I have been talking to you offline about this anyway, but just to say
thank you in public as well:
Thanks heaps!! Situations like this really show how awesome the Nuke
community is!
frank
On 28/08/14 13:55, Haarm-Pieter Duiker wrote:
Hey,
Following up on this thread. There's a Blink implementation of the
panorama to panorama mapping up on Nukepedia now.
http://www.nukepedia.com/blink/transform/environmenttransform
Hope that helps,
HP
On Mon, Aug 25, 2014 at 3:11 PM, Michael Garrett
<michaeld...@gmail.com <mailto:michaeld...@gmail.com>> wrote:
In fact I took maths for the angular map transform (latlong to
angular, I think) from an old Debevec Siggraph paper or something,
or maybe the book he wrote....so maybe that was yours too! Since I
know you worked with him on all that interesting stuff.
On 25 August 2014 03:17, Haarm-Pieter Duiker
<l...@duikerresearch.com <mailto:l...@duikerresearch.com>> wrote:
Hey,
That environment blur script has the start of what you need
for a panorama transform node. That script defines the
function 'spherical_tex2dir' that maps UV coordinates to
directions. Define the inverse of that, mapping a direction
back to UV coordinates and you have what you need for the
spherical mapping. Do the same for angular, chrome ball and
whatever other mapping you need and you have the pieces you
need to write the full transform.
The basic algorithm that I've used in the past was, for each
output pixel:
- map output pixel coordinate to UV
- map UV coordinate to direction using the output panorama format
- map direction to UV coordinate using the input panorama format
- map UV coordinate to pixel coordinate and sample input image
Oversampling, rotations and handling chrome balls vs.
pan-and-tile panos (reflections vs. direct view) should be
pretty easy to add on top of that.
If I get some time this week, I can take a look at putting
that together. The formats I used to have supported were
Spherical, Angular, Fisheye (180 degree), Chrome Ball and
Cubic (but that was a little funky). What other pano formats
are needed?
HP
On Sun, Aug 24, 2014 at 7:07 PM, Michael Garrett
<michaeld...@gmail.com <mailto:michaeld...@gmail.com>> wrote:
I put it together before I knew about that 0.5 pixel
offset trick, I would say it needs updating but
then Haarm-Pieter Duiker's blink EnvironmentBlur node
looks like the real deal.
http://www.nukepedia.com/blink/filter/environmentblur
On 24 August 2014 19:02, Patrick Heinen
<mailingli...@patrickheinen.com
<mailto:mailingli...@patrickheinen.com>> wrote:
Yeah I picked your EnvConvolve apart the other day to
have a uv mapped spherical transform ;) (by the way,
don't forget your +0.5's for pixel center)
I think a blink spherical transform would be worth it,
seeing that nuke's spherical transform is pretty slow.
I might give it some more thought tonight.
cheers,
Patrick
On 24.08.2014, at 15:51, Michael Garrett
<michaeld...@gmail.com <mailto:michaeld...@gmail.com>>
wrote:
Definitely possible. I've seen a couple of UV map
Blink things already but haven't actually done
anything myself yet. For example:
http://nickdeboar.wordpress.com/2014/01/02/nuke-8-blink-script/
I have the UV map math for some of the transforms and
it could be applied to Blink for sure. Have a look at
the innards of my somewhat out of date EnvConvolve
gizmo (which may need fixing...):
http://www.nukepedia.com/gizmos/filter/envconvolve
On 24 August 2014 18:31, Frank Rueter|OHUfx
<fr...@ohufx.com <mailto:fr...@ohufx.com>> wrote:
Possible? Worth it? Anybody up for it? :)
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