This page gives details on how the settings for the Stereo 3D Camera work.
The VRayStereoscopic object is a helper that sets up stereoscopic rendering. The helper allows the definition of two virtual cameras based on the currently selected render camera and the VRayStereoscopic settings, or alternatively the two cameras can be defined explicitly through the VRayStereoRig controller.
||Create menu|| > Helpers > V-Ray > V-Ray Stereoscopic
||Create panel|| > Helpers > VRay category > V-Ray Stereoscopic
||V-Ray Toolbar|| > V-Ray Stereoscopic Camera Helper
enabled – Turns the VRayStereoscopic helper on or off.
eye distance – Specifies the eye distance for which the stereoscopic image will be rendered. This parameter is ignored if the current camera has a VRayStereoRig controller, which causes the position of the left and right cameras to be taken from the VRayStereoRig controller itself.
specify focus – When enabled, defines the point of focus with the focus distance parameter .
focus method – Specifies one of the three following focus methods for the two views. This parameter is ignored if the current render camera has a VRayStereoRig controller.
None – Both cameras have their focus points directly in front of them.
Rotation – The stereoscopic effect is achieved by rotating the left and right views so that their focus points coincide at the distance from the eyes where the lines of sight for each eye converge called fusion distance.
Shear – The orientation of both views remain the same but each eye's view is sheared along z so that the two frustums converge at the fusion distance.
interocular method – Specifies how the two virtual cameras will be placed in relation to the real camera in the scene. This parameter is ignored if the current render camera has a VRayStereoRig controller.
Shift both – Both virtual cameras will be shifted in opposite directions at a distance equal to half of the eye distance.
Shift left – The virtual cameras are shifted to the left so that the right camera takes the position of the original camera. The left camera is shifted to the left at a distance equal to the eye distance.
Shift right – The virtual cameras are shifted to the right so that the left camera takes the position of the original camera. The right camera is shifted to the right at a distance equal to the eye distance.
view – Specifies which of the stereoscopic views will be rendered.
Both – Both views will be rendered side by side.
Left – Only the left view will be rendered.
Right – Only the right view will be rendered.
adjust resolution – When enabled, this option will automatically adjust the resolution for the final image rendered. For example, if Both is selected for view and the specified image resolution for the render is 640x480, the resulting render will be a single image with a resolution of 1280x480 with both views side by side.
output layout – Specifies the format in which the Stereoscopic renders are output to the V-Ray frame buffer.
Side-by-Side – Arranges the cameras side by side.
Top-Bottom – Arranges the cameras one on top of another.
show cones – Controls when to show the cones of the virtual cameras created by the stereo rig. Only the cones of cameras assigned to a viewport will be shown.
Selected – The cones will be shown only when the stereo rig is selected.
Always – The cones will always be shown.
Never – The cones will always be hidden.
The shade map parameters can speed up the rendering of stereoscopic images as well as images with depth of field. The workflow with shade maps involves two stages. At the first stage a shade map is generated by setting the Shademap mode to Render shade map and rendering. The file in which the shademap will be saved needs to be specified by clicking on the Browse button before the actual rendering. This will save a file that contains important information about the visible shaded points. This information can be used later in Use shade map mode to render stereoscopic images or images with DoF much faster.
mode – Specifies the mode of operation for the shade map.
Disabled – No shade map will be used during rendering.
Render shade map – A shade map will be created and saved in the file specified in the Shademap file field.
Use shade map – V-Ray will render the image using information from the file specified in the Shademap file field.
reuse thresh. – The reuse threshold. This value affects the rendering with shade maps. Lower values will make V-Ray use less of the shade map and more real shading. This will slow down the whole rendering but may be required if rendering with the default value produces artifacts. When using a relatively large DOF effect, increasing this may help to speed things up.
32-bit colors – When enabled, color data is stored in full 32-bit in the shade map file; otherwise it is stored as 16-bit half-float per color component (red/green/blue).
Shademap file – Specifies the name of the file in which the shade map information is stored.
vrst compression – Specifies whether the data in the shade map file is compressed.
Exclude – Allows the user to exclude some of the objects in the scene from being rendered with the shade map. All excluded objects will be rendered without the acceleration from shade maps. This is useful for objects like glass windows or large flat mirrors where the stereo effect is needed for reflections/refractions in the material.
Panoramic pole merging
The options in this section are used when rendering a panoramic view with stereoscopy (for example a Spherical camera with FOV=360 degrees). These options allow us to avoid artifacts when looking upward and downward. This is achieved by gradually decreasing the eye distance and thus the stereoscopic effect. The eye distance value is kept the same until the viewing angle reaches the angles specified in the properties below after which the eye distance is gradually decreased until it reaches a value of 0 when looking directly downwards or upwards.
top/bottom merge angle – Specifies the viewing angle (0 degrees is the horizontal plane) at which the pole merging effect described above starts.
- The shade map will produce a proper stereo effect for opacity-mapped objects, but not for refractive objects. To make it work with refractions, the glass objects must be excluded from the shade map, or use opacity mapping instead.