Makes sense.
Time to bug Redshift team to add cube mappnig as well. SO far they were
rather fast implementing requested things.
They are busy with 2.0 features now but who knows :)

On Sat, Apr 9, 2016 at 4:23 PM, Francisco Criado <malcriad...@gmail.com>
wrote:

> Hi Mirko,
> with spherical format you have a limitation of 3480x1920 lines at 60 fps,
> which is the standard framerate for vr. At least for us we never could get
> fluid true 4096 lines at 60fps on our gearvr´s with s6. If you go Cubemap,
> you will get 6 cubes faces of 1536x1536 lines that will give you a
> 18432*1536 rendered image without distortion of the image at the poles. We
> do a lot of point and click environments and we found that cubemap has a
> lot better resolution than spherical even if we render shperical at 8k. The
> only issue on this format is review in production and postproduction.
> Mettle for AfterEffects or Nuke currently only have tools for spherical
> format :S
>
> Greetings,
> F.
>
>
>
> 2016-04-09 11:07 GMT-03:00 Mirko Jankovic <mirkoj.anima...@gmail.com>:
>
>> 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 <malcriad...@gmail.com>
>> wrote:
>>
>>> Sorry for my english!
>>> list = least
>>> fetaures=features
>>>
>>> Have a nice  day ;)
>>> F.
>>>
>>>
>>> 2016-04-09 10:52 GMT-03:00 Francisco Criado <malcriad...@gmail.com>:
>>>
>>>> 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 <artur.w...@gmail.com>:
>>>>
>>>>> 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 <jasonsta...@gmail.com>:
>>>>>
>>>>>>    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 <jasonsta...@gmail.com>:
>>>>>>
>>>>>>> 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 <artur.w...@gmail.com>:
>>>>>>>
>>>>>>>> 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 <cgc...@gmail.com>:
>>>>>>>>
>>>>>>>>> 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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>>>>
>>>>
>>>
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>>
>>
>>
>> --
>> Mirko Jankovic
>> *http://www.cgfolio.com/mirko-jankovic
>> <http://www.cgfolio.com/mirko-jankovic>*
>>
>> Need to find freelancers fast?
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<http://www.cgfolio.com/mirko-jankovic>*

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