Hi Nova66.
Nova66 wrote:Have you had a chance to try out the test scene. The main point of that test scene is to put geometry at the two poles so we can easily see weather or not Maxwell is reducing the parallax to zero as your gaze moves closer to either of the two poles. The way it stands now, Maxwell is not reducing the parallax at all and you get an impossible to look at stereo panorama that warps at the poles in different directions for each of your two eyes
It took me a few extra days to get the full range of stereo tests done with your original "Lat-Long_Stereo_Bug.zip" test scene as the basis of the stereo image analysis.
I've assembled this package of resources that includes all of my Maxwell based comparisons on the separation map settings, and a new Maya / Mental Ray Domemaster3D version of your test scene for reference (84MB):
http://www.andrewhazelden.com/projects/ ... _scene.rar
I compared the separation map attributes and can confirm your suspicions that the current Maxwell Studio 3.2.0.2 build has no difference whether there is no separation map applied, an image based separation map, or a procedural gradient4 map is applied. On the slight upside of improvements in the latest update, at least Maxwell doesn't crash any more when a procedural gradient is applied.
As far as the camera separation and parallax distance goes, I noticed that the latest Maxwell Studio 3.2.0.2 build updated the Parallax Distance attribute text to have the unit descriptor of "cm" written next to it in the GUI but the internal code appears to be still in "mm". That took me a while to work out as I was doing round robin testing of the separation map settings at the same time. hehe.
Since the outer ring of blue sphere balls is 2.2 meters from the origin I set the parallax distance to 2200 mm. Then for a comfortable stereo setting I used a mild 1/120th ratio of the parallax distance to come up with a camera separation value of 1.83 cm.
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Since no comparison would be complete without brining more tools to play, I exported your scene from Maxwell Studio and re-built it in Maya 2016 using instances for the spheres and native Maya surface materials and physical sun lighting so I could do a direct comparison of the same settings in the mental ray Domemaster3D version of the latlong stereo lens shader with the exact same stereo control texture map used as the Maxwell test scene.
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Here are the comparison images for your test scene (parallax distance 2200 mm / camera separation 1.83 cm):
Maya 2016 / Mental Ray / Domemaster3D v1.9.1 with a separation map applied which is the correct effect desired:
Maya 2016 / Mental Ray / Domemaster3D v1.9.1 with an empty (all while) separation map applied:
Maxwell 3.2.0.2 with texture based a separation map applied (no effect on stereo in the poles):
Maxwell 3.2.0.2 with procedural gradient based a separation map applied (no effect on stereo in the poles):
Maxwell 3.2.0.2 with no separation map applied (no effect on stereo in the poles):
Nova66 wrote:Dover Studios wrote:P.S. The Domemaster3D lens shaders use a converged panoramic stereo rendering style, not a parallel stereo rendering mode.
I assumed this is how it worked and that's what the Parallax Distance was for. Why do you mention this, is there something that I'm misinterpreting?
That was just a note about the fact that with a converged stereo solution, having the parallax distance set drastically closer or farther away from the main object of interest in the scene will adjust the convergence and make it easier or harder for your brain to fuse the image.
Regards,
Andrew Hazelden