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Exporting to Third Party Software
When an anamorphic distance is present, the underlying perspective transform is modified, which is probably rarely to never available in downstream software. To export to other software, exporters can dynamically compensate for anamorphic distance. The compensations are viewpoint-dependent, applicable solely to the actual camera positions. Viewing the scene from other directions will make the compensations visible.
Note: The following exporters currently support anamorphic distance correction: FBX, Alembic, USDA, Blender, Nuke.
The apparent 3-D position of each tracker is animated on each frame to compensate for the anamorphic distance, applying a Z/(Z+AD) correction to its Y coordinate (in camera coordinates). You can parent inserted objects to these animated tracker positions.
The vertex coordinates of meshes are animated using a purpose-built vertex cache. Note that meshes can’t be written with bones (rigging) and still be compensated; a compensated vertex cache of the deformed mesh must be written. Meshes with an existing vertex cache won’t be compensated, to avoid overwriting/replacing the original, though this is subject to change. Far meshes aren’t and must not be compensated.
The vertex locations are compensated, but not the position of the mesh itself for simplicity and viewing from other directions. Similarly on moving objects, the tracker positions are animated, but not the position of the moving object itself.
Conceptually for stereo shots, we should output two separate vertex caches, but we don’t do this at present… multiple anamorphic lenses in a stereo production seem like more than double the trouble.
Note that with the current compositing exports, the resulting node structures are simpler when there’s no rotation or HSCL/VSCL, and they are more efficient when the pixel aspect equals the squeeze ratio.
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