You might also explore the possibility of creating like a scene
wide (ice) bulge deformer constrained to the camera.
For the shader side, did you use this?
https://github.com/zicher3d-org/domemaster-stereo-shader/wiki/Softimage-Domemaster3D-Install
If not, it also seems to include some form of realtime preview,
![]()
On 10/09/15 17:07, Matt Lind wrote:
You can write a shader for use in the realtime
viewport, or custom display host. Between the two graphics
library choices, I would go with OpenGL because DirectX inside of
Softimage is quite flakey/buggy and only supports DirectX 9,
possibly 10.
OpenGL shader performance inside of the Softimage realtime
viewport is not efficient. There is as much as 20% overhead just
for querying the scene to determine what needs to be shaded even
before shading computations begin. That's another way of saying
don't expect grandiose interactive performance on moderately
complex scenes. If the scene gets complicated enough, you'll get
better performance with mental ray, which can most definitely do
the panoramic thingy.
The custom display host is a different ballgame as it's more of
standalone app plugged into the Softimage UI with minimal
communication pipeline between your app and Softimage. You can
get excellent performance writing OpenGL shaders here, but you'll
have little interaction with the scene due to the lack of
information Softimage feeds to the custom display host. You'll get
basic keyboard and mouse feedback, camera movements, plus high
level commands executed by the user, but if you need to know what
happens in the construction history of a given object or need to
drill down to get more details, you'll be largely blocked and have
to figure out your own hack to do those things.
Matt
Date: Fri, 9 Oct 2015 18:29:37 +0100
From: Nuno Conceicao <[email protected]>
Subject: Re: Softimage Panoramic OpenGL viewer (does it exist?)
To: No name <[email protected]>
Hi again, never got any reply about this subject and was wondering
if
anyone on the list knows assuming I get someone with some good
coding
experience if its possible to actually write a plugin/viewport
shader or
whatnot in order to enable the possibility of doing panoramic (up
to 360
degree) realtime previews.
Also what would be the actual way of doing this, is it possible
through the
Opengl or Direct3D viewport by using some kind of hack of writing
a buffer
into a quad in camera space (post effect) or by creating an actual
viewport
plugin?
Any documentations/tips on how to sort this?
Maybe Raph, if you are still around in the list could you share
some
thoughts please?
The reason is that we are doing some projects that involves
panoramic
renders and its a pain in the arse/ time consuming process to use
camera
rigs to capture a panorama and then stitching all this together in
one
seamless video which only gives an approximation to what the exact
result
should be.
Cheers
Nuno
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