Stereoscopy Multi-View and Active Camera Node #120122

Open
opened 2024-03-31 23:00:57 +02:00 by Keir · 10 comments

System Information
Operating system: Linux-6.8.0-76060800daily20240311-generic-x86_64-with-glibc2.35 64 Bits, X11 UI
Graphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 550.54.14

Blender Version
Broken: version: 4.2.0 Alpha, branch: main, commit date: 2024-03-29 18:47, hash: 6dfb1cdf2203
Worked: (newest version of Blender that worked as expected)

Short description of error
When using the Stereoscopy Multi-View function in combination with the active camera node, when rendering the active camera node is not respected.

Steps to Reproduce

  • Open attached file
  • F12 to render the the scene
  • check F/L/R output in render result (Front is active, L and R render are incorrect)
  • If we set L as active camera then F and R render results are not correct.

BugReport_MultiView.blend

Original report description 1. Add a second camera to the default scene and move it away from the first one. 2. Add a Geometry Nodes Modifier to the default cube. 3. Active Camera -> Object Info -> Transform Geometry (Translation) -- Transform Geometry is connected to the input and output. 4. Match the Camera suffix in the Stereoscopy menu (Set to Multi-View) to the ones in the scene. 5. Render - the default cube does not move in the two rendered images.

I assume the active camera node does not 'know' about Stereoscopy at all as it is quite a old feature that is in much need of some attention.

**System Information** Operating system: Linux-6.8.0-76060800daily20240311-generic-x86_64-with-glibc2.35 64 Bits, X11 UI Graphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 550.54.14 **Blender Version** Broken: version: 4.2.0 Alpha, branch: main, commit date: 2024-03-29 18:47, hash: `6dfb1cdf2203` Worked: (newest version of Blender that worked as expected) **Short description of error** When using the Stereoscopy Multi-View function in combination with the active camera node, when rendering the active camera node is not respected. **Steps to Reproduce** - Open attached file - F12 to render the the scene - check F/L/R output in render result (Front is active, L and R render are incorrect) - If we set L as active camera then F and R render results are not correct. [BugReport_MultiView.blend](https://projects.blender.org/attachments/a73cd950-7090-40ab-8044-30545e9a9ed8) <details> <summary> Original report description </summary> 1. Add a second camera to the default scene and move it away from the first one. 2. Add a Geometry Nodes Modifier to the default cube. 3. Active Camera -> Object Info -> Transform Geometry (Translation) -- Transform Geometry is connected to the input and output. 4. Match the Camera suffix in the Stereoscopy menu (Set to Multi-View) to the ones in the scene. 5. Render - the default cube does not move in the two rendered images. I assume the active camera node does not 'know' about Stereoscopy at all as it is quite a old feature that is in much need of some attention. </details>
Keir added the
Status
Needs Triage
Priority
Normal
Type
Report
labels 2024-03-31 23:00:58 +02:00

I am not sure what is expected here. Should we evaluate whole scene twice just to have 2 active camera? Used Activ Camera is just camera used for render scene, so this is not expected to support stereoscopy which is part of post processing.

I am not sure what is expected here. Should we evaluate whole scene twice just to have 2 active camera? Used Activ Camera is just camera used for render scene, so this is not expected to support stereoscopy which is part of post processing.
Author

Thanks for looking into this so fast.
I will explain what I expect and what I was hoping this feature would achive. But I understand if Stereoscopy is only meant for post-processing.

I would expect that the whole scene would be updated twice.
This is for a projection mapping installation, where I want to render multiple veiw points of the animation with different cameras.
This can be achived by having different files for each camera, but this is quite cumbersome.

I am happy to provide more information if you require.
Cheers,

Thanks for looking into this so fast. I will explain what I expect and what I was hoping this feature would achive. But I understand if Stereoscopy is only meant for post-processing. I would expect that the whole scene would be updated twice. This is for a projection mapping installation, where I want to render multiple veiw points of the animation with different cameras. This can be achived by having different files for each camera, but this is quite cumbersome. I am happy to provide more information if you require. Cheers,
Member

@KeirCB hi, could you attach .blend file?

@KeirCB hi, could you attach .blend file?
Pratik Borhade added
Status
Needs Information from User
and removed
Status
Needs Triage
labels 2024-04-01 06:14:21 +02:00
Author

I have simplfied my file, hopfully this illustates the issues.
I am using the active camera node to move a frustum that I am using for culling. This is where the issue is visible during rendering.
Cheers

I have simplfied my file, hopfully this illustates the issues. I am using the active camera node to move a frustum that I am using for culling. This is where the issue is visible during rendering. Cheers
Member

Hi, thanks for the file. I see file has 3 cameras for F/L/R view but not sure what behavior you're expecting here. Could you expand on that? :/
I did f12 to check the results for 3 different views

Hi, thanks for the file. I see file has 3 cameras for F/L/R view but not sure what behavior you're expecting here. Could you expand on that? :/ I did f12 to check the results for 3 different views
Author

Sorry for not making that clear.
So I expect there to be 3 seperate renderes for each camera. However, if you look at the images (I added an emission shader to the test object and disabled the depth of field from the cameras to make this more visisble) the test object is culled with the frustum that is positioned ontop of only 1 camera, the camera that is active in the UI. Basically the object called Test_Object is not propperly displayed in the render. There are cubes part of the Test Object that are culled due to the Frustum not moving to what I assumed would be the active camera during rendering.
Cheers

Sorry for not making that clear. So I expect there to be 3 seperate renderes for each camera. However, if you look at the images (I added an emission shader to the test object and disabled the depth of field from the cameras to make this more visisble) the test object is culled with the frustum that is positioned ontop of only 1 camera, the camera that is active in the UI. Basically the object called Test_Object is not propperly displayed in the render. There are cubes part of the Test Object that are culled due to the Frustum not moving to what I assumed would be the active camera during rendering. Cheers
Member

Basically the object called Test_Object is not propperly displayed in the render

Did I understand correctly that if front camera is active and we render a scene at particular frame, then L/R camera renders are not correct?

Understood your setup. You're controlling the frustrum rotation from camera angle and deleting cubes outside of frustrum with raycast node.

> Basically the object called Test_Object is not propperly displayed in the render Did I understand correctly that if front camera is active and we render a scene at particular frame, then L/R camera renders are not correct? Understood your setup. You're controlling the frustrum rotation from camera angle and deleting cubes outside of frustrum with raycast node.
Author

Yes it is the cameras that are not active that are not rendered properly.
Cheers

Yes it is the cameras that are not active that are not rendered properly. Cheers
Keir closed this issue 2024-04-02 14:52:13 +02:00
Blender Bot added
Status
Archived
and removed
Status
Needs Information from User
labels 2024-04-02 14:52:14 +02:00
Keir reopened this issue 2024-04-02 14:52:52 +02:00
Blender Bot added
Status
Needs Triage
and removed
Status
Archived
labels 2024-04-02 14:52:53 +02:00
Member

Thanks , updated the description. Check if that's correct.

Thanks , updated the description. Check if that's correct.
Author

Yes this is correct, cheers

Yes this is correct, cheers
Sign in to join this conversation.
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
3 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#120122
No description provided.