I've been testing out the Octane stereo cubemaps and I'm blown away!
However, one thing is causing me a few problems: when I've got an object fairly close to camera (about half a meter away in real-life terms), if I stick with the default eye seperation settings I end up with double vision when looking at them. I can deal with that by reducing the eye seperation in the software, but then any objects further away end up looking very flat.
What's the best setting to control this whilst still making the background look 3D?
Cross-eyed effect on models close to camera
John Carmack has suggested to have nearest objects about 10x-20x the IPD distance for comfortable viewing of VR renders.
Thanks for tips Guys!Goldorak wrote:John Carmack has suggested to have nearest objects about 10x-20x the IPD distance for comfortable viewing of VR renders.
Guess the best is to have "balanced" scene not like single object & then background, but something that would be scattered around in all distances, so eye & brain would have something to pick & work on =)thenomad wrote:..I can deal with that by reducing the eye seperation in the software, but then any objects further away end up looking very flat.
What's the best setting to control this whilst still making the background look 3D?
Other question:
Usually the eye distance is around 6.35 cm. - Do suggest to increase the eye distance for architectural scenes? (If so, what distance?) I have the feeling that the 3D effect is very subtle on those scenes.
Usually the eye distance is around 6.35 cm. - Do suggest to increase the eye distance for architectural scenes? (If so, what distance?) I have the feeling that the 3D effect is very subtle on those scenes.
its not an easy question to answer. but hence you are working on architecture scene it would be a good advice to stay close to the "natural" 6.35 cm. increasing this eye distance might increase the 3D-effect. but too much of it will push your scene towards the so called stereo-photography-term of dwarfism, where the objects your looking at seem to be at smaller scale than they actually are. pushing thing even further will end up in crossed-eye effect. (opposite of dwarfism is the stereo-term of gigantism, for more info read this: http://www.dashwood3d.com/blog/beginner ... scopic-3d/)Refracty wrote:Other question:
Usually the eye distance is around 6.35 cm. - Do suggest to increase the eye distance for architectural scenes? (If so, what distance?) I have the feeling that the 3D effect is very subtle on those scenes.
just like 'glimpse' said:
a good scene will always make better 3D than IPD manipulation.Guess the best is to have "balanced" scene not like single object & then background, but something that would be scattered around in all distances, so eye & brain would have something to pick & work on =)
- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
If you want to understand what is the stereoscopy and how is used as a creative tool watch the movie Circue Du Soleil Worlds Away.
For me is a reference 3d movie.
I often used the 1/30th rule to position my 3d camera.
Read some interesting articles by Lenny Lipton.
Also there aren't fixed rules.
Unfortunately in Octane we can't dynamically change the eyes convergence, for stereo panoramas the two cameras stay parallel.
I asked for convergent cameras for non spherical renders in Octane and a better anaglyph previz, but Octane engineers need to study a lot about stereography.
regards
For me is a reference 3d movie.
I often used the 1/30th rule to position my 3d camera.
Read some interesting articles by Lenny Lipton.
Also there aren't fixed rules.
Unfortunately in Octane we can't dynamically change the eyes convergence, for stereo panoramas the two cameras stay parallel.
I asked for convergent cameras for non spherical renders in Octane and a better anaglyph previz, but Octane engineers need to study a lot about stereography.
regards
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
gabrielefx wrote:If you want to understand what is the stereoscopy and how is used as a creative tool watch the movie Circue Du Soleil Worlds Away.
For me is a reference 3d movie.
I often used the 1/30th rule to position my 3d camera.
Read some interesting articles by Lenny Lipton.
Also there aren't fixed rules.
Unfortunately in Octane we can't dynamically change the eyes convergence, for stereo panoramas the two cameras stay parallel.
I asked for convergent cameras for non spherical renders in Octane and a better anaglyph previz, but Octane engineers need to study a lot about stereoscopy.
regards
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB