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