I have an old copy of HDR shop v1 on my computer, I'm sure it's the same as 
your link....the one you linked to, my Norton antivirus, horrified, deleted 
immediately! ;) 

I do remember using this in ancient times, must'vee been when image files were 
smaller, but this one crashed it. And I do need a high res image because this 
is the background for my project. My HDR lighting image can live with a little 
polar distortion, and of course it's much smaller.

Which brings me to another question -- doesn't all that dynamic range 
conversion, internally to HDR shop, degrade or change the low dynamic range 
image? Moot of course if it crashes, but it does have the conversion I need. 
Dang it. I can't find anything else that does.

Thanks,
Nancy

On Aug 1, 2013, at 5:34 PM, Stephen Davidson <[email protected]> wrote:

> perhaps you missed one of my earlier postings...
> 
> Here is a free download (pc application)
> of a tool (HDRshop version 1) that can convert between the different
> environment map formats.
> http://ict.debevec.org/~debevec/HDRShop/download/
> 
> 
> here is documentation for all versions.
> http://gl.ict.usc.edu/HDRShop/documentation/HDRShop_v3_man.pdf
> 
> Only version 1 is free, but that is all you need for format conversion.
> 
> 
> On Thu, Aug 1, 2013 at 3:17 PM, Nancy Jacobs <[email protected]> wrote:
>> 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
>>> 
>>> 
>>> 
> 
> 
> 
> -- 
> 
> 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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