sory for looong delay.
i put all my test stuff (scripts, gizmos and scenes) to nukepedia:
http://www.nukepedia.com/gizmos/draft-stereoscopic-toolset/
and there is a video that illustrate how use my scripts to export stereo
camera fro maya to nuke
https://vimeo.com/40015725
hope it would be
A little late to the party, but just wanted to add my 2 cents in case
it helps someone make a full dollar :)
@Thomas: the process Michael described above is exactly what you need
if your starting point is already a world position pass. You should
only need the pass rendered for one eye and the
Hi Michael,
We're using Arnold. If i have my stereo Pworld passes and stereo cameras in
nuke couldn't i make this work? When you say world position projected to
screen space isn't that essentially what a Ppass is or are you talking about
something more? I tried doing some logic operations
Hi Thomas,
you are right the pworld pass is already the first part. We have the
screen space and the coresponding world position. But to be able to
calculate the disparity you need the screen space position for this
particular point viewed through the second camera. It is possible to
Yes, Thoma.. i will post it soon. I just thought to change it little bit
after Michael Habenicht mention about no need in extra data except camera`s
transform matrix at all.. so he absolutely right actually becouse i can
get interaxial and zero parallax info right from camMatrix.
I think i
I'm on 6.3v6 and Ocula 3. Unfortunately the errant vertices are so far off
(300 px when it should be a 3 px difference) that the correlate average is
useless. I'm really looking for an explanation of how to use
depth_to_disparity or maybe what i'm doing wrong/why it isn't working in my
case.
I would send this to support. supp...@thefoundry.co.uk
-deke
On Tue, Mar 27, 2012 at 16:56, thoma nuke-users-re...@thefoundry.co.ukwrote:
**
I'm on 6.3v6 and Ocula 3. Unfortunately the errant vertices are so far off
(300 px when it should be a 3 px difference) that the correlate average is