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  OpenEXR load dialog

OpenEXR is a very advanced image format. Almost any render information can be stored, that's why AnimPlayer has an extra load dialog for this image format. In general OpenEXR stores pixels only in High Dynamic Range values.

  • 16bit HALF (supported)
  • 32bit FLOAT (supported)
  • 32bit INTEGER (not supported)

So no more 8bit values for the graphic card, in other words: Any pixel value needs to be converted in order to display it. AnimPlayer supports all channels which are stored in HALF and FLOAT values. INTEGER channels are currently ignored because there is no standard on how to interpret them.

 

topUser interface

Exposure, Gamma, (Display) Rect, Invert Z Buffer and Z Buffer (name) are the same values as described in OpenEXR preferences.

Exposure and Gamma values can be adjusted for each sequence. To store the current values as defaults click the button.

 

(Display) Rect, Invert Z Buffer and Z Buffer (name) directly change their respective vales in the OpenEXR preferences.

 

Defaults

Resets Exposure and Gamma to their defaults defined in OpenEXR preferences.

 

 Save Defaults

Saves the current values of Exposure and Gamma as defaults.

 

topRGBA channel display and mapping

Channel Display

Display red, green and blue channels

Display red channel only

Display green channel only

Display blue channel only

Display alpha channel only

 

RGBA channel mapping

With AnimPlayer any HALF or FLOAT channel can be mapped to the RGBA channels of the final picture. Select these channels from the drop down list, located on the right of the channel icon.

If the chain icon is enabled and a new R, G or B channel is selected from the drop down list, AnimPlayer tries to select the respective RGB channels (if available) all at once.

 

 

topStereoscopic anaglyph 3D playback

Channel mapping can be used to playback stereoscopic 3D renderings. This OpenEXR format is often used with the file extension SXR, sometimes as MXR.

All you need are anaglyph glasses. Usually these glasses come with

  • a red color filter for the left eye and
  • a cyan color filter for the right eye.

Simply map the related image channels to the relevant RGB channels. For red/cyan glasses map the red channel of the left picture to the red image channel and the green and blue channels of the right picture to the green and blue image channels (see example below).

Here are some sample stereo images for download:

Stereoscopic anaglyph EXR channel mapping