Originally Posted by Lee Stewart
To a videophile. But to the masses?
Oh for sure, people have caught on by now. They didn't at first (see Alice in Wonderland) but eventually they came around. And we live in the age of the internet, where the educated few can influence what the masses think.
I don't advocate 3D conversions. But I understand why it is being done. And if done carefully with plenty of planning, it can produce great results ala Alice In Wonderland
Yes, but it still deserves an asterisk for being non-native, because people CAN tell the difference. Especially when a movie doesn't have the luxury of being shot against a green screen with a lot of native 3D CG elements seamlessly mixed in. Most conversions since Alice have been real-world with little CG. I think now that 3D rigs are able to be handheld (just started happening near the time Michal Bay wrapped up TF
OtM) filmmakers will start opting to shoot more native.
No - you can't "just shoot what you want the way you want it" then expect the conversion to look good. They know this. The rules still apply but the tolerances are "looser" than they are when shooting in 3D.
They DO expect their conversions to look good regardless how they shoot it. Otherwise how do you explain all the movies that are getting green-lit for a 3D conversion months after
shooting begins? For example, Thor began shooting in mid-January, was rumored to be a 3D conversion by May, and was finally announced in July. I really doubt they shot the whole movie with 3D in mind, and I really suspect most conversions since 2010 have been after-the-facts.
And it does not take creativity. It takes stern determination to follow the rules when shooting in 3D. Or else the shots won't work and you have issues..
There have been plenty of native 3D productions (mostly CG cartoons) since Avatar, and you can grade their 3D differently based on the creativity. It's not just about following geometric rules of interaxials and field of view and shooting distance and convergence. It's nothing if you don't fill your 3D canvas with layers and layers of things that are interesting to look at, which requires direction, coordination with the art team and writers, etc.