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Special camera type used to define and control stereo properties. This object extends the regular camera to offer additional attributes used to control a stereo camera rig.

Node nameParentsClassificationMFn typeCompatible function sets
stereoRigCameracameracamerakStereoCameraMasterkBase
kNamedObject
kDependencyNode
kDagNode
kShape
kCamera
kStereoCameraMaster

Related nodes

light, dropoffLocator, ambientLight, nonAmbientLightShapeNode, nonExtendedLightShapeNode, areaLight, directionalLight, spotLight, pointLight, camera

Attributes (22)

displayFarClip, displayFrustum, displayNearClip, filmOffsetLeftCam, filmOffsetRightCam, interaxialSeparation, safeStereo, safeViewingVolume, safeVolumeColor, safeVolumeColorBlue, safeVolumeColorGreen, safeVolumeColorRed, safeVolumeTransparency, stereo, toeInAdjust, zeroParallax, zeroParallaxColor, zeroParallaxColorBlue, zeroParallaxColorGreen, zeroParallaxColorRed, zeroParallaxPlane, zeroParallaxTransparency

Long name (short name)TypeDefaultFlags
stereo (sm) enum0outputinputconnectablestorablekeyable
Defines the method for computing the zero parallax plane, according to the modes described below:
0: Off
Disables any eye separate, interaxialSeparation, and zero parallax plane calculations on the node. This essentially turns off the stereo effect.
1: Converged
Computes the zero parallax plane by toeing in the cameras. This effect is equivalent to the human eye where we tend to focus on an object by rotating our pupils inwards at an object. However, this has a very dangerous side effect where you can get a keystone effect on the pairs of render images causing visual confusing in other elements in the scene. In a rendered image, our focus tends to saccade over the entire image and we are not focusing on a single object, which is not true in real life. You should only use 'Converged' in very specific circumstances, i.e. an object is at the center of the screen and there are no scene elements at the render borders on either the left or right camera frustum.
2: Off-axis
This is the default stereo mode and computes the convergence plane by shifting the frustum using camera film back. This is the safer way to compute stereo image pairs and does not have any keystone artifacts.
3: Parallel
This is a parallel camera setup where there is effectively no convergence plane. This is useful for landscape settings where objects exist at effectively infinity.
interaxialSeparation (isep) distance (double)6.35cmoutputinputconnectablestorablekeyable
Distance between left and right cameras
zeroParallax (zp) distance (double)254cmoutputinputconnectablestorablekeyable
This is the distance on the camera view axis where zero parallax plane occurs, i.e. the point where objects appear off screen. In some literature this is negative parallax or in front of the zero parallax plane or positive parallax for behind the zero parallax plane. However, some sources have the terminology reversed.

For most cases you want your objects to always be behind the zero parallax plane. That is they have a camera distance greater than the zero parallax plane value. The zero parallax value, the camera separation, and focal length are all used to determine the shift that must be applied to film back on the respective left and right camera. The zero parallax distance is only applicable when in 'Off-Axis' or 'Toe-In' modes.

toeInAdjust (tia) angle (double)0.0degoutputinputconnectablestorablekeyable
Allows you to offset the computed toe-in effect when you are in 'Converged' mode. This value is specified in degrees and acts as an offset to the computed toe-in.
filmOffsetRightCam (fofr) float0.0outputinputconnectablestorablekeyable
Controls the film offset for the right camera
filmOffsetLeftCam (fofl) float0.0outputinputconnectablestorablekeyable
Controls the film offset for the left camera
displayNearClip (dncp) enum0outputinputconnectablestorable
Display method for near clipping plane. Valid values are:
0: None
Display is disabled.
1: Left
Display left camera clipping plane.
2: Right
Display right camera clipping plane.
3: LeftRight
Display left and right camera clipping planes.
4: Center
Display center camera clipping plane.
5: All
Display all camera clipping planes.
displayFarClip (dfcp) enum0outputinputconnectablestorable
Display method for far clipping plane. See displayNearClip for valid values.
displayFrustum (df) enum0outputinputconnectablestorable
Display method for frustum. See displayNearClip for valid values.
zeroParallaxPlane (zpp) boolfalseoutputinputconnectablestorable
Enable, disable display of zero parallax plane.
zeroParallaxTransparency (zpt) float0.25foutputinputconnectablestorable
zero parallax plane transparency.
zeroParallaxColor (zpc) float3outputinputconnectablestorable
zero parallax plane color.
zeroParallaxColorRed (zpcr) float0.83outputinputconnectablestorable
zero parallax plane color.
zeroParallaxColorGreen (zpcg) float0.23outputinputconnectablestorable
zero parallax plane color.
zeroParallaxColorBlue (zpcb) float0.1outputinputconnectablestorable
zero parallax plane color.
safeViewingVolume (svv) boolfalseoutputinputconnectablestorable
Enable, disable display of viewing volume.
safeVolumeTransparency (svt) float0.25foutputinputconnectablestorable
Viewing volume transparency.
safeVolumeColor (svc) float3outputinputconnectablestorable
Viewing volume color.
safeVolumeColorRed (svcr) float0.238outputinputconnectablestorable
Red viewing volume color.
safeVolumeColorGreen (svcg) float0.808outputinputconnectablestorable
Green viewing volume color.
safeVolumeColorBlue (svcb) float1.0outputinputconnectablestorable
Blue viewing volume color.
safeStereo (ss) booltrueoutputinputconnectablestorablehidden
This is effectively the intersection of the left and right viewing frustum. The scene elements visible by both frustums will be in the intersection. In most situations, you do not want to place a object that can only be seen by one camera.