Stereo Camera Rig
object
Provides parameters to manipulate the interaxial lens distance as well as the zero parallax setting plane in the scene.
Using the stereo camera rig
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Press Tab with your mouse in the network editor.
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Type Stereo Camera and choose it from the menu.
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Select the newly created camera node from the camera menu in the top right corner of the viewport.
NoteYou will see four entries, one for the right camera, one for the left camera, one for the center camera, and one for the whole stereoscopic rig. Choosing the stereoscopic rig node from that menu will initiate stereoscopic viewing in the viewport.
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Lock the view and the camera by clicking the
Lock Camera button on the right toolbar. This allows you to manipulate the viewpoint and direction while maintaining the stereoscopic composition.NoteYou will need a pair of standard red-cyan filter eye-wear, also known as anaglyph glasses, to perceive the stereo depth.
You can hide the viewport gnomons that obscure the view by selecting the appropriate checkboxes in the viewport display options.
Render the stereoscopic scene
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Create a mantra render node and choose the stereoscopic camera rig for the Camera parameter.
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Press the Render button to get an anaglyph preview in MPlay.
You can save the anaglyph by choosing File > Preview. You could also choose File > Save Frame or File > Save Sequence to separately save pairs of images which can be used in non-anaglyph stereo displays.
To save the left channel, choose the C plane in the Scope parameter of the Save dialog. To save the right channel, choose the C2 plane.
The Output Picture parameter specifies the file name and a sequence of image pairs. These pairs can be used in other stereo displays or can be read using the File COP and fed into the Anaglyph COP node to create an anaglyph image sequence.
You can open a sequence of stereo images in MPlay by clicking File > Open Stereo Pair. MPlay combines the pair into a single anaglyph image and displays it as a frame.
Parameters
Transform
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Keep Position When Parenting |
When the object is re-parented, maintain its current world position by changing the object’s transform parameters. |
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Transform Order |
The left menu chooses the order in which transforms are applied (for example, scale, then rotate, then translate). This can change the position and orientation of the object, in the same way that going a block and turning east takes you to a different place than turning east and then going a block. The right menu chooses the order in which to rotate around the X, Y, and Z axes. Certain orders can make character joint transforms easier to use, depending on the character. |
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Translate |
Translation along XYZ axes. |
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Rotation |
Degrees rotation about XYZ axes. |
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Pivot |
Local origin of the object. See also setting the pivot point . |
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Look At |
Object to point to. Constrains an object so its |
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Look At Up Vector |
When specifying a look at, it is possible to specify an up vector for the look at. This controls the roll of this object when looking at the look at object.
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Path Object |
A reference to the curve node or object you want this object to follow. |
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Roll |
The orientation of the object around the path. |
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Position |
The position of the object along the path. If the primitive number does not exist, then it is wrapped back to the beginning. So for numbers greater than Keyframe this value to animate the object moving along the path. Note
The Follow Path tool on the shelf automatically sets keyframes on this parameter that you may want to edit or replace. The Parameterization option controls how position values between 0 and 1 correspond to knots on the path curve. |
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Parameterization |
Controls how the Position parameter is translated into a point on the path curve. Use Arc-length (the default) to interpolate the position values evenly along the physical length of the curve. Use Uniform to distribute the position values between the knots of the curve. This lets you slow down the object at certain points by bunching up knots in the path curve. However, it is much more convenient to simply edit the animation curve to control the speed of the object along the path. |
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Orient Along Path |
Orient the object according to the path’s curvature. |
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Orient Up Vector |
The direction vector of the object’s Y axis to orient with. |
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Auto-Bank factor |
Controls automatic banking of the object as it turns corners. Set this to |
Stereo
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Zero Parallax Setting |
Controls the distance to the ZPS plane measured from the camera. The ZPS is a set of points in space whose left and right projections overlap at the same spot in the displayed image. The ZPS plane coincides with the viewing screen. Objects between the camera and the ZPS plane appear to the viewer in front of the viewing screen, and objects behind the ZPS plane appear to the viewer behind the viewing screen. |
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Interaxial Distance |
Controls the separation distance between the left and right cameras and is directly visualized as part of the camera prop in the viewport. Increasing this parameter will push both Left and Right camera away from the center. The Interaxial Distance is the separation between the left and right cameras. Large values produce a more pronounced stereoscopic effect with enhanced sense of depth, while small values reduce the sense of depth. A value of zero produces non-stereoscopic imagery. |
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Left/Right Interaxial Adjustment |
Allows you to fine tune the left and right camera lenses. These parameters contribute to the overall Interaxial Distance for the stereo camera. |
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Show Interaxial Control |
Displays the arrows near the camera lenses. Selecting and moving these objects increases or decreases the interaxial distance of the stereo camera. However, you will not see the interaxial controls if you are looking through the camera. To view and move the controls in the viewport,
Note
To modify the interaxial distance while looking through the camera, drag the Interaxial Distance parameter into the viewport and use the hudslider. To remove the slider, simply click
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Show ZPS Marker and Screen Surround |
Displays a frame corresponding to the physical screen when viewing the stereo images. Screen surround is the left, right, top, and bottom edges of the viewing screen. This visualization helps position the objects in the scene relatively to the camera and the screen surround. Objects between the camera and screen surround visualization will appear to pop out of the screen towards the viewer.
Note
The screen frame can be selected and moved in the viewport to adjust the ZPS distance. Additionally, a ZPS arrow marker is displayed so that it can be used for adjustment when viewing through the stereo camera by selecting and dragging it along the z-axis. |
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Show Frustum |
Displays several frustums.
Note
These frustums are delimited by the near and far clipping planes. These are independent parameters on the rig, but it is often customary to tie their values to the screen surround. For example, at 1.5% of the width away from the ZPS plane. This can be achieved in the Stereo Camera rig with appropriate channel references and multipliers in the near and far clipping plane parameters. |
View
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Icon Scale |
Scales the viewport geometry. This parameter is only for display purposes. |
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Resolution |
The output resolution in pixels. Standard presets are available via the pull down menu to the right of the parameter. |
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Pixel Aspect Ratio |
Pixel aspect ratio (width/height) of the intended display device. |
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Focal Length |
Camera focal length (zoom). |
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Focal Units |
The units used for the focal length. |
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Aperture |
Width of the visible field.
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Near Clipping |
Position of near clipping plane. |
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Far Clipping |
Position of far clipping plane. |
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Screen Window X/Y |
Define the center of the window during the rendering process. |
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Screen Window Size |
Scale for expanding the cropped area specified by the Crop parameters. |
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Left/Right/Bottom/Top Crop |
Defines the cropping area in terms of the camera’s viewing area margins. |
Sampling
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Shutter Time |
The portion of the frame interval that the camera shutter is open. Used to determine motion blur. [0,1] |
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Focus Distance |
The lens focal distance and distance from the camera at which objects will be in focus. This is only used when rendering using depth of field. Objects outside this distance will be blurred. |
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F-Stop |
Lens fstop. This is only used when rendering using depth of field. Determines blurriness of depth of field effects. |
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Bokeh |
Filter kernel used in depth of field rendering.
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Subnet
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Display |
Whether or not this object is displayed. Turn on the checkbox to have Houdini use this parameter, then set the value to 0 to hide the object, or 1 to show the object. If the checkbox is off, Houdini ignores the value. |
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Output Transform |
The object inside the subnet from which to get the subnet’s output transform. |
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Visible Children |
Space separated list of objects inside the subnet to display. Use This parameter lets you:
Otherwise, in a normal subnet you can simply go into the subnet and set the display flag on objects. |
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Viewport Selecting Enabled |
Object is capable of being picked in viewport. |
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Select Script |
Script to run when the object is picked in the viewport. See select scripts. |
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Cache Object Transform |
Caches object transforms once Houdini calculates them. This is especially useful for objects whose world space position is expensive to calculate (such as Sticky objects), and objects at the end of long parenting chains (such as Bones). This option is turned on by default for Sticky and Bone objects. See OBJ cache preferences for how to control the size of the object transform cache. |
Usages in other examples
| Example name | Example for |
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