07-15-2014, 06:59 PM
This bug has probably been around from the begining (for linux anyway). But confirming that it still exists in 3.5.4.
We are rendering in stereo in Maya 2013 sp2 (linux).
Maya has this nifty render token that tells a render to render both the left and right cameras (of a stereo camera rig) and name the output accordingly 'in-one-go'. As long as your cameras are named approriatly this in turn allows you to load both camera outputs in NUKE and view both the left and right eye in 3d (with glasses), switch between right and left, etc.
Problem with FumeFX is if we render with this 'Renderable Camera' set to 'stereoCamera (Stereo Pair)' it renders the left eye correctly but the right eye *shaded slightly different*-particularly with smoke (maybe only smoke). I wanna say its the light map that gets wrong but thats just a guess. But for stereo output it won't do. We need a match.
The workaround is to render again exclusively and make the 'right camera' the 'renderable camera'. Now the result matches the left as expected. But this doubles the render effort. Not a big deal-but if it were an easy fix...
Repro
1) Load the scene from the project in the .zip. I provided a project to keep as much as my setup as intack as possible.
2) Sim 'FumeFX2' till you get 100 frames.
3) Render the way it its setup now (with the 'file name prefix:' as I set it).
4) You'll notice 'Renderable Camera' is set to 'stereoCamera (Stereo Pair)' this is how maya knows to render both cameras in the rig instead of a specific camera.
5) Look for the render output under 'LightMap_Stereo_Bug/images/LGTMAP_bug'
6) Ideally view the result in NUKE or something that can show you both left and right results easily.
The 'right camera' seems to have a different/lighter shading than the 'left camera' more visible from frame 46 onwards. For this example its more obvious after fame 46. However I'd say its *always repro*-and not scene speciffic. Its just that some FX show it better than others-thick shadowy smoke shows it more easily.
NUKE howto: Read the left eye's footage
LGTMAPbug_stereoCamera_left.####.exr 1-100
To ref both eyes edit as such:
LGTMAPbug_stereoCamera_%V.####.exr 1-100
7) Now render again the right camera only and you will see the shaded result is the same as the left eye's now.
We are rendering in stereo in Maya 2013 sp2 (linux).
Maya has this nifty render token that tells a render to render both the left and right cameras (of a stereo camera rig) and name the output accordingly 'in-one-go'. As long as your cameras are named approriatly this in turn allows you to load both camera outputs in NUKE and view both the left and right eye in 3d (with glasses), switch between right and left, etc.
Problem with FumeFX is if we render with this 'Renderable Camera' set to 'stereoCamera (Stereo Pair)' it renders the left eye correctly but the right eye *shaded slightly different*-particularly with smoke (maybe only smoke). I wanna say its the light map that gets wrong but thats just a guess. But for stereo output it won't do. We need a match.
The workaround is to render again exclusively and make the 'right camera' the 'renderable camera'. Now the result matches the left as expected. But this doubles the render effort. Not a big deal-but if it were an easy fix...
Repro
1) Load the scene from the project in the .zip. I provided a project to keep as much as my setup as intack as possible.
2) Sim 'FumeFX2' till you get 100 frames.
3) Render the way it its setup now (with the 'file name prefix:' as I set it).
4) You'll notice 'Renderable Camera' is set to 'stereoCamera (Stereo Pair)' this is how maya knows to render both cameras in the rig instead of a specific camera.
5) Look for the render output under 'LightMap_Stereo_Bug/images/LGTMAP_bug'
6) Ideally view the result in NUKE or something that can show you both left and right results easily.
The 'right camera' seems to have a different/lighter shading than the 'left camera' more visible from frame 46 onwards. For this example its more obvious after fame 46. However I'd say its *always repro*-and not scene speciffic. Its just that some FX show it better than others-thick shadowy smoke shows it more easily.
NUKE howto: Read the left eye's footage
LGTMAPbug_stereoCamera_left.####.exr 1-100
To ref both eyes edit as such:
LGTMAPbug_stereoCamera_%V.####.exr 1-100
7) Now render again the right camera only and you will see the shaded result is the same as the left eye's now.


