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Nekar Xenos nous apporta ses lumieres en ce 2007/11/20 09:35:
> "scott" <sco### [at] laptopcom> wrote in message
> news:4742e4d6$1@news.povray.org...
>>> Anyway, here's someone who's successfully done what you're trying to do:
>>> http://www.irtc.org/ftp/pub/stills/1998-02-28/dpatrol.jpg
>>> http://www.irtc.org/ftp/pub/stills/1998-02-28/dpatrol.txt
>> Yeh, I was going to suggest that method too, we had a real digital camera
>> lying around here somewhere with an attachment like that on it,
>> specifically for taking photos to be shown on a 3D display.
>>
> This is very good but if the intent is for animation camera normal is
> faster, so I would like to stick to the camera normal.
>
>
Try this one:
camera {
right x*image_width/image_height
location <0.0, 0.5, -8.0>
look_at z
normal {marble -0.8 translate <.5,.5,-.5> }
angle 60
}
This get rid of the distortions as marble have a triangular shape. Also, it's
repeating, so you no longer need the repeat warp. It act like a pair of
achromatic prisms instead as a pair of shifted lences.
--
Alain
-------------------------------------------------
Fundamentalism: If shit happens to a televangelist, it's okay.
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Alain <ele### [at] netscapenet> wrote:
> Try this one:
[snip camera]
> This get rid of the distortions as marble have a triangular shape. Also, it's
> repeating, so you no longer need the repeat warp. It act like a pair of
> achromatic prisms instead as a pair of shifted lences.
That's much better, the previous versions were all slightly fuzzy and gave me a
bit of a headache. This new camera does the job much more effectively; the
composite image is much sharper.
When I render it, there is a glass-like vertical boundary at the sides of each
image - what causes this?
Cross-Eyed Bill
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"Bill Pragnell" <bil### [at] hotmailcom> wrote:
> Alain <ele### [at] netscapenet> wrote:
> > Try this one:
> [snip camera]
> > This get rid of the distortions as marble have a triangular shape. Also, it's
> > repeating, so you no longer need the repeat warp. It act like a pair of
> > achromatic prisms instead as a pair of shifted lences.
>
> That's much better, the previous versions were all slightly fuzzy and gave me a
> bit of a headache. This new camera does the job much more effectively; the
> composite image is much sharper.
>
> When I render it, there is a glass-like vertical boundary at the sides of each
> image - what causes this?
>
> Cross-Eyed Bill
As Bill said, much better.
And then I added another object for perspective, see below.
What does this object do to the effect?
Also, is there a way to use screen.inc to add a mask around the view,
effectively hiding the abberation that Bill noticed?
Leef_me
//-------------------------------------------------
cylinder {
0*y, 15*y, .5
// open
texture {
pigment {
color rgb <0.8,0.8,1.0>
}
finish{
diffuse 0.3
ambient 0.0
specular 0.6
reflection {
0.8
metallic
}
conserve_energy
}
}
translate <-8,0,50>
}
//-------------------------------------------------
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William Tracy wrote:
> -----BEGIN PGP SIGNED MESSAGE-----
> Hash: SHA1
>
> Your images keep giving me the feeling of the "cameras" being too far apart.
>
> Anyway, here's someone who's successfully done what you're trying to do:
> http://www.irtc.org/ftp/pub/stills/1998-02-28/dpatrol.jpg
> http://www.irtc.org/ftp/pub/stills/1998-02-28/dpatrol.txt
I prefer putting the right view on the left and vice-versa, because the
eye-cross method is easier for me. If the images are greater than a
certain width, the other way is even more difficult to manage.
Regards,
John
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I wrote a macro many years ago (2001) that uses mirrors to create a stereoscopic
effect to some success.
Here is a modern render using it.
-tgq
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Attachments:
Download 'stereosample.jpg' (188 KB)
Preview of image 'stereosample.jpg'
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"Trevor G Quayle" <Tin### [at] hotmailcom> wrote:
> I wrote a macro many years ago (2001) that uses mirrors to create a stereoscopic
> effect to some success.
>
> Here is a modern render using it.
>
> -tgq
VERY NICE.
Would you be willing to share your work with the rest of the class?
Leef_me
(muttering to self) very nice indeed...
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"Leef_me" <nomail@nomail> wrote:
> "Trevor G Quayle" <Tin### [at] hotmailcom> wrote:
> > I wrote a macro many years ago (2001) that uses mirrors to create a stereoscopic
> > effect to some success.
> >
> > Here is a modern render using it.
> >
> > -tgq
>
> VERY NICE.
>
> Would you be willing to share your work with the rest of the class?
>
> Leef_me
>
> (muttering to self) very nice indeed...
Certainly. I thought I had posted it way back then, but I can seem to find it
on the boards now...
Anyways, I'll post the macro file and sample scene file in p.b.sf to be picked
apart.
The sample scene file doesn't use the my HDRI light system as the posted image
does as people may not have it or may not have megaPOV installed for it. If
you want to use it, find it in the p.b.sf group
(http://news.povray.org/povray.binaries.scene-files/message/%3Cweb.46488bca4e05d400c150d4c10%40news.povray.org%3E/#%3Cw
eb.46488bca4e05d400c150d4c10%40news.povray.org%3E)
For the macro, you set the number of views you want and the spacing of the
cameras. The camera viewing angle is calculated from this. (To get a wider
view, you have to spac the cameras further apart, not further away).
This macro is not particularly suited to large scenes as the object or scene
being viewed has to be declared as a single object to be passed to the macro.
The macro works by placing the camera at the look_at location, and surrounding
it with mirrors reflecting directly back at it with appropriate spacing based
on the variables. This means that the camera is potentially inside the viewing
object, which is why it needs to be declared and given a "no_image" flag so the
camera can see out of it.
Anyways, have a look and make any adjustments or changes as needed.
-tgq
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I ran a nice high quality render using my MarioShrooms to share.
-tgq
Post a reply to this message
Attachments:
Download 'stereomario(shrooms).jpg' (190 KB)
Preview of image 'stereomario(shrooms).jpg'
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"Trevor G Quayle" <Tin### [at] hotmailcom> wrote:
> "Leef_me" <nomail@nomail> wrote:
> > "Trevor G Quayle" <Tin### [at] hotmailcom> wrote:
> > > I wrote a macro many years ago (2001) that uses mirrors to create a stereoscopic
> > > effect to some success.
> > >
> > > Here is a modern render using it.
> > >
> > > -tgq
> >
> > VERY NICE.
> >
> > Would you be willing to share your work with the rest of the class?
> >
> > Leef_me
> >
> > (muttering to self) very nice indeed...
>
> Certainly. I thought I had posted it way back then, but I can seem to find it
> on the boards now...
>
> Anyways, I'll post the macro file and sample scene file in p.b.sf to be picked
> apart.
>
> Anyways, have a look and make any adjustments or changes as needed.
>
> -tgq
Thank you Teacher.
By the way, I was looking back at old TGQ posts for the elusive macro and
discovered this exchange
http://news.povray.org/./povray.general/thread/%3C451300bb%40news.povray.org%3E/
Makes me think of gifts for friends. It is interesting idea that your macro
"surrounding it with mirrors". Maybe a full 3d effect is possible.
Leef_me
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The images and macro I've done so far is for parallel viewing which has some
limitations compared to cross viewing. Unless you are capable of diverging
your eyes, the actual image spacing needs to be smaller than your actual eye
spacing, which means the object has to be smaller.
For parallel viewing, it is quite simple to set up with mirrors. You can either
do it like in the other post with diverging mirrors, or the way I did it. I
think it is possible to do cross-eyed with mirrors, but it would be much more
complex with more maths and mirros to get the images to cross over. However,
megaPOV has a camera_view pigment. With this, you just look orthagonally at a
couple of boxes, and map the viewing mirrors as pigments on them. Not sure if
this feature is to get extended to POV4 (or maybe 3.7...), but it is very
useful for doing single pass stereoscopics (amongst other things). Without
this, you caould always write a 3-part animation, one pass for each eye, then
the third pass to combine them.
Here is a sample cross-eye render pair to try out. If you are interested, I can
post the macro for the camera, it is very simple and very simple to implement.
You can also use it directly in a scene, as you don't need to predeclare and
pass the viewing objects.
-tgq
Post a reply to this message
Attachments:
Download 'stereosamplex1.jpg' (139 KB)
Preview of image 'stereosamplex1.jpg'
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