Stereo camera, random sample seed for each side?

Stereo camera, random sample seed for each side?

Eden_Soto1
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Stereo camera, random sample seed for each side?

Eden_Soto1
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Was trying to create a workflow for use with Altus Studio and I have to output two frame buffers per frame and the least painful way to do that (that I've seen) is to use a stereo camera with a 0 offset left and right, but Altus Studio only works if the two frame buffers have a varied sample pattern to help it distinguish what's noise and what's not... I saw in the Arnold documentation there's an AA_seed reference for the Lock Sampling Pattern setting (which I have disabled) and saw in a Maya screenshot there's a way to randomize that seed in Maya, but I don't see a way to do it in C4DtoA... does anyone know of a way to do it in C4D?

Or if there's simply a better way to achieve what I'm after, I'd love to hear that too!

TIA

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Message 2 of 6

Stephen.Blair
Community Manager
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It would be the same way as in Maya, with the User Options. For C4DtoA, that's on the Diagnostics tab



// Stephen Blair
// Arnold Renderer Support
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Message 3 of 6

Eden_Soto1
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Thanks... I wound up seeing that shortly after I posted, but it seems to me there's no way to randomize the sample pattern on a C4D stereo camera? I'm getting the exact sample pattern for both the left and right cameras

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Message 4 of 6

Stephen.Blair
Community Manager
Community Manager

No, for a stereo camera setup, the same AA_seed is used for both. It's like one frame with two cameras, so all the same render settings apply for each camera.



// Stephen Blair
// Arnold Renderer Support
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Message 5 of 6

Eden_Soto1
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Ah, bummer... thanks for your quick answers! I'll have to resort to the Render Queue, output it twice and apply different seed for each

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Message 6 of 6

Anonymous
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I have the same question, I can set up a stereo camera in Maya/Arnold with zero convergence and render from the masterLayer and I get <filename>.Left and .Right .exrs and each has a different noise seed out of the box.

But when I set up a Render Layer in Render Setup they share the same AA_seed. I can get around this by writing a post render layer Mel script to randomize the AA_seed in the user options and rendering each camera as a separate layer:

setAttr -type "string" defaultArnoldRenderOptions.aiUserOptions ("AA_seed " + `ceil(rand(500))`);

That's fine with a simple test set up, but II see that getting a bit unmanagable as more Render Layers are added.

Is there a way to ensure each side of a stereo camera render can get a varying AA_seed in when launched from the Render Setup as well as the masterLayer?

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