In the “Works in Progress” forum, I had a thread showing off a few cross-eye stereograms.
Someone wanted a copy of my bottle picture which I used as an example. I have published the full blend for that scene, including the stereoscopic camera rigging which makes stereo movies and stereogram images easier to produce. There are notes on how to use it within.
Be warned. The default render settings will take a while to render.
Nice image, and a good start at a stereo camera rig. I do wish the Blender developers would add a fully featured stereo camera, like the one found in Hash Animation:Master. One issue with your camera. Generally speaking it is better not to converge the cameras as your rig does with the “gaze” empty. Parallel cameras work better for a wider variety of scenes. Convergence produces keystone distortion and often a background that can’t be viewed. It works great in your example image because the scene has shallow depth of field. Take away the curving backdrop and put a house in the distance and the scene would be difficult to view. In a film analogy, converging cameras should only be used for “close ups”. I recommend working with parallel cameras.
How can you view stereograms in 3d? With some type of 3d glasses?
There are many ways. This web page is old but still covers most of the methods well:
Most stereoscopic enthusiasts find anaglyphic (red/blue) to be the worst viewing method, but it is inexpensive and therefore widespread. IMHO the best way on the computer is page fliped with LCS (liquid crystal shutter) glasses. It requires a CRT screen and special glasses that you can find on e-Bay, sometimes for less than $30. You can also “freeview” meaning that you don’t use any device other than your eyes. There are two ways to freeview, cross-eye and parallel. Each freeview method takes practice. Parallel freeviewing is limited to images as far apart as your eyes, cross eye can be used on images of anysize, but gives many people a headache (or eye ache).
Here is my stereo camera set up. It could use some improvement, but it is based on keeping the cameras parallel. It is similar to Halley’s but has a third “center camera” instead of a null and the cameras are constrained to be parallel rather than directed to a convergence point. I find the center camera handy for developing the scene. Another alternative is to attach the left and right cameras to an object that can be scalled to allow dynamic animation of camera seperation. What we really need is a built in stereo camera that lets you set the stereo window and allows for convergence but defaults to parallel alignment.
This is my default blender file (note that I misspelled simple- duh):o. It contains the stereo camera rig, and has two 3D views arranged for cross-eye view of the scene in stereo.
hey, this is awsome, i absoulutely love it!
If you want to see it without glasses, you can cross your eyes untill there they converge in the middle, then focus on it.
It works just like a charm, brilliant!
I can only see properly out of one eye anyway so this is all lost on me lol. Nice renders though