 So we probably have to wait a bit and find where Dala is Hello, does anyone has a spare keyboard by any chance? You know this is external Mac keyboards, which are so nice to the fingers And I have all the keys we need in Blender. I don't really need it. Just helps We have any What do you need? Is the VG only VG sounds worse. No, okay. It might work Yeah, I think so Yeah, I can even try to make it shorter if you want Okay, try to finish about 25 minutes after two, okay? Okay 24 Perfect, thank you very much. Hello good Good afternoon, everyone I hope you all had a great lunch Sandwiches are really good. It's someone particular This is more like an informal presentation Because the whole idea was not just talked about the Motivew stair 3d feature you're going to be presenting here But actually show a little bit of a demo of how they go from a regular file all the way to your final 3d nice animation And I want to try to make it short so there is room for questions Because I believe there are a few questions. I know some people already are holding on some of them So if you have any question within the demo, you can just wave your hand I wouldn't try to stop and in address that And let's let's do it Uh, do we have internet here just out of curiosity? Uh, okay You do we might not do we do have okay Yeah, we're going to start so just first things first. My name is Dalai Filinto. I'm from Brazil from Rio And I presented last year a very similar talk on Motivew for Blender And at that time what I had was my own personal path project was a branch I started on my own And I went over our other developers to try to get the whole design approved And it was working my free time. It was very exciting But at some point We had a more solid design that required a lot of time to be to be tackled So I left it I left it outside for a little bit was doing other projects and then Tom I contacted me saying that the Blender foundation be interested in having these wrapped up for the upcoming Blender in this case to Blender 2.73 So what you see here if you compare to the less Less year presentation and now now it's what they have is a current official Edition of Motivew so you can download these on the official Blender branch. There's a Motivew branch that's going to be merged any soon So things changed if you try less here, but what they have here is very close to final if not the final I'm going to start just quickly showing the documentation here just briefly So this is Just wait for the mouse to okay just Just a small overview of what is involved on Motivew So I I'm going to redo a little bit of this demo. I have online with the five minutes of taking an existing file In this case is the creature factor 2 The training material from the Blender foundation Blender Institute that's on the Blender cloud Going to get there And it takes from the original file to what you see here is as an ugly But could also be as a top bottom or side by side or interlaced any kind of 3d output We also mentioned here talking all the time about Motivew is stereo 3d. Okay, so what happens is that stereo 3d is a Is included in in Motivew Motivew means if you have an auto stereo display and all a graphic display Which requires 200 images as an input You can still use the Blender or this branch to automatically generated all your files But the special niche case is going to be tackling here is a stereo When you only have two views you have a 3d display Because even if you're working on one of these devices you want to be able to visualize in 3d all the time So when I mean visualize on 3d and before we get to Blender just overview here I mean that you should be able to see things on the on the viewport as a It's in 3d. I don't know if you can see because of the light, but here they have the classic cn Red and cn 3d mode You should be able to have your near camera setting sets that you can just play with the eye separation With how far do you want the objects to pop up in your face? You want to be able to preview in the viewport your stereo layout. So where's your How does each of the individual cameras per se how each eye perceive the scene? Where is the interception what's only perceived by one eye? What is not so you can change these parameters with a real-time feedback And we also are talking about supporting pretty much I'd say all of the standard 3d displays that you can find in the industry We don't support auto stereo displays because there's no standard yet No, we can find Panasonic might have one Sony might have another one And that advice I got thing last year was to wait for LG And Samsung or LG and phillips to take over the market We wait for them to come up with a standard and then we support that so see you waiting But so now we can have one window of an ugly from windows 3d and I'm talking about Stereo 3d is not only about rendering two images. It's about a pipeline So I'm going to be showing here. It's how does the house viewport integrative the composer integrated of the sequencer Integrated of the open gel preview render. It's an essential part of the movie making pipeline How does integrative autopoting images for preview for the final editing? And this is an example of output format. These are the left eye. We saw that an ugly but can also have these different formats Uh, this now this is just the documentation Hey, let's go to the Let's get started Just here just if you want to redo this at home, especially if people watching on the streaming or watching in the future Hello future You can go to the training on the blender cloud if you're a subscriber Just is where this is the hub where the current blender training and documentation material is all being hosted And you can go to the fantastic work. It's going to take some time to load so it can keep speaking about Andy That's over there he actually got all see He did the creatures factor quite some time ago and now he redid especially for the for the cloud And just you're going to get a zip file. I'm just going to fast forward a little bit Go to blender. Just so you know, these are going to be you go over here So we're going to take we have the creature turn table and the backup file in case everything fails. It's here So let's get started Okay, so just to be clear. This is a blender as your blender But is a it was built from a branch is the multi branch You can see here It's official is on the official blender than the servers and it's going to be merged in blender quite soon And before going to the more funky file Let's Go over the new functions here. Just hold on. There's something It's I hate this The one first one button we have that controls all the settings is the views buttons On the moment you turn this button on Your scene changed entirely. I think it's a little bit. Is it too dark the screen? Okay, yeah, okay Thank you very much so I redo this step and actually I'm going to split the screen So here I'm going to sit through the camera And this without the camera. So just by turning views on You by default you get this plane here Do you see this plane on in front of the camera? I'm going to make it more visible specific for this Yeah, okay, you see this plan over there the dark one And you have here on the through the camera. You already see in 3d so Well, so the moment you turn this on you have a few other options in blender Including these stereoscopy panel on the viewport including a few camera stereoscopy settings Including the option to change your 3d mode for a whole window And for compulsory in sync as well. So in this case just a quick example I'll stop. Um, here's the setting for the camera I can play No, I have a one camera, but internally it's treated as two cameras So I can play if they call so-called eye separation But if we're using auto-stereo, meaning if you have a scene that's one to one mapped to your real perception You want to use the real eye separation? But sometimes your scene is in a different scale sometimes you having you are in a scene like the Darling, I shrink the children that movie where you have the little ants and and insects So you want to play the scale of the scene. So this is We give the artistic freedom for people to play with and I also have what you call the converters plan So I'm changing here. I'm moving this option here on the Right part of the UI and the plan on the viewport is changing So if you have been to a 3d movie in the cinema, sometimes the objects they pop out of the screen This plan represents the screen So we have a Real-time preview of your screen of your depth layout Just you can change a little bit Just in the simple case before going to the more complex file I recommend also turning on volume volume Can you see there you can see here's a bit tinked red and here a little bit tinked blue So here's more blue and here's more red This is the two individual cameras. So for instance, I'm going to exaggerate and I'm going to increase the separation between the cameras And what we are drawing here is actually the first one of the individual cameras being generated It is really important for 3d move making because Some things you want you want to make sure they are seen by both eyes altogether There's a there's a few rule rule of thumbs in 3d move making and one of them is you don't want any fast-coming objects very saturated very bright coming in the so-called positive space. So in your face So in this case Let's go to the top view In this case you wouldn't want any object here Nor here Can you see there the drawing? Yeah, you want mostly for action Happening here on the negative space is not so bad And again, I'm not here to teach 3d move making. There are a few books on that regard But we're to present the tools you can use when you find the pipeline that fits our needs And the other thing we have it's not so useful, but it's nice to see is the cameras So I'm going to increase this even further. Now the distance is going to be five blender units And if I turn on plan and volumes you see there two cameras here, okay More than that so so far If you can see my camera is actually here on what you call the left pivot So the second camera if I change the distance between them, you know, it's only Increasing into one direction This is the most common method because a lot of the time you made a whole production in 2d You have the left render of your scene and now you want to render the right eye So in that sense, you don't want to change both eyes won't change only one eye on top of that Both both if for some reason creating a project from from scratch You can change the pivot to be the right the right one. So this is the left This is the right or the center one Just an example of the functionality we have built in Uh, this is also something worth noticing that this is what we call the off axe Stereo mode you can see here and it's explaining the documentation But also support different methods such as parallel where the cameras do not converge to the plan We have toy in which is barely useful barely used those days But it's there for a lack of reason and why not And yeah, that's what camera. So let's open the all adjust render Yeah And then you open the real file, which you won't be able to render because too big So here you see the file Let me increase here to make it more visible to Going to increase the eye separation. So it's more easier to see the difference between the left and the right Okay, you see here. You're also seeing a xana glyph again. Can you deem the light a little bit further, please? You see as an a glyph. Do you? Oh, I do. Yeah Uh, there are other modes to see the 3d and that's something important even though you're seeing in Anaglyph the data is not in an ugly if you're keeping the data as they were originally rendered So just by simply turning off the 3d mode is this button here on the uv You get to see the individual views. So in this case, I'm looking at the left field I could also look at the right field So that means that the 3d representation of the image is not tied to the image data itself It also means you can change from anaglyph to interlace Can you see that's interlaced you can see to call on interlace and check board interlaced And there's a few like top bottom and side by side, which I'm going to show in in full swing So for instance if I'm full screen mode And though I have a shortcut for the full screen and then you have a left to right full screen full integrated That's highly different and Just a small parenthesis here. This is a full screen mode. That's new to blender You see no headers. No Side panels. No anything Just this little icon here that shows up when you mouse over there So just Don't be here. Yeah So it just a mode that was made especially for mode view, but also use elsewhere. Hey, let's open a real file I'm going back to anaglyph mode here And let's go to creator factor creature Turn table. So this is the file just as it comes from the blender cloud I think And he made a great job on this file is very clean and also the render is really good So As I said, you just go here you go to the render panel To the layer panel and turn on views and just by doing that You're ready to get seen 3d. I'm going to increase here just to be more evident But you see this rule red and cyan ghosting you already have a 3d view here And just as for the simple cube If I go outside of the camera view Let me remove a bunch of the things that are sorry a bunch of the things that are going on here So I'm going to put display only rendered remove these I don't know because I want the camera right so if you take the camera here Nope if the camera here, sorry The camera here and once again And once again we turn on the stereo which will play if the stereo plan Do you see the plan of it? It's here in front of the camera. Okay, I'm going to use this view to help setting this up Yep. So now I'm going back to the To the camera and on the camera panel just as we did for the cube Just going to start changing the plan distance Because I know that for this file, I might want the only detail of the t-rex to pop out So I just change the color a little bit. Nope Okay dark gray you can see there. Yep And here I also want to I want to move a few frames just to rotate the t-rex If it looks better in this position here And I'm going to bring the plan Back in. Okay So in the viewport we get to preview the other result sometimes When you're working with 3d, you don't you don't really want to use glasses all the time or to Use a 3d display. So it's quite common for instance to to use the interlace mode when a change now to interlace Where if you see especially here, you see the separation here The difference between what is the left and the right eye and same to the foreground Here you can see The difference So even without without glasses you can already have a feel of how much depth we're producing So this is the same effect if you're in a 3d movie, you take out your glasses So sometimes you can say that the things are so further apart that is producing more or less depth depth Okay, now I'm going to render but This is a very heavy file. I'm going to change Examples to five samples And I'm going to change the resolution to 25% can be fine And just render I change back to unaglyph and Okay, it didn't break Why it's render I can show the Oh any questions so far One question here was a question and I'm going to repeat They also implemented the quad buffer view. Uh, yes, I did Uh, it doesn't work on my computer because I don't have a quadro card But it's here. It's called Time sequential mode, I think I I had a report That it doesn't work on some computers So I still like to double test maybe if you do you have a computer with quad buffering I love you testing it and Getting back in farf and see if it works or not You're using the same method that the blender game the game engine uses so I'll just back to to work just as well So here you have the image is a bit, you know noisy For some reason because you did only five samples Uh, but once again, we have the left and right But one what I want to show here is when you try to save the image You also have a different options here. We call view format So we can either save them. I'm going to create here a new a new render folder We can either save them as left and right or individual images. So it's going to be blender conf If I save these and try to open back I actually saved the left and right image separately So remember I was telling how the view display the view mode is not tied to the image data That's what you get. You can also save Anaglyph or I'll say it side by side Squeezed frame. Why not? Be conf side by side Okay, oh, I can't see everything There you go. I saved the image Go off the full screen again. Okay Now what happens if I want to load the image? I just saved So I'll To load the image I go here have my images And that's the side by side. So I just open it That that doesn't look very 3d. Okay, but Here you also have a new panel of stairs copy which you can say oh this image It's actually a stator 3d image off side by side Unsqueezed or squeezed So now the image that was in entirely different format that can just get on the internet or whatever Now exactly is displayed once again with the individual views the left and right view or in the 3d mode You might have noticed you can also see these when you're importing you can choose here right away This is an example. I'm going to load a better render because it is really Low-resolution so going to be this one creature factor side by side unscathed And it's going to look fantastic So it's a full render with left and right and remember the image and you saw the image you can show again The image originally was like this. So that's where what you're talking about pipeline Um Being entirely honest, there's not a lot of more to say and that's the beauty of the season They try to make something that works as you would expect in blender. So for instance, if you go to the compositor go to the node editor composter Remove background for a bit I'm going to remove everything here Yeah, I'm going to add a new image node Or it could just rag and drop I'm going to open a new image. I could just take one of the pre loaded images But I'm going to load one of the existing ones I'm going to take you this time the the top bottom squeezed Squeezed So here you already see the image unscathed On the background as well. Let me rescale the background Here fit. Okay So the background is also in anaglyph Let's fit again Again the image was you know two images or where side by side were top bottom But it just works as an image and now if you take here I'm going to also have to add a Composter output plug this in if I just render this Going to render a part of the image because the blender has a different size, but again The compositor automatically knows that hey This scene is multi view. So let's first landed the left eye that then render the right eye and and so far No, and you can even do changes per Per eye. So let's say I want For whatever reason you want to change the left eye and and differently than the left eye So I'm going to add a new node here Let's call the filter Not filter the converter All day on the box view switch View switch node I'm going to plug here And I'm going to plug this here as well And I'm going to plug this here. Okay So what we are doing here is just telling blender That whenever we want to render the left image goes to this buffer whenever I render the right image goes to this buffer And I mean it might be complicated, but It's documented at least And here just change the effect here change the color So for the right image Okay, so I'm doing here for the right the Right image. I'm mixing with red the left image. I'm mixing with green Let's see this in the full screen mode. Yeah, it's easier to see So we can have different treatments for the individual views but small most of the time You won't need this because most of the time You just have to plug everything I think That was pretty Yeah, I think that's pretty much it um We're kind of short in time because You're short in time So I'm just going to quickly show some images while you can come up with a nice and smart question to be answered Please uh Yes, I can but It actually might trigger epilepsy on some people so I'm gonna I'm going to do a four mode disclaimer. Don't worry. This is a scheme of different image The agent don't was telling about this. So the doctor epilepsy mode Okay Here so if you're watching this from home, just don't watch for 10 seconds if you have epilepsy. No, I'm not kidding. Some people have epilepsy Okay, so this is what the epilepsy does you basically it basically Try to Renders left and right left and right left and right left and right so even if you don't have a 3d display You can get a depth feeling for that Okay, if you have epilepsy you can watch again Thank you. It might not go to the official release because it's that was fun to code You're really coming close a kilometer closing Monica. Yes, just a quick question. Um, Do you know if this is a can be applied also to a dome? Render and projection That's a good question. It's a bit of a niche question. I actually Yes, I know In so that's a quick answer and the long answer is yes, but this needs to have some work on top of this and actually The way the reason I started the multi-view project because I wanted to study 3d for dome rendering And just realize that the only way of having these in blender was have a whole multi-view pipeline And then have these also included on top of it. So people would be more Accepting of the work that means that the multi-view will have a dome render button. It will have a It will have for the fish eye camera and cycles Not necessarily a dome 3d view on the viewport. That's something else But it also it also helps for this kind of the things or occlus rift or Or cave real time editing within blender Cool Any more questions I think are really close on ending here So, oh, so please let's make it the last one. Please the last one I'm going to be here for the whole conference. I have another talk tomorrow at for At for for for 30 we've been able to say about Mission control with drones with blender. I also recommend you to come Just a short question. So we can answer one will be integrated to the main blender branch when Yes, oh when Hopefully by blender 2.73 Meaning last night I finished the sequencer working. I didn't show here But sequencer can also preview this this reaping 3d and render. There are a few bugs So I'm going back home. I'm going to wrap it is up sent for review And then I'm going to coordinate with the other developers. So we are aiming at 2.73 Michael alt is really short question because we're really running out of time Are you also planning to do it? for the Standard viewport so that we can do modeling in stereo because I Oh, that's uh, it's there already. I mean on this branch You just as long as the scene is treated as a stereo You can just need a 3d display and you're already seen in 3d as long as you're watching Through viewing through the camera Okay, but but it will stay like that that I have to be watching through the camera You have to be watching through the camera. Maybe it can change that if you see a strong Use case. I don't think people really going to be sculpting in 3d. Honestly, but I might be wrong I think it makes sense because you have a By far better deep Impression it might but anyways, this is it's very easy to turn it on just was a designed decision Well, thanks everyone for coming And for either some bladder game engine Oh multi view. Oh, okay. Yeah, I might have to check it out. I don't have a github where I keep the most cutting edge Yeah, but the main development official Oh