Render Setting 渲染设置Basic 基础Output 输出Save 保存Multi-Pass 多通道Anti-Aliasing 抗锯齿Material Override 材质覆盖Options 选择Stereoscopic 立体感Team Render 团队渲染

Stereoscopic

立体感

This image practically reaches out to you if viewed through 3D anaglyph glasses (red-cyan). 如果通过3D 立体浮雕眼镜(红色-青色)观察,这张图像实际上可以触及你

Over the years, several attempts have been made at displaying images, movies and videos in three dimensions. More recently – mainly as a result of the numerous 3D movies – a new 3D boom has taken place. Among the reasons for this are most likely the advance in technology that makes it possible to display 3D images and movies true to color and free of fatigue for the human eye. What most techniques have in common is that they basically record two images of the same scene from slightly offset perspective views (namely that of the left and right "eyes", respectively). These two images must then be displayed to the viewer in a way that the left eye only perceives the left image and the right eye the right image (which is done using specially designed glasses). The rest is done more-or-less automatically: the brain combines these two images into a single image.

多年来,人们尝试了几种三维图像、电影和视频的显示方式。最近——主要是由于大量的3D 电影——一个新的3D 热潮已经出现。其中的原因很可能是技术的进步,使得3D 图像和电影能够真实地呈现色彩,而且不会让人的眼睛感到疲劳。大多数技术的共同点是,他们基本上记录了同一场景的两个图像,从轻微偏移的透视图(即左侧和右侧的“眼睛” ,分别)。然后,这两个图像必须以左眼只能感知左眼图像、右眼只能感知右眼图像的方式显示给观察者(这是使用特殊设计的眼镜完成的)。剩下的部分或多或少是自动完成的: 大脑将这两个图像组合成一个图像。

Of course this is a task that Cinema 4D has also mastered. We’ve made it easy to place any number of cameras in a scene in order to render it from all possible angles.

当然,这也是 Cinema 4D 已经掌握的一项任务。我们已经很容易地在一个场景中放置任意数量的摄像机,以便从所有可能的角度渲染它。

Two images with different perspectives are combined to create a stereoscopic image. 两幅不同透视角度的图像组合成立体图像

Cinema 4D uses the following techniques:

C4D使用了以下技术:

Anaglyph (rendering and Viewport): This is the most well known method, which has been used in movie theaters since the 50s. An image’s color information is separated using 2-color glasses (previously red-green, today most commonly red-cyan). Advantage: simple, affordable glasses. Disadvantage: color range is in part very limited.

Anaglyph (渲染和 Viewport) : 这是最著名的方法,从50年代开始在C4D使用。图像的颜色信息是分离使用双色眼镜(以前红绿色,今天最常见的红青色)。优势: 简单实惠的眼镜。缺点: 颜色范围在某种程度上是非常有限的。

Shutter (Viewport only): The most high quality method is the use of special glasses that are synchronized with a monitor, which makes it possible for images to be displayed alternately to the left and right eye. Advantage: best quality, true color reproduction. Disadvantage: expensive (special hardware, monitor must offer 120 Hz).

快门(仅限于视窗) : 最高质量的方法是使用与监视器同步的特殊眼镜,这使得图像可以交替显示在左眼和右眼。优点: 质量最好,色彩再现真实。缺点: 昂贵(特殊硬件,显示器必须提供120赫兹)。

Interlaced (rendering and Viewport): This method requires a monitor with a polarization filter and glasses with polarized glass. Since both images are coded into a single image (e.g., left eye all even, right eye all uneven lines), the resolution is halved. Advantage: affordable glasses, good color reproduction. Disadvantage: special monitor required, reduced resolution.

交错(渲染和 Viewport) : 这种方法需要一个带有偏振滤光器的显示器和带有偏振玻璃的眼镜。由于两幅图像都被编码成一幅图像(例如,左眼全部是平的,右眼全部是不均匀的线条) ,分辨率减半。优点: 眼镜价格实惠,色彩再现性好。缺点: 需要特殊显示器,分辨率降低。

Side-by-Side (rendering and Viewport): Left and right images are switched and squeezed into a normal image size. Some televisions use this technique for HD 3D because the transmission band width is the same as the HD band width. The terminal device must be able to decode these double images and display them sequentially (most commonly in combination with shutter glasses). Disadvantage: reduced resolution, expensive technology (special hardware required).

并排(渲染和 Viewport) : 左右图像被切换并压缩成正常的图像大小。一些电视使用这种技术来制作高清3D,因为传输带宽和高清带宽是一样的。终端设备必须能够解码这些双重图像,并按顺序显示它们(最常见的是与快门眼镜结合)。缺点: 分辨率降低,技术昂贵(需要特殊硬件)。

auto-stereoscopic: For additional auto-stereoscopic techniques any number of views that lie within the range of the defined Eye Separation value can be rendered for the left and right eye (the auto-stereoscopic Channels setting can be found in the Render Settings’s Stereoscopic menu).

自动立体: 对于额外的自动立体技术,任何数量的视图,在定义的眼睛分离值范围内,可以为左眼和右眼渲染(自动立体通道设置可以在渲染设置的立体菜单中找到)。

In Cinema 4D, a scene can be displayed stereoscopically in the Viewport (for which 3D anaglyph glasses and special hardware, incl. shutter glasses are required) or rendered in stereoscopic format.

在C4D 中,场景可以在视口中立体显示(3D 立体镜片和特殊硬件,包括。快门眼镜是必需的)或渲染的立体格式。

Stereoscopy is created in Cinema 4D as follows:

C4D的立体效果如下:

  1. The parameters required to render a scene stereoscopically can be found in the 立体渲染场景所需的参数可以在Stereo Camera 立体摄像机’s 是的Stereoscopic 立体感 tab. Naturally this camera must be selected for the given view. 标签。当然,必须根据给定的视图选择这个相机
  2. If you want to display the scene stereoscopically, 如果要立体地显示场景,Stereoscopic 立体感 must be enabled for a given Viewport ( 必须为给定的 Viewport (启用Options 选择 menu). Additional settings can be found in the Viewport’s 其他的设置可以在视窗中找到Configure… 配置.. settings’ 背景Stereoscopic 立体感 tab. 标签
  3. If you want to render stereoscopically, numerous settings are available in the Render Settings’ 如果你想立体地渲染,在渲染设置中有许多设置可用Stereoscopic 立体感 menu with regard to how double images can be coded and rendered. 菜单关于如何双重图像可以编码和渲染
  4. In the Picture Viewer’s 在图片浏览器中Stereo 立体声 tab you will find a selection menu that lets you define exactly what will be displayed in the Picture Viewer (e.g., the stereoscopic image or only the image for the left eye). Here you can also interactively adjust both camera views to a single stereoscopic image. 选项卡,你会发现一个选择菜单,让你确切地定义什么将显示在图片浏览器(例如,立体图像或只为左眼的图像)。在这里,您还可以交互式地调整两个摄像机的意见,以一个单一的立体图像
  5. A spherical camera 球面照相机 (360° view) has been integrated into Cinema 4D R19. This camera has special stereoscopic settings (its perspective cannot be displayed in the Viewport). (360 ° 视角)已被整合到Cinema 4D R19。这个相机有特殊的立体设置(它的透视不能在视窗中显示)

It is not possible to render stereoscopic images in the Viewport.

不可能在 Viewport 中渲染立体图像。

Calculate Stereoscopic Images

计算立体图像

Here you can define how the stereoscopic images should be rendered (and displayed in the Picture Viewer) and saved (this is defined in the Render Settings’ Save menu).

这里您可以定义立体图像应该如何呈现(并显示在图片查看器中)和保存(这是在渲染设置的保存菜单中定义的)。

At left a stereoscopic setup with 2 channels, at right a stereoscopic setup with 5 channels. 左边是两个通道的立体设置,右边是五个通道的立体设置

In contrast to stereoscopic techniques that use 2 channels, multi-channel techniques let you render multiple camera views, which can then be edited as channels (or streams) using external applications. auto-stereoscopic playback devices can then be used to view these images with two matching channels (that can change depending on the angle of view).

与使用两个通道的立体技术相比,多通道技术允许您呈现多个摄像机视图,然后可以使用外部应用程序将其编辑为通道(或流)。自动立体播放设备可以用两个匹配通道(可以根据视角改变)来观看这些图像。

Individual Channels

个别渠道

Several camera views can be rendered, depending on the number of channels defined. Channel 1 will always be the left eye perspective and channel X will always be the right eye perspective. If Channels is set to greater than 2 additional views will be rendered between these views. Select this mode if you want to subsequently create a stereoscopic image, either in the Picture Viewer or using an external application.

根据定义的通道数,可以渲染多个摄像机视图。通道1永远是左眼透视图,通道 x 永远是右眼透视图。如果 Channels 设置为大于2,则这些视图之间将呈现额外的视图。如果希望随后在“图片查看器”中或使用外部应用程序创建立体图像,请选择此模式。

Merged Stereoscopic Image

合并的立体图像

A stereoscopic image will be rendered using the left and right eye views only and no other channels. This is the mode with which you will normally render.

一个立体图像将渲染只使用左眼和右眼的意见,没有其他渠道。这是你通常渲染的模式。

Individual Channels and Merged Image

个别通道与合并图像

In addition to the left and right eye views (or any number of additional intermediate camera views), a combined, stereoscopic image will be created out of a combination of these views.

除了左右眼视图(或者任意数量的中间摄像机视图)之外,这些视图的组合将创建一个立体图像。

Single Channel

单频道

Only the channel defined by the Single Channel value will be calculated. This mode is recommended if you – for whatever reason – only want to render a single camera view.

只计算由单通道值定义的通道。如果您——无论出于什么原因——只想呈现单个摄像机视图,则建议使用此模式。

Single Channel[1..2147483647]

单频道[1. . 2147483647]

If this option is selected you can define which channel should be rendered. 1 will always render the left eye view and the value defined for Channels will be the right eye view. in-between values will represent the intermediate camera views, as described in Placement.

如果选择此选项,则可以定义应呈现哪个通道。1将始终呈现左眼视图,而定义为渠道的值将是右眼视图。中间值将表示中间摄像机视图,如位置中所述。

Non-Stereoscopic Image

非立体图像

Enable this option if the normal camera view (i.e. the camera view as defined in the camera’s Coord. tab) should be calculated in addition to the stereoscopic (or auto-stereoscopic) views.

启用此选项,如果正常相机视图(即相机的 Coord 中定义的相机视图。标签)应计算除了立体(或自动立体)的意见。

Use Folder for Saving

使用文件夹保存

If enabled, individual channels ("channel left", "channel right", etc. or sequentially numbered if more than 2) and the stereo image ("channel combined") will each be placed in their own folder at the location defined in the Render Settings’ Save tab. The path name will be added to the file names.

如果启用,单独的通道(“通道左”、“通道右”等,如果超过2个,则按顺序编号)和立体图像(“通道合并”)将分别放在渲染设置“保存”选项卡中定义的位置的各自文件夹中。路径名将添加到文件名中。

Mono images on the other hand will not be saved to an extra folder.

另一方面,Mono 图像不会被保存到一个额外的文件夹中。

Channels[1..2147483647]

[1.2147483647]

Here you can define any number of channels (=intermediate views). How these cameras are arranged is described under Placement.

在这里你可以定义任意数量的通道(= 中间视图)。

Mode

模式

Anaglyph

浮游植物

This is the most well known method, which has been used in movie theaters since the 50s. An image’s color information is separated using 2-color glasses (previously red-green, today most commonly red-cyan). Advantage: simple, affordable glasses. Disadvantage: color range is in part very limited.

这是最著名的方法,自50年代以来就在C4D中使用。图像的颜色信息是分离使用双色眼镜(以前红绿色,今天最常见的红青色)。优势: 简单实惠的眼镜。缺点: 颜色范围在某种程度上是非常有限的。

Side-by-Side

肩并肩

Left and right images are switched and squeezed into a normal image size. Some televisions use this technique for HD 3D because the transmission band width is the same as the HD band width. The terminal device must be able to decode these double images and display them sequentially (most commonly in combination with shutter glasses). Disadvantage: reduced resolution, expensive technology (special hardware required).

左右图像被切换并压缩成一个正常的图像大小。一些电视使用这种技术来制作高清3D,因为传输带宽和高清带宽是一样的。终端设备必须能够解码这些双重图像,并按顺序显示它们(最常见的是与快门眼镜结合)。缺点: 分辨率降低,技术昂贵(需要特殊硬件)。

Interlaced

交错的

This method requires a monitor with a polarization filter and glasses with polarized glass. Since both images are coded into a single image (e.g., left eye all even, right eye all uneven lines), the resolution is halved. Advantage: affordable glasses, good color reproduction. Disadvantage: special monitor required, reduced resolution.

这种方法需要一个带有偏振滤光片的监视器和带有偏振玻璃的眼镜。由于两幅图像都被编码成一幅图像(例如,左眼全部是平的,右眼全部是不均匀的线条) ,分辨率减半。优点: 眼镜价格实惠,色彩再现性好。缺点: 需要特殊显示器,分辨率降低。

Additional Parallax (pixel)[0..2147483647]

附加视差(像素)[0.2147483647]

Moves the image halves by the defined value in pixels. This can be used to increase the stereoscopic effect.

将图像的半移动到以像素为单位的确定值。这可以用来增加立体效果。

Swap Left/Right

左/右交换

If enabled, the left and right image halves will be swapped.

如果启用,左右两个图像将被交换。

Anaglyph

浮游植物


System

系统

The color of the stereoscopic color coding can be defined here when using the Anaglyph mode. Both colors should be the same as the lenses of the 3D anaglyph glasses you will be using. If your client does not supply you with color information, use Red-Cyan. This is the most commonly used color combination and can display numerous colors compared to the primary color combinations of red-green or red-blue.

立体彩色编码的颜色可以在这里定义使用浮雕模式。这两种颜色都应该和你将要使用的3D 立体镜片的颜色相同。如果您的客户端不提供您的颜色信息,使用红青色。这是最常用的颜色组合,可以显示多种颜色相比,原色组合的红-绿或红-蓝。

You can use the Custom option to create your own color combination (however, it will then be difficult to find a matching pair of glasses…).

您可以使用自定义选项来创建您自己的颜色组合(然而,这将很难找到一副匹配的眼镜...)。

If Method is set to anything else but Full you will only be able to define the left eye color. The right eye color will automatically be set to the left eye’s complimentary color.

如果方法设置为其他任何东西,但全部您将只能定义左眼的颜色。右眼的颜色将自动设置为左眼的互补色。

Left
Right

左/右

Here you can define the individual colors for the stereoscopic color coding (System must be set to Custom). The left color must be the same as the color of the left lens of the glasses.

这里您可以为立体颜色编码定义单独的颜色(系统必须设置为自定义)。左边的颜色必须与眼镜左边镜片的颜色相同。

Method

方法

The different available methods ( 不同的方法(Full 满额 with anaglyph colors red-blue). Models by DOSCH Design. 红蓝色)。模型由 DOSCH 设计

Using this setting’s options you can affect the color of the stereoscopic image. A problem with the anaglyph technique is the color deviation of the original scene. Some colors cannot be displayed without straining the viewer’s eyes (red when using red-cyan coding). It is suggested that Optimized be used because it offers the least strenuous "viewing experience".

使用此设置的选项可以影响立体图像的颜色。浮雕技术的一个问题是原始场景的色彩偏差。有些颜色不能显示而使观看者的眼睛紧张(红色时使用红青色编码)。建议使用 Optimized,因为它提供了最轻松的“观看体验”。

Red-Blue or Red-Green should be used when Method is set to Full

当方法设置为完整时,应使用红-蓝或红-绿。

The following list is closely arranged according to the quality that can be expected from anaglyph images. The list is arranged from worst to best:

下面的列表是根据浮雕图像的质量严密排列的。这份名单是从最差到最好排列的:

Full

满额

The oldest (and lowest quality) method of anaglyph display due to the fact that the display is dark and monotone. This mode is designed for use with the Red-Blue or Red-Green anaglyph techniques.

最古老的(和最低质量)浮雕显示方法,由于事实上,显示器是黑暗和单调的。这种模式是为红-蓝或红-绿变色技术而设计的。

Gray

格雷

The anaglyph image will appear as a gray-scale image through the glasses (not designed for use with red-blue or red-green). For brighter images use Full.

浮雕图像将通过眼镜显示为灰度图像(不是为红-蓝或红-绿设计的)。为了获得更亮的图像,请使用 Full。

Half Color
Color

半色彩

These modes allow only a limited color reproduction compared to the previously described options. Blue, green and yellow tones can be reproduced very well when the common red-cyan code is applied. If Color is selected, "retinal rivalry" can occur, i.e., red surfaces (red-cyan) will cause the left eye to pass on maximum color intensity to the brain and the right eye will only see "black". This is irritating and strenuous for the eyes (can be observed on the red vase in the image above). This effect can be minimized by selecting Half Color. However, red will then be darkened to such a degree that it can no longer be recognized as such.

与前面描述的选项相比,这些模式只允许有限的颜色复制。蓝色、绿色和黄色色调可以很好地再现时,共同的红色-青色代码是应用。如果选择颜色,“视网膜竞争”可能发生,即,红色表面(红青色)将导致左眼传递最大的颜色强度到大脑和右眼将只看到“黑色”。这对眼睛来说是刺激和紧张的(可以在上图的红色花瓶上看到)。这种效果可以通过选择半色调最小化。然而,红色随后会变暗到这样的程度,以至于它再也不能被认为是这样了。

Optimized

优化

This mode is similar to the Half Color mode but it offers better color reproduction and minimizes the retinal rivalry effect (see above).

这种模式类似于半色调模式,但它提供了更好的颜色复制和最小化视网膜竞争效果(见上文)。

Side-by-Side

肩并肩

Alignment

调整

This mode defines whether or not both image parts should be arranged next to each other (horizontally or vertically).

这种模式定义了两个图像部分是否应该相邻排列(水平还是垂直)。

Left Mirror X
Left Mirror Y
Right Mirror X
Right Mirror Y

左镜 x 左镜 y 右镜 x 右镜 y

If Mode is set to Side-by-Side you are given the option of mirroring the image halves along the X or Y axes.

如果将模式设置为并排,您可以选择沿 x 或 y 轴镜像半张图像。

Interlaced

交错的

Type

类型

If Mode is set to Interlaced, you can also define whether the coding should take place via offset lines (Horizontal) or columns (Vertical). Furthermore, there is an additional combination of both modes called Checkerboard.

如果模式设置为交错,您还可以定义是否应该通过偏移线(水平)或列(垂直)编码。此外,还有一个两种模式的附加组合称为棋盘格。

A few guidelines for achieving good stereoscopic images

获得好的立体图像的几个指导原则

There are several rules that should be followed when creating stereoscopic images. This is necessary so they can be easily viewed without any unnatural effects or fatigue for the viewer’s eyes. Hence, the following guidelines should be followed.

有几个规则,应遵循时,创造立体图像。这是必要的,以便他们可以很容易地看到没有任何不自然的影响或疲劳的观众的眼睛。因此,应遵循以下指引。

As you can see, the creation of (good) stereoscopic images can be challenging and many things have to be taken into consideration. But isn’t this true for all areas of expertise…?

正如你所看到的,创建(好的)立体图像可以是具有挑战性的,并且许多事情必须考虑到。但这不是适用于所有领域的专业知识吗?

Limitations for Stereoscopy

立体视觉的限制

Note that a Stereo camera’s Child objects cannot be rendered in stereo.

注意,立体摄像机的子对象不能以立体方式渲染。