Thanks for the tip Ben We will also look into the XGS Api. Cheers
N. On Mon, Oct 12, 2015 at 4:14 AM, Ben Rogall < [email protected]> wrote: > 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]> 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 >> >> >> >> >> > >

