Re: render 360

2016-12-28 Thread Kris Rivel
You guys are the best! Thanks so much!

Kris

On Wed, Dec 28, 2016 at 7:45 AM, Francisco Criado <malcriad...@gmail.com>
wrote:

> I forgot to mention that if you want to go to youtube 360 or facebook you
> will have to use:
>
> https://github.com/google/spatial-media/releases
>
> Its quite simple to use!
>
> Greetings!
>
> Francisco
>
> On Dec 28, 2016 8:57 AM, "Kris Rivel" <krisri...@gmail.com> wrote:
>
>> Thanks guys!! So what about the post/compositing side? What do I use for
>> final 3d output? What if I needed to output to facebook or something?
>>
>> Kris
>>
>> On Wed, Dec 28, 2016 at 6:39 AM, <pete...@skynet.be> wrote:
>>
>>> When I did a lot of them – what served me the most was a 6 camera rig.
>>>
>>> 6 camera’s at a 90 degree angle (including up and down), with square
>>> image ratio and 90 degree opening.
>>> You can render with any software, no need for special shaders.
>>>
>>> Remap the 6 renders on the planes of a cube, and re-render with whatever
>>> fancy panoramic or spherical or 360 shader you want for final output – or
>>> deliver as is.
>>> A 2 stage render workflow, with 6 camera’s has it’s own pitfalls – but I
>>> found it rather all rather straightforward and unproblematic.
>>> A bit frustrating that you can only have 4 viewports at once – but at
>>> least in a square viewport you can see very well what you are doing.
>>>
>>> Make sure to test volumics, displacement, particles, lens shaders, SSS
>>> and FG, even simply sampling...  before deciding on a method – there’s some
>>> bad surprises to be had.
>>> The 6 camera rig solves pretty much all of it since you are doing a
>>> totally regular render.
>>> Square renders (at 1k if you go for 4k total) fly like crazy, compared
>>> to a 360 view.
>>> They better since you need to render more of them, but I’d rather debug
>>> in one, quick render view – and render the other views when problems are
>>> solved.
>>> Rendering one angle at a time – there are plenty of opportunities for
>>> optimisation as well. Do not underestimate rendering a full 360 degree
>>> world to a single high res view at once.
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>> *From:* Kris Rivel <krisri...@gmail.com>
>>> *Sent:* Wednesday, December 28, 2016 3:57 AM
>>> *To:* Softimage List <softimage@listproc.autodesk.com>
>>> *Subject:* render 360
>>>
>>> Anyone know if there's a setup or if its possible to render 360s in Soft
>>> with redshift or anything else? Never done it before so not sure where to
>>> start...is it just a camera rig/setup and a specific composite process?
>>>
>>> Kris
>>>
>>> --
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>>
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>>> Softimage Mailing List.
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>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
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>
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Re: render 360

2016-12-28 Thread Francisco Criado
I forgot to mention that if you want to go to youtube 360 or facebook you
will have to use:

https://github.com/google/spatial-media/releases

Its quite simple to use!

Greetings!

Francisco

On Dec 28, 2016 8:57 AM, "Kris Rivel" <krisri...@gmail.com> wrote:

> Thanks guys!! So what about the post/compositing side? What do I use for
> final 3d output? What if I needed to output to facebook or something?
>
> Kris
>
> On Wed, Dec 28, 2016 at 6:39 AM, <pete...@skynet.be> wrote:
>
>> When I did a lot of them – what served me the most was a 6 camera rig.
>>
>> 6 camera’s at a 90 degree angle (including up and down), with square
>> image ratio and 90 degree opening.
>> You can render with any software, no need for special shaders.
>>
>> Remap the 6 renders on the planes of a cube, and re-render with whatever
>> fancy panoramic or spherical or 360 shader you want for final output – or
>> deliver as is.
>> A 2 stage render workflow, with 6 camera’s has it’s own pitfalls – but I
>> found it rather all rather straightforward and unproblematic.
>> A bit frustrating that you can only have 4 viewports at once – but at
>> least in a square viewport you can see very well what you are doing.
>>
>> Make sure to test volumics, displacement, particles, lens shaders, SSS
>> and FG, even simply sampling...  before deciding on a method – there’s some
>> bad surprises to be had.
>> The 6 camera rig solves pretty much all of it since you are doing a
>> totally regular render.
>> Square renders (at 1k if you go for 4k total) fly like crazy, compared to
>> a 360 view.
>> They better since you need to render more of them, but I’d rather debug
>> in one, quick render view – and render the other views when problems are
>> solved.
>> Rendering one angle at a time – there are plenty of opportunities for
>> optimisation as well. Do not underestimate rendering a full 360 degree
>> world to a single high res view at once.
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>> *From:* Kris Rivel <krisri...@gmail.com>
>> *Sent:* Wednesday, December 28, 2016 3:57 AM
>> *To:* Softimage List <softimage@listproc.autodesk.com>
>> *Subject:* render 360
>>
>> Anyone know if there's a setup or if its possible to render 360s in Soft
>> with redshift or anything else? Never done it before so not sure where to
>> start...is it just a camera rig/setup and a specific composite process?
>>
>> Kris
>>
>> --
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
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> with "unsubscribe" in the subject, and reply to confirm.
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Re: render 360

2016-12-28 Thread Francisco Criado
Hi Kris, i would recommend you 2160x3840 which is top/bottom format.
About compositing tools we use after effects and ScratchVR, in both of them
you can previsualize with an Oculus hmd without any troubles ;)
About encoding the mp4 should be at least 20 mbps and 30.
For example an 8 minute clip (the project we are working on) is about 1.3
gigas with that resolution and quality.

Francisco.


On Dec 28, 2016 9:22 AM, "Alok Gandhi"  wrote:


Thanks guys!! So what about the post/compositing side? What do I use for
> final 3d output? What if I needed to output to facebook or something?
>
> Maybe this will help:
Maybe this will help
https://www.youtube.com/watch?v=8CaA9oxH41M
This is for 3DMax > Facebook 360 but I guess it will work the same for
Softimage as well.

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Re: render 360

2016-12-28 Thread Kris Rivel
Thanks guys!! So what about the post/compositing side? What do I use for
final 3d output? What if I needed to output to facebook or something?

Kris

On Wed, Dec 28, 2016 at 6:39 AM, <pete...@skynet.be> wrote:

> When I did a lot of them – what served me the most was a 6 camera rig.
>
> 6 camera’s at a 90 degree angle (including up and down), with square image
> ratio and 90 degree opening.
> You can render with any software, no need for special shaders.
>
> Remap the 6 renders on the planes of a cube, and re-render with whatever
> fancy panoramic or spherical or 360 shader you want for final output – or
> deliver as is.
> A 2 stage render workflow, with 6 camera’s has it’s own pitfalls – but I
> found it rather all rather straightforward and unproblematic.
> A bit frustrating that you can only have 4 viewports at once – but at
> least in a square viewport you can see very well what you are doing.
>
> Make sure to test volumics, displacement, particles, lens shaders, SSS and
> FG, even simply sampling...  before deciding on a method – there’s some bad
> surprises to be had.
> The 6 camera rig solves pretty much all of it since you are doing a
> totally regular render.
> Square renders (at 1k if you go for 4k total) fly like crazy, compared to
> a 360 view.
> They better since you need to render more of them, but I’d rather debug in
> one, quick render view – and render the other views when problems are
> solved.
> Rendering one angle at a time – there are plenty of opportunities for
> optimisation as well. Do not underestimate rendering a full 360 degree
> world to a single high res view at once.
>
>
>
>
>
>
>
>
>
>
> *From:* Kris Rivel <krisri...@gmail.com>
> *Sent:* Wednesday, December 28, 2016 3:57 AM
> *To:* Softimage List <softimage@listproc.autodesk.com>
> *Subject:* render 360
>
> Anyone know if there's a setup or if its possible to render 360s in Soft
> with redshift or anything else? Never done it before so not sure where to
> start...is it just a camera rig/setup and a specific composite process?
>
> Kris
>
> --
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
>
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> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
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Re: render 360

2016-12-28 Thread Francisco Criado
Hi Kris,

In Redshift you can render mono spherical 360 images or stereo spherical
360 images (in all its flavors, top/bottom, side by side).
Its a lens shader.
You could also make a stereo rig or mono rig with 12 or 6 cameras. If you
need to render cubemap 360 mono and stereo.
I posted last year a softimage emdl in Redshift forum for rendering the
last ones i mentioned.
We are currently finishing a vr campaign in redshift so if you need to know
anything else just let me know!

Hope this helps a little bit!

Greetings,

Francisco.

On Dec 27, 2016 11:58 PM, "Kris Rivel"  wrote:

Anyone know if there's a setup or if its possible to render 360s in Soft
with redshift or anything else? Never done it before so not sure where to
start...is it just a camera rig/setup and a specific composite process?

Kris

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Re: render 360

2016-12-27 Thread Alok Gandhi
http://docs.redshift3d.com/Content/I/Spherical%20Camera.html
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