Yes. You should be able to transform to whichever format you want. Stereo is also doable. Feel free to contact me if you would like some help with an opengl plugin.

Ben

On 10/12/2015 12:20 PM, Nuno Conceicao wrote:
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] <mailto:[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]
    <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










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