hi everybody. i like to make a 3d environment with QC, to view it with 3d anaglyph glasses, but i don't know how. Any helps, please?
thanks, anyway!
Prack! VJ
well, as usual after i post this question i found a few pages talking about 3d anaglyph, one for paul bourke http://local.wasp.uwa.edu.au/~pbourke/texture_colour/anaglyph/ with an example, but is only for an image; now i'm try to do this with a quartz composition. if any of you have an idea of how to do that, tell me plis..
thanks
Prack
Make two copies of the patches that do the rendering, put them inside 3d transform patches, and rotate them on the y axis so you have the 2 eye views. Put those in render in image patches, and feed the two images into a core image filter to create the red/blue anaglyph image with the method on paul bourke's site.
That should do it... although I should mention here that I've not tried it at all :)
This is pretty simple: have the scene rendered in a Render in Image twice (once for each eye point), and then merge the two images with a core image filter.
Here's a sample composition that includes a functional image merger. You'll have to implement your own scene twice in the render in Image patches, and you'll probably need to play with the offsets and angles too (I just made them up)
[P.S. to get the "true color" images, use this code for the core image filter instead of what's in the composition:
kernel vec4 multiplyEffect(sampler left, sampler right)
{
vec4 red = vec4(1,0.5,0,1);
vec4 blue = vec4(0,0.5,1,1);
return sample(left, samplerCoord(left)) * red +
sample(right, samplerCoord(right)) * blue;
}
have fun]
[edit 2: after reading more on projection, the angles should always be zero to reduce vertical parallax -- so just translate the two eye points, don't rotate. The attached composition rotates each eye by 1 degree, so it's a little wrong, but maybe small enough to be unnoticeable?]
well, as usual after i post this question i found a few pages talking about 3d anaglyph, one for paul bourke http://local.wasp.uwa.edu.au/~pbourke/texture_colour/anaglyph/ with an example, but is only for an image; now i'm try to do this with a quartz composition. if any of you have an idea of how to do that, tell me plis.. thanks Prack
Make two copies of the patches that do the rendering, put them inside 3d transform patches, and rotate them on the y axis so you have the 2 eye views. Put those in render in image patches, and feed the two images into a core image filter to create the red/blue anaglyph image with the method on paul bourke's site.
That should do it... although I should mention here that I've not tried it at all :)
This is pretty simple: have the scene rendered in a Render in Image twice (once for each eye point), and then merge the two images with a core image filter.
Here's a sample composition that includes a functional image merger. You'll have to implement your own scene twice in the render in Image patches, and you'll probably need to play with the offsets and angles too (I just made them up)
[P.S. to get the "true color" images, use this code for the core image filter instead of what's in the composition:
have fun]
[edit 2: after reading more on projection, the angles should always be zero to reduce vertical parallax -- so just translate the two eye points, don't rotate. The attached composition rotates each eye by 1 degree, so it's a little wrong, but maybe small enough to be unnoticeable?]
thanks a lot! as always. i'm trying right now!