Maxwell Studio LatLong Stereo
Overview
This is the Domemaster3D wiki section for the Maxwell Studio 3.2 integrated version of the LatLong Stereo shader.
Known Issues
The Parallax Distance control in the initial Maxwell 3.2 Beta is in a different unit scale from the Maxwell Studio scene scale.
In Maxwell Studio if the Separation control is set to 6.5 cm, you will want to have the Parallax Distance set to 3600 units in your Maxwell set up to equate to the same rendering result you would get in the traditional Maya/Domemaster3D shader settings of Camera Separation 6.5 / Parallax Distance 360.
This is due to the fact that Maxwell Studio uses meters internally and the scene translation feature in the lens shader needs to be updated to synchronize the scene units translation with the camera separation and parallax distance controls.
Lat-Long Stereo Shader Controls
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Lens
Near the top of the Optics section is a Lens attribute that lets you switch the current lens shader model.
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For this wiki page we are focusing on the LatLong Lat-Long Stereo lens model that outputs an a latitude longitude format stereo image that is also called an equirectangular or spherical format.
A LatLong image usually covers a 360 ° horizontal x 180 ° vertical area and is rendered to a 2:1 aspect ratio like 2048x1024 px, 3072x1536 px, 4096x2048 px, or 8192x4096 px.
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Camera
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Type: lets you choose whether the lens shader will output either the center view (which has the stereo settings disabled), or you can choose to render a left or right stereo camera view.
Field of View Vertical
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FOV Vertical: Controls the vertical FOV angle (in degrees) of the rendered Latitude/Longitude image.
Field of View Horizontal
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FOV Horizontal: Controls the horizontal FOV angle (in degrees) of the rendered Latitude/Longitude image.
Flip X
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This checkbox will flip the view horizontally.
Flip Y
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This checkbox will flip the view vertically.
Parallax Distance
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This control adjusts the distance in the scene where the depth converges in the left and right eye views.
Objects placed closer to the camera than the Zero Parallax Distance appear to come out at the audience. Objects placed further away from the camera than the Zero Parallax Distance value appear to the viewer as if they are existing beyond the physical "wall" of the screen they are viewing.
Right now in the initial Maxwell 3.2 Betas this Parallax Distance control is measured in millimeters (mm) so you should enter a starting value of 3600 units if you are using a typical 6.5 cm camera separation value.
Separation
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The initial camera separation of the left and right cameras in centimeters. This value would typically be set to a number between 6 to 6.5 centimeters for a real world scale scene.
For a "Hyperstereo" effect that can make the details in the distance pop up more the separation value can be increased greatly as long as objects aren't placed to close to the camera as this would cause eye strain.
You can also reduce the cameras separation attribute and the parallax distance smaller if you are placing objects close to a scene or rendering a scene set in a tiny microscopic world.
This stereo effect is typically reduced at the pole regions using the separation map texture to remove a "swirl" artifact that would otherwise occur.
Separation Map
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Separation: The initial camera separation of the left and right cameras in centimeters. This value would typically be set to a number between 6 to 6.5 centimeters for a real world scale scene.
For a "Hyperstereo" effect that can make the details in the distance pop up more the separation value can be increased greatly as long as objects aren't placed to close to the camera as this would cause eye strain.
You can also reduce the cameras separation attribute and the parallax distance smaller if you are placing objects close to a scene or rendering a scene set in a tiny microscopic world.
This stereo effect is typically reduced at the pole regions using the separation map texture to remove a "swirl" artifact that would otherwise occur.
Zenith Mode: This attribute allows you to adjust the Lat-Long Stereo lens shader to work with either a horizontal orientation (Zenith Mode OFF), or an upwards / vertical orientation (Zenith Mode ON) that lines up with the upright view orientation of the Fisheye Stereo shader.
Separation map: A texture attached to this control has an effect of multiplying a 0-1 range value against the current camera Separation attribute. This texture map control is meant to be used with an RGB image that has a black to white style grayscale texture applied. The image is used to control the amount of 3D effect, and eliminate it where desired. A texture attached to this control has an effect of multiplying a 0-1 range value against the current camera Separation attribute.
This texture map control is meant to be used with an RGB image that has a black to white style grayscale texture applied. The image is used to control the amount of 3D effect, and eliminate it where
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This topic is discussed further down on this wiki page in the Screen Space Texture Maps section.
Zenith Mode
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desired.
This topic is discussed further down on this page in the Screen Space Texture Maps section.
Image
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Flip X: This checkbox will flip the view horizontally.
Flip Y: This checkbox will flip the view vertically.
Parallax
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This control adjusts the distance in the scene where the depth converges in the left and right eye views.
Objects placed closer to the camera than the Zero Parallax Distance appear to come out at the audience. Objects placed further away from the camera than the Zero Parallax Distance value appear to the viewer as if they are existing beyond the physical "wall" of the screen they are viewing.
This Parallax Distance control is measured in centimeters (cm) so you should enter a starting value of 360 units if you are using a typical 6.5 cm camera separation value.
Screen Space Texture Maps
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The texture "latlong_separation_map.png" is for feathering out the stereo effect in the pole regions in a latlong rendering. The zenith or upwards sky facing pole region is at the top of the texture map, and the nadir or downwards facing pole region is on the bottom of the texture map.
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Sample
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Maxwell Studio Scene
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To demonstrate how the LatLong Stereo shader works inside of Maxwell Render, a Maxwell Studio .mxs based version of the classic Maya/Domemaster3D CubeX scene has been prepared.
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Andrew Hazelden edited this page on Nov 26, 2016 · 7 revisions
Overview
This is the Domemaster3D wiki section for the Maxwell Studio 3.2 integrated version of the Fisheye Stereo shader.
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An angular fisheye image is typically rendered to a 1:1 aspect ratio like 2048x2048 px, 3072x3072 px, 4096x4096 px, or 8192x8192 px.
Type
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The type attribute lets you choose whether the lens shader will output either the center view (which has the stereo settings disabled), or you can choose to render a left or right stereo camera view.
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Tip: If you want to render a full 360 degree angular fisheye image which is also known as an HDRI light probe
you will need to update the custom maps that are applied to the stereo separation, and turn attributes.
Separation
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This controls the camera separation / stereo base of the stereo camera rig and is always measured in centimeters in Maxwell Studio.
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Fulldome artist Aaron Bradbury http://www.luniere.com/ has suggested a ratio of approximately 154:1 gives a near ideal fulldome stereo result (with a 0.372 degree maximum separation on the rendered image). This would equate to a dome radius of 10000 mm, and a camera separation of 6.5 cm.
Separation Map
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A texture attached to this control has an effect of multiplying a 0-1 range value against the current camera Separation attribute.
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