I think this should all be doable with the Softimage graphic sequencer (XGS) API.

Ben

On 10/11/2015 5:27 PM, Nuno Conceicao wrote:
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] <mailto:[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]>
    <mailto:[email protected]>
    Subject: Re: Softimage Panoramic OpenGL viewer (does it exist?)
    To: No name <[email protected]>
    <mailto:[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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