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Question by sk8peace · Jul 27, 2012 at 10:36 AM · camerarender

How can I have a camera render twice in a scene?

I need a camera in my scene to render to two different frames in the window, any way this is achievable through coding or regular camera settings?

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avatar image Seth-Bergman · Jul 27, 2012 at 10:41 AM 0
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if it's just 3D you're after, why not use IZ3D?

http://www.iz3d.com/

avatar image Seth-Bergman · Jul 27, 2012 at 10:44 AM 0
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but I'm not clear what your question means here.. If you wanted side-by-side, you could just use two cameras, and use the "Normalized Viewport Rectangle" to allign set them to half the screen each

avatar image sk8peace · Jul 27, 2012 at 11:36 AM 0
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There are two cameras in the scene, when mixed together, it creates the stereoscopic effect for 3D, however, I would like to be able to see what each camera is viewing on its own as well. I can use the normalized viewpoint rectangle to place one camera in a specific spot but I cannot "duplicate" the cameras' vision to a different rectangle

avatar image ScroodgeM · Jul 27, 2012 at 11:45 AM 0
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stereoscopic vision usually not just an image (except anaglyph vision). so you should first understand what blending mechanism should be using to make a combined vision.

avatar image Seth-Bergman · Jul 27, 2012 at 11:46 AM 0
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you could duplicate the camera, and leave everything identical, that should give you an identical view..

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Answer by Bunny83 · Jul 27, 2012 at 11:47 AM

Well, the easiest way is to just duplicate your camera and add it as child to the original camera. So they have the exact same view, but can have different settings.

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avatar image sk8peace · Jul 27, 2012 at 11:50 AM 0
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That's what I've come to doing, I just thought that by doing this, because Unity would be rendering a lot more, would slow the entire scene down and was wondering if there was a much more optimized way of doing this...

avatar image cecarlsen · Nov 29, 2012 at 03:25 PM 0
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I am also curious what would be the right way of doing this. In my case I want to create a stereographic image effect, so I need two frames rendered by the same camera with the same image effects applied. It seems that I need at least two cameras: one for the manual render of two frames and one for sending the two frames to a shader using Graphics.Blit inside the OnRenderImage method. The problem is that the last enabled camera ALSO renders the scene. Is there a way to avoid rendering three images?

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