Stefan D. Voigt

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Download free stereoscopic camera rig for Cinema 4D

Tags: 3D artwork | anaglyph | commercial use | download | free | S3D | stereoscopic

New release!

Download SV Stereo Rig v3.4 for Cinema 4D!

Download SV Stereo Rig v3.4 hotfix for C4D R10!
Download the Blackstar Camera Shader! (important for anaglyph preview!)


new features:

  • fixed a bad, bad, bad calculation error. I am so ashamed!
  • implemented the Blackstar Camera Shader
    -> less aspect ratio problems and anaglyph preview for R10 users!


features:

  • off axis setup
  • optional parallel or toed-in setup
  • image width & FOV calculator for parallel setup
  • automatic near- & farplane calculation
  • automatic camera distance calculation
  • anaglyph preview in black and white, full color & optimized anaglyph
    -> needs Mograph2 Camera Shader or Blackstar Camera Shader 
  

release history:

download SV Stereo Rig v3.3 for Cinema 4D!
download SV Stereo Rig v3.3 for C4D R 10
download SV Stereo Rig v3.1



related Links:

David Shelton 
http://davidshelton.de/blog/?p=69 - free stereoscopic Rig for 3D Studio Max
http://davidshelton.de/blog/?p=163 - optimized anaglyph filter for After Effects and Flash

Louis Marcoux
http://area.autodesk.com/blogs/louis/stereoscopy_in_3ds_max_with_stereocam_modifier
http://www.louismarcoux.com/MaxTips.htm - scroll down for tips on stereoscopy

more3D

http://invazion.org/faq_stereoscopy.html - FAQ and more links about stereoscopy
http://www.more3d.com/3-D/tl_files/m3d/products/dl/C4D_Off_Axis_Anaglyph_Preview.zip - free rig for Cinema 4D

 

 

Creative Commons Lizenzvertrag

"free SV Stereo Rig" by Stefan D. Voigt is licensed under a
Creative Commons Attribution 3.0 Germany License.
Permissions beyond the scope of this license may be available here

Comments

avatar Jose Vélez
0
 
 
Hello.! I just downloaded you cinema 4d plugin 3.1. I think that its very usefull but I have a question...Can I use this plugin on a 3d cinema (polarized glasses - side by side render) ? What values should I use for interaxial and automation on a 2k resolution display and around 250 chairs cinema.
Thank you very much...
avatar Stefan D. Voigt
0
 
 
Hi, glad you like it! :)

Of course you can use this rig to get a result for polarized glasses.
But you have to render out the left camera view first and after that the right camera view.
After that you'll have to do the side by side render seperately in After Effects or another program.

For the beginning you should use the interaxial automation with a value of 30.
When the "use interaxial automation" checkbox is checked, you don't have to use the "interaxial" value.

For your 250 chairs you should move camera and target around until everything is between near and far plane. Or you just put everything behind the screen plane. Then you will have no troubles.

Just test which values give you good stereo comfort. If you have the feeling that your scene is to flat you can choose a smaller "automation" value. Like 20 or something. If the stereo hurts your eyes try a higher "automation" value like 60.
avatar Mattias
0
 
 
Looks really interesting! But when I start the project, I got an error message:
Serveral plugins used in this scene are missing.
Saving may cause loss of plugin data!
Plugin 'Camera Shader' (ID 440000050)

Any ideas?

avatar Stefan D. Voigt
0
 
 
Hey there,

this error is caused by the anaglyph preview shader.
The shader uses a special function of Mograph (camera shader).
So if you haven't installed Mograph you can't use the anaglyph preview.

I think you can ignore it. Just delete the anaglyph shaders.



best regards,

Stefan Voigt
avatar Uroš
0
 
 
Hi,

i have the same problem, i've oppened this in c4d r11 with Mograph installed but the error contains.

Thank you for your answer.

Uroš
avatar Stefan D. Voigt
0
 
 
Hello Uroš,

maybe you don't have the latest version of Mograph.
I think the camera shader is pretty new.


best regards,

Stefan Voigt
avatar Frad
0
 
 
Hi! I am doing this research paper on Cinema 4D. I like info that you have given! essays
avatar John
0
 
 
Hey Stefan,

Just want to say great rig!

And Thanks!!

Hi there, first of all congratulations for your work! Can you post the version for polarized glasses, i just cant understand how to do it with your plug. Thanks!
avatar Stefan D. Voigt
0
 
 
I'm very sorry, but you'll have to post process it.
I have to code an image output first.
After that I can create a stacked or
fields preview version for polarized glasses.

But I have no time for that at the moment.
Sorry

Have you tried the stereoscopic player from 3dtv.at?
avatar Mohammad
0
 
 
Hey Stefan,

First off, this is an excellent rig, thanks a lot for it.

Second, I have a quick question since you seem to be experienced in stereo 3d and cinema 4d. I have a scene set in space, with a simple sky object which has texture of many stars. Near the camera is my main objects.
The problem is that in anaglyph preview there is a big distance between stars and with glasses it looks strange since they are just dots.
When I increase automation, the separation between stars decreases, but so does the 3d effect.

What do you think is the right way to fix this?
avatar Stefan D. Voigt
0
 
 
Hi Mohammad,
thanks for your comment! :)

I would suggest to use a giant sphere instead of an skyobject,
so you can decide at which distance the stars should appear.

Small dots and high contrast is a really problematic setup.
a) The eyes can't seperate dots that are 100% black or 100% white.
-> So try to make the sky dark grey instead of pure black and the stars yellowish
instead of pure white. With this you can avoid ghosting / cross-talk.

b) It's hard to seperate small dots.
-> Try to make the stars bigger, if you can't fuse the dots.

And by the way: Do you know the Extended Starfield Plugin by Welter 4D?
http://www.welter-4d.de/fplugs/freeplugins_en.html
avatar Mohammad
0
 
 
Thanks for the quick response.
I tried to use a giant sphere but it didn't work. I think I will render the sky separately using the middle camera and then composite with the objects. This way it looks the same in both left and right eye, since I don't want 3d effect in them.
avatar Tan C.K.
0
 
 
Dear Stefan,
A question is that is it possible to animate the base plane (target) from the stereo rig? Another words, I hope to animate the separation between the cameras and the target so that all the time, the scene is between the near and far plane.

My second point is that the the interaxial calculation seems to be incorrect as when I take the camera-to-targe t distance in your file (230) divided by x=30, I should get an interaxial distance of 7.667, but your value is 15.33. Can you comment.

Thanks.
avatar Stefan D. Voigt
0
 
 
Hello Tan C.K.

of course you can animate the stereo target.
But I wouldn't do it, because it gives a pretty strange space impression.
It's like the room always changes depth.
Normally you keep the target distance constant, while moving the camera.
You can try it - maybe no one will notice - but it surely is a strange impression.

You also don't have to match the planes correctly. Actually I found out that there is much more space you can use for stereo. But I haven't updated the rig, yet.
If your room is too deep you can also put everything behind the screenplane, which gives you infinite depth.

Now to your second point:
I've checked it and you are right. I have multiplied the output of the interaxial distance by two...
But the mistake goes deeper. Unfortunately I can't take the time to fix it right now.
Hopefully I can release a new version soon.
avatar Tan C.K.
0
 
 
Dear Stefen,
Thanks for your quick response and great work.

I have in mind a scenario such as animating the camera looking at a scene from a distance (say 5 metres) and then flying/ zooming in to have a close look at an object (say 50 cm) in the scene. I think in this scenario, we need to dynamically reduce the base plane's distance (hence reducing the interaxial distance) to the camera from about 5m to 50 cm. I feel that this is necessay, otherwise, the parallax is too much during the close in and will hurt the eye.

I look forward to your new version. Thanks.

Regards
CK
avatar Stefan D. Voigt
0
 
 
Hi Tan C.K.

a friend of mine called Andi Wenzel has done such a shot in his film "Surface".
You can watch it here, if you want: http://vimeo.com/7876830

He animated the interaxial base slowly and it worked great, as you can see.
So go for it! :)
avatar Jon
0
 
 
Stefan,

This camera rig set-up is fantastic. Thank you so much - you're a very bright chap!

All the best with your 3d future.
cheers
avatar Stefan D. Voigt
0
 
 
Thank you, Jon :)
avatar Zach Nelson
0
 
 
Hey Stefan - your rig is awesome!!!

I'm noticing a problem with the optimized anaglyph shader - it seems the cyan channel is bleeding through the red filters in my glasses. I've tried several pairs of glasses, both paper and plastic, and I've even tried several lcd monitors and a dlp projector and the results are the same. There's enough cyan bleed-through that it creates a ghosting problem.

I tried tweaking the shader but it looks like all the color values are setup correctly so I'm not sure what to do. I tried tweaking my monitor's color balance and my projector's cyan/red values but I can never get the ghosting to disappear. The problem is definitely in the green channel because when I turn green off in Photoshop the problem goes away.

Any ideas?
avatar Stefan D. Voigt
0
 
 
Hello Zach,

I use red and CYAN for the anaglyph. I suppose you want to use red and BLUE or may have red and blue glasses. That could be the problem. So you should disable the green channel in the camera shader. Maybe this works.
Sometimes it's hard to notice the difference between blue and cyan glasses, so you should check this first.

best wishes,
Stefan
avatar LubbDupp
0
 
 
Hi Stefan

thanks so much for the rig, it's brilliant! However I have a slight problem in that my outputs need to be 16:9 but the default values for the camera seem to be 4:3 which results in a 16:9 frame with everything squashed down into it. I'm sure it's a simple enough tweak of some parameters but which ones? Would be even more grateful if you can advise?

Many many thanks.
avatar Stefan D. Voigt
0
 
 
Hello LubbDupp,

the default resolution of my rig is 1920x1080, which is 16:9.
Do you have troubles with the anaglyph preview?
If so try different shaders like the 03_MoGraph or the 03 Blackstar shader.
Sometimes it helps to play with the values of the camera (like convergence point distance).

And once again: The anaglyph preview feature is for PREVIEW ONLY, as it has some flaws and is not precise enough. Do your anaglyph in a post production software.
You can see how to do that in the tutorials section.

If it isn't the anaglyph preview plane,
please describe the problem exactly.


best regards and good luck,
Stefan
avatar Brad
0
 
 
Just did a simple test by exchange your test with a sphere and all renders the sphere is squashed either horizontally or vertically dependent on the shader used...

Am i doing something very wrong?

Cheers,

Brad
avatar Stefan D. Voigt
0
 
 
No, you do nothing wrong, Brad.
It is just a little flaw of the shader.
As soon as the aspect ratio of your viewport doesn't match the aspect ratio of your render settings things get stretched.
You can correct the squash or stretch within the shader attributes.
Maybe I will create a expresso node one day that adjusts the height (y) and width (x) values of all layered shaders with one value. So you can correct the preview more easily.
avatar Brad
0
 
 
Hey Stefan,

My aspect ratios do match up in my render settiing but still the image is stretched...

Did have a little peek in your expresso to maybe change the shader y,x but it's protected ;)

Brad
avatar Stefan D. Voigt
0
 
 
Currently, my Xpresso setup doesn't affect the shaders, so feel free to play with them ;)
You can also make a proper donation and I'll code it for you.

best regards,
Stefan
avatar Brad
0
 
 
Am I right in thinking that if I enter 1920 into my desired image width and make sure in my render settings I have 1920x1080 the sphere should be rendered in it's correct aspect ratio?

Cheers,

Brad
avatar Stefan D. Voigt
0
 
 
The desired image width has nothing to do with the shader.
In the Blackstar Camera Shader you will find the following values:
x scale: 95
y scale: 127

Set these two values to 100 and there should be no stretching.
Somehow it still occurs. I don't know why.

That's why the anaglyph preview feature is for PREVIEW ONLY, as it has some flaws and is not precise enough. Do your anaglyph in a post production software.
You can see how to do that in the tutorials section.
avatar Brad
0
 
 
Sorry Stefan - i'm being really stupid here... to access the blackstar camera shader x/y scale do I double click on the black star shader being used on your rig?

Thanks again,

Brad
avatar Stefan D. Voigt
0
 
 
Hi Brad,

you double click the shader of the preview plane. Then open the material editor.
In the materials you go to the luminance shader and click on the white/black image.
Now you are in a layered shader and here you have to go deeper and deeper into the separate layers by clicking on the white/black image until you finally reach the Blackstar Shader.
Here you can edit the x/y scale. You will have to do this for every color/layer (R,G,B left and R,G,B right).

best regards and good luck,
Stefan
avatar Stefan D. Voigt
0
 
 
Hmmm... I just noticed that I can't use a Xpresso setup for this,
because I don't have access to the layered shader with Xpresso. =/
avatar Brad
0
 
 
Thanks Stefan,

I've gone right into the blackstar shader properties having the following available to access...

Basic | Coord | Object | Depth | Target

But there's no-where within these options to change the x/y scale properties...

Brad
avatar Brad
0
 
 
Looking closely these properties are for the camera linked to the shader...
avatar Stefan D. Voigt
0
 
 
Yup, the x/y scale values should be right below these properties.
avatar Brad
0
 
 
I'm sorry Stefan, i'm not seeing any specific values (ie x scale: 95, y scale: 127) you mentioned above to change... clicking on any of the Basic | Coord | Object | Depth | Target options does not show these values...

I'm really stuck - maybe i'm not in the right place still... sorry - just desperate to get this stretching solved! Also, how comes no-one else has mentioned the strecthing apart from one other user?? is this a c4d v12 problem???

Cheers,

Brad
avatar Stefan D. Voigt
0
 
 
Hi Brad,

just send me an email and I'll show you where to find the settings in the response mail.

This isn't a R12 problem. The reason no one else has mentioned this problem is that it's a known bug and you just live with it. It's enough for a preview.
avatar Leighton silvestro
0
 
 
Im wondering about DOF. I don't seem to be able to figure out how to get that pass. Is it the shader on the sterio rig?
avatar Stefan D. Voigt
0
 
 
Hello Leighton,

you should create the depth of field for each camera separately. I also haven't linked the DOF settings between left and right camera in this version. But it will follow soon.

Because DOF is a post-rendering effect it will not show up on the anaglyph preview plane.
The anaglyph preview camera is looking at a PLANE on which the left and right cameras are projected.
So the DOF sees only a plane and a plane doesn't have any depth. Maybe that's why your DOF doesn't show up.

best regards,
Stefan
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