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
>>
>>
>>
>>
>>
>
>

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