Thanks guys, about the dome master its really nice and we actually based
our arnold panoramic shader on the domemaster code.
The issue is really the animators/previz , they need some fast turnaround
way of creating the panoramic previews, so we really looking for something
quick done with opengl that spits out a .mov.

Cheer

On Sat, Oct 10, 2015 at 8:12 PM, Jason S <[email protected]> wrote:

> Oh! responded (about Domemaster) before reading the last post :)
>
>
> On 10/10/15 15:10, Jason S wrote:
>
>  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]>
> <[email protected]>
> Subject: Re: Softimage Panoramic OpenGL viewer (does it exist?)
> To: No name <[email protected]>
> <[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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