed view. Converging cameras cause problems unless it is a shallow scene and a "close up" view of a small object, otherwise the background will not be viewable. This is pretty much how our eyes work.

Check out my Burning Man 3D web site:
http://3dculture.com/bm3d

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Kram1032
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Post by Kram1032 » Thu Sep 20, 2007 2:19 am

deltaepsylon wrote:wait, so the red filter would be (rgb): 0 1 1
and the blue one would be 1 1 0

For materials use precedence 2 and IoR 1?
BTW what does precedence do? just curious.

And i should use a track-to for the camera's to point to the empty, right?
redfilter would filter red, which you can reach with values, like

100000 0 0 (or higher) ;)

the other one isn't supposed to JUST filter blue, but also green, which gives you

0 100000 100000 (or higher)

(inside blendigo, it's inverted, so, simply make one thing cyan, the other one red, and out gain to max, for both ;);)
IoR 1 percedence > 1 should be fine.)

as Silverman (who added an anaglyph pic of him to the photo-thread, so, I guess, he knows, what he's talking about) adviced, I'd render as normal and then use a program for that, though ;) - that might be faster than blocking out all the light via filter.

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