Cool , thanks I'm not much of a coder but the way i see this sorted and not sure if I'm over simplifying it, but, is to do a cubic map capture then calculate the panoramic transformations in order to get the buffer in lat long format before sending it back to the screen, right? The bigger issue I see is to make this also work for stereo capture, but that's another extra step...
N. On Mon, Oct 12, 2015 at 1:56 PM, Ben Rogall < [email protected]> wrote: > 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]> 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]> >> [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]> <[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 >>> >>> >>> >>> >>> >> >> > >

