The pixel shift is too limited. #516
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So turns out that what I wanted is divergence and it is called 3D Strength in the UI. I have to go far beyond recommended range and well into unsupported. So I had to switch to forward_fill method. Which is I presume a more primitive one, but still the results are better than what I was getting in other tools (in comfy nodes). With divergence 20-40 and ipd adjustment of 30-40 I'm starting to get the characters that are correct size and are close enough. In the image below I could lean forward reach out and grab that drink in VR. I think this would correspond to the position of the camera. This is still pretty eye-straining likely due too many inaccuracies. I think one of the reasons I have to stretch the value so much is because I have low fov shots, but such is my use case. |
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Where is the parameter that determines the amount of pixel shift? Idk the correct technical term, but I mean the amount of pixel shifting for objects that are near, the current range does not allow me to display near objects at all. I can at least try to make things appear smaller, closer to real scale and nearer, but the only way is the ipd adjustment and it is not it. It doesn't allow me to create video with up close objects of irl size because there is not enough shift. My eyes still hurt from an attemmpt to scale things down by setting ipd adjustement to +40 :)
I understand that this parameter is limited probably to avoid large scale artifacts, but I'm ready to pay that price for being able to create immersive irl scale content, besides my idea is to try to inpaint the missing content, I think I have an idea that might work well for that.
I'm gonna dig into source, try to find it, and experiment with it. Will post my results if I find it and if it works.
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