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Render Stereo with particles.
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  • ding_on
  • Posted: 13 June 2012 06:28 AM
  • Total Posts: 5
  • Joined: 07 April 2010 11:32 AM

In order to keep a consistent particle animation, we need to render both eyes simultaneously.

The problem is that the “Horizontal Interlace” mode isn’t possible when we choose to compress the output images.
The “Freeview Parallel” is cropping the frame with a white border and is not compatible with the standard stereo formats in editing and broadcasting (anamorphosed side-by-side).
We tried rendering one frame with both eyes, then moving to the next frame. But the render process is not iterating the particle evaluation when used in a Python script.

So we need a render stereo mode that would be compatible with the editing and broadcasting formats. It should be able to read a consistent particle animation.



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When using an nvidia SDI output card, you can pipe the left and right eye as their own HD SDI feeds via the ‘Video Output 1’ navigator item . That will connect to stereo broadcast equipment directly.



Product Designer for Virtual Production
Autodesk

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I had exactly the same issue.
“How to render a stereo footage from Mobu with particles ?”

I cannot find a way to process a real side by side full HD video file.

And in python, if I process a RenderMovie for both cameras on a single frame,
( LeftAtFrame=1,RightAtFrame=1,LeftAtFrame=2,RightAtFrame=2, etc.. )

I have no particle system evaluation (Due to the fact I enter the same values at start and end in FBApplication().FileRender )

If anyone here know a method to render a movie in stereo with particles, you’re welcome!



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It seems that MoBu do the particle simulation at rendering time, and each render pass (left and right) will trigger one step of simulation? Would suggest put simulation per frame instead of per render pass.



Jacques LIAO
Freelancer / Consultant programmer for MotionBuilder and Virtual production

Replies: 0
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To anyone who needs a workaround about rendering particles in stereo, you can create your own render as follow:

pyfbsdk.FBSystem().OnUIIdle.AddyourCallbackFunction )

def yourCallbackFunction():
    
#toggle between:
    
yourRenderFunction()
    
#And:
    
pyfbsdk.FBPlayerControl().StepForward()

def yourRenderFunction():
   
#Render right eye from CurrentFrame to CurrentFrame+1
   #Render left eye from CurrentFrame to CurrentFrame+1

Hope to be helpful.



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