[Bf-committers] 3D stereoscopic camera implementation
rogerwickes at yahoo.com
Sat Mar 27 23:48:46 CET 2010
adding the ability to select the camera/object to render from
on a RenderLayer basis would solve this. Currently the work-
around would be to link everything to another Scene, set the
other camera to be the active one for that Scene, and then
bring in both to the Compositor.
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From: Cesar Izurieta <cesar at ecuarock.net>
To: bf-committers at blender.org
Sent: Sat, March 27, 2010 6:36:11 PM
Subject: [Bf-committers] 3D stereoscopic camera implementation
This is my first time working with Blender. I really like the way 2.5
is evolving. Inspired by http://www.noeol.de/s3d/ and
http://www.binocularity.org/ I played around with blender 2.5 trying
to implement a 3d camera. I've created a patch that implements some
of this. Though I have still a lot of work to do, I'm hoping to get
some early feedback and help.
The patch is at patch tracker, number 21799.
I'm aware that I 'm probably very far from what I should be doing to
make this work, so please, any ideas, guidance, criticism, are more
Also, there are some things that weren't working for me on blender:
- Setting precision for a angle control: can not set for example to
show one or two decimals when the type of the control is angle, in
general setting precision is not working like it should for RNA
- I can't find a way to use different cameras for compositing a final
image. The render code seems to assume that there will be just one
active camera per scene and there seems that there is no way to
override that camera.
- I need to add some padding to structs in DNA types, is this normal?
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