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Stereoscopy : 3ds Max & Composite Workflow
Posted: Jun 17, 2010
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Take a look at the workflow between 3ds Max and Composite for stereoscopic sequences rendered from 3ds max with the new version of the Stereo Camera modifier.

Part 1: Updated Stereo Camera Modifier

In this video, take a look a the new version of the Stereo Camera (V1.7.2) as found on the first stereo blog post i did back in december 2009 (here). Also, see how to use the modifier on target cameras and cameras generated with the Dynamite VSP civil extension.

Part 2 : Preparing Render Elements for Stereo Compositing

Here, we'll see how to setup some render elements to include in the left and right image sequences when we save those sequences in OpenEXR format. Those elements will be useful later when we'll start building a more complex composition in Composite.

Part 3 : Assembling Stereo Stream in Composite

In this video, we'll take a look at how to load two image sequences and use them as stereo streams inside a composition. By working with streams, you don't have to apply effects or operations on the two image sequences. Composite recognize that those two images should be seen as one and applies all effects and operations to both sides of the stereo stream. We'll see how to composite all the render elements included in the OpenEXR files that we have rendered from 3ds max.

Part 4 : Creating Anaglyph Outputs from Composite

Even if Composite can assemble stereo streams as one entity, when comes the time to render, it needs to be setup correctly so that the render output correspond to your viewing conditions. In this video, we'll see how to produce anaglyph outputs from Composite using simple and complex compositions. We'll also see how to use macros in order to avoid having to do the same operations all the time. Finaly, we'll see how we can use the RAM player in 3ds max to transform an image sequence from Composite into a playable movie file (mov file in this example).

Part 5 : Create a Fake Stereoscopic Effect for 2D images

In this last video, we'll see how to take a flat 2D image and fake its stereoscopic 3D position by adding some pixel separations for left and right sides of a stream. We'll save our setup into a custom macro in order to be able to animate the effect and reuse in other projects.

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Posted by DNArchitecture on Nov 03, 2011 at 04:06 AM
Hello Mr. Marcoux,
1000 Merci on this tutorials. I would like to be more directed in the lenticular technology to produce Architectural and interior still images printed and seen 3D with no particular glasses.

Thank you in advance.
Posted by hankash on Oct 05, 2011 at 01:06 AM
Good day Mr. Marcoux,

Really enjoy your tutorials and tons of information provided, I have a question please,
I have the Nvidia Vision kit, with 3D Screen, and 3D graphic crad, and would like to know what are my options to produce an architectural movie from 3ds max, that can be viewed with the active shutter system of Nvidia?
Rather then the "simple" anaglyph.

Thank you in advance.
Posted by Alpa Patel on Jul 12, 2011 at 05:28 AM
Dear Louis,

Thank you from all of us.
Can i have same script for max 5


Thank you
Posted by paulmoody on Apr 12, 2011 at 06:26 AM
Because of you, I am doing my final major project at university in stereoscopic 3D, thank you so much for this!
Posted by Lee Harper on Jan 31, 2011 at 07:43 PM
Hi Louis
A wonderful script and set of videos, I'm using the script right now for a quite large stereo project, many thanks for all of it.

However, I've noticed a small bug which I thought I'd point out if you want to look at it for a later version. I created a Free Camera and applied the Stereo Camera modifier and was always getting an error message each time - "--Unknown property: "x_rotation" in Controller:TCB_Rotation". The script still made the new cameras etc and it seemed to work fine.

I worked out what was causing the error. From the error message, it seemed that the script didn't know the 'x_rotation' property and that was because the new camera it was making didn't have an 'x_rotation' property - I had my default rotation controller for new objects set to TCB Rotation and not Euler XYZ. I had changed this to be the default rotation controller for new objects. This is set in the "Assign Controller" dialog which is found in a number of different places within Max (r-click an object's Transform/Rotation in the Dope Sheet and "Assign Controller" or open the "Assign Controller" rollout in the Motion tab).

I selected "Euler XYZ" in the Assign Controller dialog and then clicked "Make Default" then added the modifier to a standard Free Camera and the script ran with no error message.

I know Euler XYZ is the default setting in Max and probably not many people change the default from this, but I sometimes prefer TCB for some projects and this was the setting it was left on.

I hope that's useful. Again, it's a great script and is really saving me lots of time and headaches. Thanks again.
Lee