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2 Oct 2024 04:21:02 EDT (-0400)
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From: Simon de Vet
Subject: Re: Playing around with anaglyph images - topview.jpg (1/1)
Date: 29 Jun 2000 17:23:02
Message: <395BBE6B.5B9E9564@istar.ca>
Jeff Lee wrote:

>  [Image]

*Jaw drops*

Gaaah...


Simon


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From: Rune
Subject: Re: Playing around with anaglyph images - topview.jpg (1/1)
Date: 29 Jun 2000 17:36:34
Message: <395bc162@news.povray.org>
"Harold Baize" wrote:
> I think you did the color separations just right, many people
> have a strong opinion that all anaglyphs should be gray scale,
> but often a "color" anaglyph works.

The image in question has very much gray in it in the first place, so it
works ok. However, with more colorful images it doesn't work if you don't
convert to grayscale first.

If you have a scene with a red sphere in it, it will appear bright to your
one eye, and dark to your other eye. With a blue or cyan sphere it will be
the other way around. You can imagine how a colorful scene may appear
totally different with your two eyes... The most correct method always is to
convert to grayscale first, I think.

Greetings,

Rune
--
Updated June 12: http://rsj.mobilixnet.dk
3D images, include files, stereograms, tutorials,
The POV Desktop Theme, The POV-Ray Logo Contest,
music, 350+ raytracing jokes, and much more!


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From: Harold Baize
Subject: Re: Playing around with anaglyph images - topview.jpg (1/1)
Date: 29 Jun 2000 17:49:25
Message: <395bc465$1@news.povray.org>
We're much in agreement here, I prefer gray anaglyphs. Don't like the
distorted colors and increased ghosting of "color" analgyphs, but
ocasionally
they're better than the grayscale. Like you said, if the color saturation is
not too high and if there isn't a lot of red in it. It is unfortunate that
publications like Sports Illustrated insist on using the color anaglyphs
even where there is too much retinal rivalry and ghosting. Whenever I make
an anaglyph from a stereo image I try it both ways and 75% of the time I
prefer the gray anaglyph.

Harold

"Rune" <run### [at] inamecom> wrote in message
news:395bc162@news.povray.org...
> "Harold Baize" wrote:
> > I think you did the color separations just right, many people
> > have a strong opinion that all anaglyphs should be gray scale,
> > but often a "color" anaglyph works.
>
> The image in question has very much gray in it in the first place, so it
> works ok. However, with more colorful images it doesn't work if you don't
> convert to grayscale first.
>
> If you have a scene with a red sphere in it, it will appear bright to your
> one eye, and dark to your other eye. With a blue or cyan sphere it will be
> the other way around. You can imagine how a colorful scene may appear
> totally different with your two eyes... The most correct method always is
to
> convert to grayscale first, I think.
>
> Greetings,
>
> Rune


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From: Jeff Lee
Subject: Re: Playing around with anaglyph images - topview.jpg (1/1)
Date: 29 Jun 2000 18:21:12
Message: <395bc95e.225357@news.povray.org>
"Sander" <san### [at] stolscom> wrote:
>
> 1) What do you do essentially to make an anaglyph and

Basically, I just rendered it twice, with the cameras about 2.5 "inches"
apart (average eye spacing).  Then I wrote a quick program to pull the
red channel out of the left eye's image, and combine it with the green
and blue channels of the right eye's image.


> 2) what type of lighting - lightsources - did you use? I have been
> struggling for some time with that in particular, and I don't seem to be
> able to get a natural looking type of light...

Just area lights (area spotlights, where possible), with light fading (I
find that fade_power 2 seems to give me the kinds of results I'm looking
for).  This is the code I used for one of the spotlights in the ceiling:

  light_source { <0,330,-140> colour rgb CeilingLights
    spotlight  point_at <0,188,0>  radius 15  falloff 30  tightness 0.5
    fade_distance 200  fade_power 2
    #if (SlowLights)  area_light x*5, z*5, 2, 2 jitter  #end
  }


-- 
Jeff Lee         shi### [at] gatenet        http://www.gate.net/~shipbrk/

  "The only thing that helps me maintain my slender grip on reality
  is the friendship I share with my collection of singing potatoes."


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From: Sander
Subject: Re: Playing around with anaglyph images - topview.jpg (1/1)
Date: 30 Jun 2000 15:32:36
Message: <395cf5d4@news.povray.org>
Thanks for the suggestions, Jeff!

--
Regards,  Sander
-----------------------------

Jeff Lee <shi### [at] gatenet> schreef in berichtnieuws
395bc95e.225357@news.povray.org...
> "Sander" <san### [at] stolscom> wrote:
> >
> > 1) What do you do essentially to make an anaglyph and
>
> Basically, I just rendered it twice, with the cameras about 2.5 "inches"
> apart (average eye spacing).  Then I wrote a quick program to pull the
> red channel out of the left eye's image, and combine it with the green
> and blue channels of the right eye's image.
>
>
> > 2) what type of lighting - lightsources - did you use? I have been
> > struggling for some time with that in particular, and I don't seem to be
> > able to get a natural looking type of light...
>
> Just area lights (area spotlights, where possible), with light fading (I
> find that fade_power 2 seems to give me the kinds of results I'm looking
> for).  This is the code I used for one of the spotlights in the ceiling:
>
>   light_source { <0,330,-140> colour rgb CeilingLights
>     spotlight  point_at <0,188,0>  radius 15  falloff 30  tightness 0.5
>     fade_distance 200  fade_power 2
>     #if (SlowLights)  area_light x*5, z*5, 2, 2 jitter  #end
>   }
>
>
> --
> Jeff Lee         shi### [at] gatenet        http://www.gate.net/~shipbrk/
>
>   "The only thing that helps me maintain my slender grip on reality
>   is the friendship I share with my collection of singing potatoes."


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