Alec Morris
Well-known member
Ivan
Unfortunately, you are certainly not the only person who has that reaction. The worst part is this is actually completely avoidable! (stay with me here, I'll try to explain this)
It starts with what we call stereo budget, which (in technical terms) is the maximum amount of parallax we allow and is calculated in relation to screen size or viewing distance and the amount of divergence and convergence we allow.
In regular words, that basically means this: 'Convergence' is when you go cross eyed, and 'divergence' is when you go bug eyed. When you focus (in real life) on an object thats far away, your eyes move outward, and its the opposite when things are close. You can experience this by putting your finger a few feet away and focusing on it as you slowly move it in to touch your nose.
Now, to illustrate "parallax" put your finger a foot in front of your face. Stay focused on it, but close one eye. Now, switch eyes. You will notice your finger "jumps" in relation to the background. There is a difference in where you see your finger in your left eye and your right eye in relation to whatever is behind it. The difference between these two pictures, when overlaid on each other, is calculated by your brain as depth, and is what we refer to in 3D as parallax.
The stereo process is making a computer act as our brain and two cameras act as our eyes. We can adjust it by moving the distance between the cameras and by adjusting the images in the computer (as long as we shoot with the cameras completely parallel). Now, once we have the DI finished, it's locked. So the distance between the two images isn't going to change.
But here's the problem. The reason 3D works is that our eyes are processing the distances between two different images on the screen (one through each polarized lens in the glasses). The distance between our eyes never changes. But guess what? The distance we VIEW them from does. So take your finger again and place it a foot in front of your face. Now move "closer to the screen" (move your face about two inches away from your finger while continuing to focus on it).
Hurts doesn't it? Guess what most people do when they walk into a theater? They get seats as close to the screen as they can. When you do that, you are literally going crosseyed and bug-eyed, which HURTS! Theaters should do away with seats that are within a certain distance of the screen, but that obviously wont ever happen.
You know how you can spot a stereographer at a screening? They run for the back of the theater.
So, in a lot of cramped theaters, this is a problem.
The second and much bigger problem lies in editing. It takes your brain three seconds to process depth. So, if I am editing something in 3D, each cut MUST be at least three seconds long, or I must cut to a shot of equal depth with the point of focus in a similar place. Otherwise, my brain is forced to adjust to a new image before it has processed the old one. Guess which editors and directors follow this rule. Almost none. I see it all the time. I read an article today on a major release that is about to come out and was post converted, in which the editors said they didn't edit in 3D at all.
And then of course there are the crappy dim projectors.
If all director, editors, and cinematographers that are doing a 3D film would just take a weekend retreat to learn this stuff before they shoot, we wouldn't have these problems. You would think, with a large percentage of the world viewing their work in 3D, they would take the time. But no. They just treat it like 2D and let the post guys worry about it.
Can't wait for Avatar 2 though, because Cameron knows more about 3D than anyone else on the planet. He had to blaze a lot of trails and figure stuff out as he went on the first film. Part 2 is gonna show you what 3D can really do.
Oh and that's the whole point of High Frame Rate 3D btw. The more frames there are, the easier it is on your brain. I have shot HFR3D, and I think it looks incredible. (It certainly takes some getting used to though, I though it looked bizarre for the first five hours or so of shooting. Then I loved it). I think the problem people had with the hobbit was that it is a world they are already familiar with from the first three films, and not only were they adjusting to HFR, but 3D and digital as well. That's a lot to change when we've all spent 8+ hours in middle earth with the first films.
Unfortunately, you are certainly not the only person who has that reaction. The worst part is this is actually completely avoidable! (stay with me here, I'll try to explain this)
It starts with what we call stereo budget, which (in technical terms) is the maximum amount of parallax we allow and is calculated in relation to screen size or viewing distance and the amount of divergence and convergence we allow.
In regular words, that basically means this: 'Convergence' is when you go cross eyed, and 'divergence' is when you go bug eyed. When you focus (in real life) on an object thats far away, your eyes move outward, and its the opposite when things are close. You can experience this by putting your finger a few feet away and focusing on it as you slowly move it in to touch your nose.
Now, to illustrate "parallax" put your finger a foot in front of your face. Stay focused on it, but close one eye. Now, switch eyes. You will notice your finger "jumps" in relation to the background. There is a difference in where you see your finger in your left eye and your right eye in relation to whatever is behind it. The difference between these two pictures, when overlaid on each other, is calculated by your brain as depth, and is what we refer to in 3D as parallax.
The stereo process is making a computer act as our brain and two cameras act as our eyes. We can adjust it by moving the distance between the cameras and by adjusting the images in the computer (as long as we shoot with the cameras completely parallel). Now, once we have the DI finished, it's locked. So the distance between the two images isn't going to change.
But here's the problem. The reason 3D works is that our eyes are processing the distances between two different images on the screen (one through each polarized lens in the glasses). The distance between our eyes never changes. But guess what? The distance we VIEW them from does. So take your finger again and place it a foot in front of your face. Now move "closer to the screen" (move your face about two inches away from your finger while continuing to focus on it).
Hurts doesn't it? Guess what most people do when they walk into a theater? They get seats as close to the screen as they can. When you do that, you are literally going crosseyed and bug-eyed, which HURTS! Theaters should do away with seats that are within a certain distance of the screen, but that obviously wont ever happen.
You know how you can spot a stereographer at a screening? They run for the back of the theater.
So, in a lot of cramped theaters, this is a problem.
The second and much bigger problem lies in editing. It takes your brain three seconds to process depth. So, if I am editing something in 3D, each cut MUST be at least three seconds long, or I must cut to a shot of equal depth with the point of focus in a similar place. Otherwise, my brain is forced to adjust to a new image before it has processed the old one. Guess which editors and directors follow this rule. Almost none. I see it all the time. I read an article today on a major release that is about to come out and was post converted, in which the editors said they didn't edit in 3D at all.
And then of course there are the crappy dim projectors.
If all director, editors, and cinematographers that are doing a 3D film would just take a weekend retreat to learn this stuff before they shoot, we wouldn't have these problems. You would think, with a large percentage of the world viewing their work in 3D, they would take the time. But no. They just treat it like 2D and let the post guys worry about it.
Can't wait for Avatar 2 though, because Cameron knows more about 3D than anyone else on the planet. He had to blaze a lot of trails and figure stuff out as he went on the first film. Part 2 is gonna show you what 3D can really do.
Oh and that's the whole point of High Frame Rate 3D btw. The more frames there are, the easier it is on your brain. I have shot HFR3D, and I think it looks incredible. (It certainly takes some getting used to though, I though it looked bizarre for the first five hours or so of shooting. Then I loved it). I think the problem people had with the hobbit was that it is a world they are already familiar with from the first three films, and not only were they adjusting to HFR, but 3D and digital as well. That's a lot to change when we've all spent 8+ hours in middle earth with the first films.