Thanks, Stephen and Nicholas for the information on cubical projection. 
Frankly, I'm partial to spheres... I've always found them better as background 
environments -- cubes never seem right, the edges tend to be apparent. 
especially because this is a scene in a 360 space and i don't want to have to 
avoid the camera looking at the edges of the cube. But I also don't want to 
have to avoid the poles of a sphere. But I've never tried the cubical 
projection in Softimage, is it better somehow? You're right, Nicholas, it would 
be easier to paint out the distortion in PS. But I don't want to do all that 
work on creating a cubical projection and have it not read well in the render.

Have you used it effectively when you need 360 degree correctness?

Thanks!

On Jul 29, 2013, at 4:39 PM, Stephen Davidson <[email protected]> wrote:

> Exactly. Then use the cross version (Pano2VR creates a horizontal cross)
> setting Softimage's environmental mapping to horizontal cross.
> Is this not working for you, now?
> 
> 
> On Mon, Jul 29, 2013 at 2:54 PM, Nicholas Breslow <[email protected]> 
> wrote:
>> The basic workflow I’ve used for this in the past is to convert the 
>> equirectangular panorama to a cubical projection. Then you can paint out the 
>> nadir (poles) on the top/bottom of the cube in PS/other to get rid of the 
>> distortion. You can use Pano2vr http://gardengnomesoftware.com/pano2vr.php 
>> for the conversion.  After convert it back to equirectangular. Very similar 
>> to the Polar method mentioned before.
>> 
>>  
>> 
>> Hope that is what you were going for – just glanced and thought I would 
>> share this.
>> 
>>  
>> 
>> Nicholas Breslow
>> 
>>  
>> 
>>  
>> 
>> From: [email protected] 
>> [mailto:[email protected]] On Behalf Of Nancy Jacobs
>> Sent: Sunday, July 28, 2013 6:25 PM
>> To: [email protected]
>> Subject: Re: Environment sphere issues
>> 
>>  
>> 
>> Thanks for this info, Stephen, but I really need the spherical environment 
>> for a seamless space experience. 
>> 
>>  
>> 
>> Now that I've got the implicit projection working, it does a better job 
>> rendering the image at the poles, but still not good enough. Guess ill have 
>> to drag a sphere into Mari and  try painting out the distortion. That plugin 
>> you linked me to gives some cool vortex effects at the poles, maybe ill find 
>> a use for that! But I still wonder why it's working for your images and not 
>> mine. Maybe it's in the type of image and what is happening visually near 
>> the bottom and top of the image.
>> 
>>  
>> 
>> 
>> On Jul 28, 2013, at 1:19 AM, Stephen Davidson <[email protected]> wrote:
>> 
>> Here is a nice article on creating cubic environment maps from stitched 
>> panoramic photos, using Blender.
>> 
>> very clever:
>> 
>> http://www.aerotwist.com/tutorials/create-your-own-environment-maps/
>> 
>>  
>> 
>> On Sat, Jul 27, 2013 at 9:42 PM, Nancy Jacobs <[email protected]> wrote:
>> 
>> Stephen, this plugin really didn't work for me. It way overdid some kind of 
>> smearing, spiraling algorithm. Looks a lot worse than the original. I wonder 
>> what he's thinking, or what went wrong here... Any ideas?
>> 
>>  
>> 
>> Thanks for the link, however. I was really stoked when I thought it was 
>> going to solve this problem. Maybe something in Softimage mapping is trying 
>> to solve this and doesn't quite do it, so this plugin overcompensates?
>> 
>>  
>> 
>> I still think implicit mapping would help, as the help files indicate, if I 
>> could get any image to show up on the sphere.
>> 
>>  
>> 
>> Thanks again,
>> 
>> Nancy
>> 
>> 
>> On Jul 27, 2013, at 8:18 PM, Stephen Davidson <[email protected]> wrote:
>> 
>> If you have Photoshop, here is a link to something called spherical mapping 
>> corrector:
>> 
>> http://www.richardrosenman.com/software/downloads/
>> 
>>  
>> 
>> No 64 bit support, I believe.
>> 
>>  
>> 
>> here is the install and use docs:
>> 
>> Spherical Mapping Corrector - v1.4,  © 2008 Richard Rosenman Advertising & 
>> Design. Release date: 03/15/03, Updated 09/28/08.
>> 
>>  
>> 
>>  
>> 
>> INSTALLATION:
>> 
>>  
>> 
>> Simply unzip "spheremap.zip" and copy "spheremap.8bf" to your 
>> "\Photoshop\Plug-Ins\" folder, or whichever plugin folder your host program 
>> uses. Load your program, open an image, go to the plugins menu and select 
>> the plugin.
>> 
>>  
>> 
>>  
>> 
>> DESCRIPTION:
>> 
>>  
>> 
>> This filter produces texture map correction for spherical mapping.
>> 
>>  
>> 
>> When projecting a rectangular texture onto a sphere using traditional 
>> spherical mapping coordinates, distortion ('pinching') occurs at the poles 
>> where the texture must come to a point. Given the different topology of a 
>> plane and a sphere, it is impossible to avoid this, or any kind of 
>> distortion. However, by properly distorting the texture map, it is possible 
>> to minimize and even compensate for the polar distortion.
>> 
>>  
>> 
>> Special thanks to Paul Bourke for allowing his algorithm to be ported to 
>> this plugin. For more information, please visit Mr. Bourke's site at 
>> http://astronomy.swin.edu.au/~pbourke/.
>> 
>>  
>> 
>> Sub-Sampling: Specifies what type of pixel sub-sampling to use. (Nearest 
>> Neighbor being fastest, Bicubic being best.
>> 
>>  
>> 
>> On Sat, Jul 27, 2013 at 6:46 PM, Nancy Jacobs <[email protected]> wrote:
>> 
>> Greetings,
>> 
>> I'm using the old-style environment spheres with an HDR image wrapped to 
>> light the scene, but invisible to rendering, and a beauty image visible to 
>> the render. The problem is the very visible distortion near the poles of the 
>> sphere. I need 360 degree visual acceptability. I am using a background 
>> which I've made seamless in both directions, a 2:1 rectangle. It seems this 
>> worked in renders at one point years ago in another software. Perhaps even 
>> XSI....I don't recall.
>> 
>> I'm also trying to substitute this arrangement by using both an environment 
>> (using the HDRI), and 'Spherical Mapping' (using the beauty image), in the 
>> Pass Shaders. But I'm getting very strange results, so not sure if this is 
>> the way to go. Also, it's difficult to line them up properly so that the 
>> light in the HDRI is coming from the same place as the equivalent visible 
>> areas in the beauty image -- which of course one can do easily in the 
>> wrapped spheres. But in the pass shaders, they don't seem to use the same 
>> rotation systems...
>> 
>> Any advice on getting an undistorted, seamless image going here? With proper 
>> orientations?
>> 
>> Thanks,
>> Nancy
>> 
>> 
>> 
>> 
>>  
>> 
>> --
>> 
>> Best Regards,
>>   Stephen P. Davidson 
>>        (954) 552-7956
>>     [email protected]
>> 
>> Any sufficiently advanced technology is indistinguishable from magic
>> 
>>                                                                              
>> - Arthur C. Clarke
>> 
>> 
>> 
>> 
>> 
>> 
>>  
>> 
>> --
>> 
>> Best Regards,
>>   Stephen P. Davidson 
>>        (954) 552-7956
>>     [email protected]
>> 
>> Any sufficiently advanced technology is indistinguishable from magic
>> 
>>                                                                              
>> - Arthur C. Clarke
>> 
>> 
>> 
> 
> 
> 
> -- 
> 
> Best Regards,
>   Stephen P. Davidson 
>        (954) 552-7956
>     [email protected]
> 
> Any sufficiently advanced technology is indistinguishable from magic
> 
>                                                                              
> - Arthur C. Clarke
> 
> 

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