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what is parallax???


schmoron13
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Yeah, I started out with 3DS v1 but dropped it because of the 2-point problem. Remember raytracing a 5000 line high view just to crop the top 2800--on a 386/33, or whatever the 'hot' new chip was back then? I was using a different renderer then called Renderize and you could pan a view sideways but not vertically, so I would rotate the camera 90 deg's and be able to raytrace my panned two-pointer.

 

Bur Lightscape put an end to all that. Now Autodesk has put an end to Lightscape. So where does that leave me? Right back where I started at 3D Studio, and it still can't render a view the way I want without jumping through hoops. Thanks, Autodesk.

 

Oh, well, they win in the end.

 

even since...3dsdos3 I was able to avoid ***allax without the help of any modifier. (hint: crop crop crop...)
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  • 3 years later...

Generally speaking, the term is use when dealing with moving cameras. If you move the camera and an object in front of another objects moves. For example if you have two trees, one in front of the other, and you crane the camera up, th tree in front will move down faster then the tree in the back. People refer to that as parallax, and is a problem in VFX since it means that we have to solve perspective issues through 3d rather then a simple matte painting. Nodal camera moves have no parallax, and is a savior for VFX. If something is far enough away it will have very little parallax and therefore we try and see if we can get away with a matte painting instead of a 3D. Sometimes simple projects on 3D can help sell it.

 

But parallax can be used in many different definitions. For example, binoculars or 3D camera rely on parallax (as do our eyes) to see things in 3D.

 

http://en.wikipedia.org/wiki/Parallax

 

Parallax has nothing to do with perspective "correction" (aka perspective distortion)

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