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  • Hey all, just changed over the backend after 15 years I figured time to give it a bit of an update, its probably gonna be a bit weird for most of you and i am sure there is a few bugs to work out but it should kinda work the same as before... hopefully :)

Reverse scan in Epic for 3D?

Hey Peter, I already sent this to you before but am posting it here for the benefit of others reading the thread.

In build 2.0.2 alpha there's a new setting to flip the sensor, which as far as I understand sets it to read from the bottom up (looking from the physical camera orientation).

IMG_20111123_161753s.jpg


Red Team, if I'm wrong on this please let me know here!

Cheers from Tokyo,

Paul :)
 
Paul, usually a Vertical Flip is intended as when Monitors such as those we use can be Flipped Vertically, meaning in Portrait mode instead of their Landscape mode, particularly useful for well...
Portrait mode showing of Still images, and more recently for us to showcase the Big Fashion houses with Portrait style Videos, so I think this is what its for.
We'll test as soon as we get our cameras back any day now... ;)

 
Does it actually reverse the scan of the sensor or does it reverse the monitor output? If the reflected image camera is properly mounted, this issue becomes moot and sensor scan reverse is not needed (except for monitoring). The time differential in scanning a full frame is (worst case scenario) 1/24th of a second at 24p. This is a lot. With the cameras properly oriented, temporal error is reduced to half of one line time, or 1/24 of a second divided by 5120 divided by 2. Maybe my math is wrong, but you get the idea. Temporal disparity is some ridiculously small, unnoticeable time like .0000016th of a second.
 
I'm hoping that it does scan flip, as it would make a side by side rig better.
Incidentally the Go Pro 3d rig they sell also scans the upside down camera flipped as well, to get the 'jello' effect to match on the two eyes.
I hope RED can verify this detail as well!
-Les
 
Thanks for the link Stacy, I knew I'd seen that explained somewhere but couldn't find it! Here's Deanon's quote for everyone:

It's actual sensor flip on the shutter wipe direction, not just flipping the monitor.

It's not meant for mirror 3d rigs that already the cameras mounted to match the shutter directions.

It's useful more for underslung and close mounting side by side 3D with one camera inverted.

Cheers from Tokyo,

Paul :)
 
Does it actually reverse the scan of the sensor or does it reverse the monitor output? If the reflected image camera is properly mounted, this issue becomes moot and sensor scan reverse is not needed (except for monitoring). The time differential in scanning a full frame is (worst case scenario) 1/24th of a second at 24p. This is a lot. With the cameras properly oriented, temporal error is reduced to half of one line time, or 1/24 of a second divided by 5120 divided by 2. Maybe my math is wrong, but you get the idea. Temporal disparity is some ridiculously small, unnoticeable time like .0000016th of a second.

For the rigs out there that mount the reflected camera to match the through camera (ie. top of mirror = top of frame), sensor flip is not needed. This is more for underslung, side by side for closest orientation, or how ketch uses it.
 
Deanan, my only suggestion would be to put it in the sensor menu area, instead of the monitor area, to avoid confusion.

Thanks for clearing it up!

Cheers from Tokyo,

Paul :)
 
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