How to make stereo pairs like this:

[IM Output]

One can do by executing the command:


    povray render_right.ini

But first we need to setup POV-Ray scripts.
Setup the Left camera by foloowing "render_left.pov" script:

#declare WIDTH  = 846;
#declare HEIGHT = 600;
#declare EYESEP = -0.2;
camera {
   location <EYESEP/2,0,-3>
   up y
   right WIDTH*x/HEIGHT
   angle 62.932538
   sky <0,1,0>
   look_at <EYESEP/2,0,0>
}
//#include "material.inc"
//#include "lighting.inc"
#include "geometry.pov"

Setup the Right camera by foloowing "render_right.pov" script:

#declare WIDTH  = 846;
#declare HEIGHT = 600;
#declare EYESEP = 0.2;
camera {
   location <EYESEP/2,0,-3>
   up y
   right WIDTH*x/HEIGHT
   angle 62.932538
   sky <0,1,0>
   look_at <EYESEP/2,0,0>
}
//#include "material.inc"
//#include "lighting.inc"
#include "geometry.pov"

Setup the "geometry.pov" by foloowing script:

#include "colors.inc"
#include "textures.inc"
#include "metals.inc"
#include "glass.inc"
global_settings { max_trace_level 90 }
/*camera {    location <2.0,1.,0>    up       y    right    x    angle    60    look_at  <0,0,0> } */
light_source {
   <0,5,0>
   color rgb <1,1,1>
   media_interaction off
   media_attenuation off
}
light_source {
   <5,5,0>
   color rgb <1,1,1>
   media_interaction off
   media_attenuation off
}

#declare boxtexture = texture {
   pigment {
      rgbf 1
   }
}

#declare col_map=color_map {
               [0.0 rgb 0]
               [0.3 rgb <0,0,1>]
               [1.0 rgb 2]
               }
#declare Container_T= texture {
   pigment {rgbt <1,1,1,1>}
   finish {ambient 0 diffuse 0}
}
#declare box_map=color_map{
       [0.0 rgb 0.0]
       //[0.05 rgb <0,0,0.3>]
       [0.1 rgb <0.2,0.2,0.3>]

       [0.2 rgb <0.3,0.3,0.5>*1]
      [0.22 rgb <0.5,0,0>*2]
       [0.3 rgb <0.5,0.5,0.1>*2]
       [0.7 rgb <1,1,0.0>]
       [1.0 rgb 100]
    }
#declare boxinterior = interior {
   media {
      intervals 500
      samples 1,500
      emission 20
      //absorption <0,0,10>
      scattering { 1,<1,0,0> }
      //confidence 0.9999
      //variance 1/10
   density {
         density_file df3 "GASsm.df3"
        color_map {box_map }
         }
 }
}

#declare box_pigo=pigment {
    gradient x
    color_map{box_map   }
  }
//#declare Paul_All=
#declare Container_T= texture {
   pigment {rgbt <1,1,1,1>}
   finish {ambient 0 diffuse 0}
}




#declare copper = texture {
   pigment { P_Copper5 }
   finish { F_MetalC }
}
#declare sphereradius = 0.05;
// Cylindrical edges
#declare silver = texture {
   pigment { P_Silver3 }
   finish { F_MetalC }
}
#declare cylinderradius = 0.02;
#declare blueglass = texture {
   finish { F_Glass4 }
   pigment { color rgbf <0.4, 0.4, 0.7, 0.5> }
}



#declare bbox =silver
union{
/* Finally, the media within a sphere */
box {
   <0,0,0>, 1
   hollow
   texture {Container_T}
   interior {
   boxinterior
}
  translate <-0.5,-0.5,-0.5>

}
union{
sphere { <-0.51,-0.51,-0.51>, sphereradius  }
sphere { <0.51,-0.51,-0.51>, sphereradius  }
sphere { <-0.51,0.51,-0.51>, sphereradius  }
sphere { <-0.51,-0.51,0.51>, sphereradius  }

sphere { <0.51,0.51,0.51>, sphereradius  }
sphere { <-0.51,0.51,0.51>, sphereradius  }
sphere { <0.51,-0.51,0.51>, sphereradius  }
sphere { <0.51,0.51,-0.51>, sphereradius  }

texture { copper}
}
union{
cylinder { <-0.51,-0.51,-0.51>, < 0.51,-0.51,-0.51>, cylinderradius texture {bbox} }
cylinder { <-0.51,-0.51,-0.51>, <-0.51, 0.51,-0.51>, cylinderradius texture {bbox} }
cylinder { <-0.51,-0.51,-0.51>, <-0.51,-0.51, 0.51>, cylinderradius texture {bbox} }

cylinder { <0.51,0.51,0.51>, <-0.51, 0.51, 0.51>, cylinderradius texture {bbox} }
cylinder { <0.51,0.51,0.51>, < 0.51,-0.51, 0.51>, cylinderradius texture {bbox} }
cylinder { <0.51,0.51,0.51>, < 0.51, 0.51,-0.51>, cylinderradius texture {bbox} }

cylinder { <-0.51,-0.51,0.51>, < 0.51,-0.51,0.51>, cylinderradius texture {bbox} }
cylinder { <-0.51,-0.51,0.51>, <-0.51, 0.51,0.51>, cylinderradius texture {bbox} }

cylinder { <0.51,0.51,-0.51>, < 0.51,-0.51,-0.51>, cylinderradius texture {bbox} }
cylinder { <0.51,0.51,-0.51>, <-0.51, 0.51,-0.51>, cylinderradius texture {bbox} }

cylinder { <-0.51,0.51,-0.51>, <-0.51, 0.51,0.51>, cylinderradius texture {bbox} }
cylinder { < 0.5,-0.51,-0.51>, < 0.51,-0.51,0.51>, cylinderradius texture {bbox} }
}
}

And finally setup the "render_right.ini" by:

Input_File_Name=render_right.pov
Output_File_Name=Right.png
Output_File_Type=N
Width=800
Height=600
Antialias=on
Display=off
Quality=10