Krakatoa and Stereocam modifier

Hey

I am working on some stereoscopic shots with krakatoa and are using the stereocam modifier by louis marcoux in max 2010. We seem to be having a problem with the krakatoa render not matching what we see in the viewport and also doesn’t line up with the renders, its almost like krakatoa renderer is ignoring the skew modifier that is on the camera. Has anyone else experienced this? any help would be appreciated. I have gone through the basic trouble shooting making sure the right cameras are rendered etc.

Thanks.

It’s reported and unsupported.

  • Chad

Not sure what exactly is causing your problems.
Krakatoa v1.6.0 does not ignore the Skew modifier, I just tried adding a Skew to a camera and it worked.

*Then I added a Stereo Modifier to a Free Camera and set the Interocular to an obscene value of 165, producing Skew values of +/- 29.0.
*I rendered left and right eye with Default Scanline.
*I rendered left and right eye with Krakatoa (PRT Volume out of the Teapot).
*I changed the Hue of the left and right Scanline images to red and cyan, then I Screened a yellow Krakatoa rendering on top of each to show how the Krakatoa particles align to the Scanline version.
*Then I added the left and right images together:
Krakatoa_Scanline_StereoTest.png

If you can post an image showing what exactly is going wrong with your renders, it would be very useful.

I also tested the Matte Objects rendering by adding a Sphere in front of the Teapot and rendering in Krakatoa and Scanline.
For the left eye, again the Hue was shifted to red for the Scanline rendering containing the Teapot and the Sphere, and the yellow Krakatoa particles with the Sphere matted out were Screened on top. The Scanline image for the right eye was shifted into cyan, with the yellow Krakatoa particles with Sphere matted out Screened on top. The results added together:
Krakatoa_Scanline_Matte_StereoTest.png

Neat, I didn’t realize this had changed from when it was first reported.

According to our code tracking, it was fixed on Feb 18, 2010.
So it was a 1.6.0 bug fix rolled out in Beta 3, but it looks like I have missed it in the release notes.

I will post some images as soon as i get to work tomorrow, Glad to know its supported and thanks for the prompt feed back.

After running some tests, it turns out that it was human error, one of our animators has done something in the scene . Thanks for your help.

No problem, I am happy this came up so we could actually test it with Louis’ modifier and make sure it works.
We all learn something new each day…