Thanks to both Nicholas and Stephen again, that explains a lot more and sounds 
like a great idea.... So you can only use this Pano2VR for the transform back 
and forth? I visited their website -- they have a watermark on the free 
version. Apparently it costs $93 -- that's pretty steep for my uses, 
considering I don't need all their other functionality. Doesn't photoshop or 
some other tool do this conversion? I just signed on to Adobe Creative 
Cloud...they ought to have something in all that software that would do this, 
you'd think?

On Aug 1, 2013, at 2:57 PM, Stephen Davidson <[email protected]> wrote:

> I have use both sphere and cross (or cube) mapping for reflections.
> Both work fine, and have advantages and disadvantages, depending on the 
> specific situation.
> The fact that an environment is a "cube" is not an issue.
> It is simply a different way to map the environment.
> The fact that it is a cube is not apparent in the resulting
> rendered image. I understand your concern, but it
> looks just fine. It is just easier to paint out the polar "pinches"
> in this format. Nicholas is correct in that you can just
> turn the change the format of the environment map and
> you loose nothing. 
> 
> make both a equirectangular and cube format environment map
> and choose what works best for you. I think you will see there is no
> difference, except when painting out the pole pinches.
> 
> 
> On Tue, Jul 30, 2013 at 5:15 PM, Nancy Jacobs <[email protected]> wrote:
>> 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
>>> 
>>> 
>>> 
> 
> 
> 
> -- 
> 
> 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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