User Manual

Table Of Contents
HiQ Only
Activating this checkbox causes the Refine Z option to process only when rendering is set to
High Quality. You can ensure High Quality is enabled by right-clicking to the left or right of the
transport controls in the main toolbar.
Strength
Increasing this slider does two things. It smooths out the depth in constant color regions and
moves edges in the Z channel to correlate with edges in the RGB channels.
Increasing the refinement has the undesirable effect of causing texture in the color channel to
show up in the Z channel. You will want to find a balance between the two.
Radius
This is the radius of the smoothing algorithm.
Stack Mode
This menu determines how the input images are stacked.
When set to Separate, the Right Input and Output will appear, and separate left and right
images must be connected.
Swap Eyes
Enabling this checkbox causes left and right images to be swapped.
Camera Tab
If you need correct real-world Z values because you are trying to match some effect to an
existing scene, you should use the External Camera options to get precise Z values back. If any
Z-buffer will suffice and you are not that particular about the exact details of how it is offset and
scaled, or if there is no camera available, the Artistic option might be helpful.
External Mode: An input is available on the node to connect an existing stereo Camera
3D. This can either be a single stereo Camera 3D (i.e., its eye separation is set to non-
zero), or a pair of (tracked) Camera 3Ds connected via the Camera 3D > Stereo > Right
Camera input.
Artistic Mode: If you do not have a camera, you can adjust these controls to produce
an “artistic” Z channel whose values will not be physically correct but will still be useful.
To reconstruct the Disparity > Z Curve, pick (D, Z) values for a point in the foreground
and a point in the background.
TIP: If artistic mode is a little too “artistic” for you and you want more physically-based
parameters to adjust (e.g., convergence and eye separation), create a dummy Camera
3D, connect it into the Disparity To Z > Camera input, and then fiddle with the Camera
3D’s controls.
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