And why going cube map over stereo spherical?
Just curious, any particular reason?
Most of content I run into actually was stereo spherical and not cube mapped

On Sat, Apr 9, 2016 at 3:54 PM, Francisco Criado <[email protected]>
wrote:

> Sorry for my english!
> list = least
> fetaures=features
>
> Have a nice  day ;)
> F.
>
>
> 2016-04-09 10:52 GMT-03:00 Francisco Criado <[email protected]>:
>
>> It would be great if Redshift could render stereo cubemaps, that Octane
>> already does, and Vray added last year. I have a Redshift license and a
>> Octane one, but since Octane is getting more involved in vr production with
>> their orbx format, that will go open source, we are leaving aside Redshift
>> at list in our vr projects.
>> Some of the fetaures of Orbx format:
>>
>> *ORBX Media Format*
>>
>> OctaneRender 3 introduces the ORBX media format. The .ORBX file container
>> format was first introduced in OctaneRender 1.5 to enable rock-solid
>> exchanging of scenes, materials, lighting and more, that could be imported
>> into any supported OctaneRender plugin. The new ORBX media format performs
>> a similar function for rendered output, beyond EXR, with support for
>> movies, audio, spectral render caching, light field caching, baked FBX
>> caching, complete compositing and deep pixel metadata, and navigable scene
>> controls without the need of sophisticated real-time engines. OTOY believes
>> this will be a critical authoring format for VR and AR applications.
>> Highlights of the new ORBX media format include:
>>
>>    - *First-of-its-kind container:* The ORBX media format is the first
>>    of its kind, containing pre-rendered data in the form of  light field
>>    render target caching for VR, AR and portal materials, supporting movie 
>> and
>>    audio textures such as MP4 or HEVC for use natively inside of OctaneRender
>>    as a texture or a procedural, and storing node timelines.
>>    - *Fully navigable:* ORBX media files support web and mobile viewing
>>    of interactive content and texture baking directly from an Octane scene
>>    node, without the need or mastery of real-time game engines. Artists can
>>    bake their 3D scene for mobile, TV, VR, AR (light fields) and HTML5
>>    playback.
>>    - *Versatile rendering:* The ORBX media format stores spectral film
>>    buffers allowing artists to pause and resume renders from disk.
>>    - *Plans for open source:* OTOY intends to open source the ORBX media
>>    format. It will be available on GitHub when OctaneRender 3 is made
>>    available. The format works in JavaScript and LUA – no native code is
>>    required.
>>    - *ORBX Media Viewer:* The first app that will support the ORBX media
>>    format will be the ORBX Media Viewer. The ORBX Media Player is already 
>> used
>>    for enjoying studio VR experiences such as the upcoming *Batman: The
>>    Animated Series* project OTOY is building with Warner Bros.
>>    
>> <http://home.otoy.com/preview-upcoming-batman-animated-series-vr-experience/>,
>>    or live streamed VR events like the hockey game OTOY recently
>>    produced in cooperation with the NHL
>>    
>> <http://home.otoy.com/nhl-otoy-live-streaming-virtual-reality-as-good-as-being-there/>.
>>    The ORBX Media Player will work with the Samsung GALAXY Gear VR, as well 
>> as
>>    Android-powered phones, tablets, and set-top boxes, with support for
>>    Microsoft HoloLens and HTML5 WebVR to come after launch.
>>
>>
>> greetings!
>>
>> F.
>>
>>
>>
>>
>> 2016-04-08 16:56 GMT-03:00 Artur W <[email protected]>:
>>
>>> No, I do redshift, since beta. I just need store color in channel node
>>> to work and I am complete. For now
>>>
>>> 2016-04-08 20:49 GMT+02:00 Jason S <[email protected]>:
>>>
>>>>    On 04/08/16 14:45, Artur W wrote:
>>>>    If it's up to me I go redshift, although I am still waiting for
>>>> custom AOVs
>>>>
>>>> I agree depending on the type of project, though I'm glad they are
>>>> still making strides as it's definitely still an excellent renderer, but
>>>> why wait for custom AOVs to get Redshift ? ;)
>>>>
>>>> On 04/08/16 14:45, Artur W wrote:
>>>>
>>>> I use Octane through C4D, which... oh my god.
>>>> It's just a legacy project so this is why Octane.
>>>>
>>>> If it's up to me I go redshift, although I am still waiting for custom
>>>> AOVs
>>>>
>>>> 2016-04-08 20:02 GMT+02:00 Jason S <[email protected]>:
>>>>
>>>>> Don't know if you got the latest build (or if it's even out yet)
>>>>>
>>>>> But they (or Stephan) are ongoingly fixing/improving a bunch of things,
>>>>>
>>>>> Now supports sub (&sub-sub) compounds & shaderballs,  with -tons- of
>>>>> shaders/nodes that have been added,
>>>>> https://vimeo.com/158947144
>>>>>
>>>>> And also seemingly just very-recently got way snappier for translating
>>>>> geo and preprocessing.
>>>>> https://vimeo.com/161311690
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> On 04/08/16 12:39, Artur W wrote:
>>>>>
>>>>> .. like I am trying to render previs and it has material overrides,
>>>>> but still generates materials with displacement that are overridden.
>>>>> So, render part is like 5 sec but frame takes 30 sec.
>>>>> and then suddenly stops rendering altogether...
>>>>>
>>>>> just doing it now....
>>>>>
>>>>> 2016-04-08 17:02 GMT+02:00 Artur W <[email protected]>:
>>>>>
>>>>>> They better fix all the shit that is still there since version 1.
>>>>>> Redshift in alpha is more production ready than Octane v2.
>>>>>>
>>>>>> Artur
>>>>>>
>>>>>> 2016-04-08 16:57 GMT+02:00 Cristobal Infante <[email protected]>:
>>>>>>
>>>>>>> Wouldn't brigade be a better solution? Not sure exactly how it
>>>>>>> works, but it seems the octane shaders would transfer.
>>>>>>>
>>>>>>>
>>>>
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>>
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