That's what I used to make my realtime stereo addon (before SI got it
natively). You get the opengl state and can do what you want with it.
Ben
On 10/12/2015 6:16 AM, Nuno Conceicao wrote:
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]
<mailto:[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]
<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