Nice one Mark, I just went through the whole sequence. Had to adjust the
cam
for the mirroring bal, it's aspect is at 0, has to be 1, but that's ok.
You're right, I discovered that after posting when I wanted to render a
hires file - it's just finished! 2048 pixels wide. Sorry about that ;)
BTW, if you use a orthographic camera (parallel view) the volumetrics aren't
rendered.
The clear advantage above the UVimage method is that a full rendered image
is the result, with atmospheric effects and all.
The drawback however is that the resulting image covers only half the
sphere, where the UVimage method evaluates the full scene.
No, only a tiny part behind the sphere is lost!
Did you try the OGLpanoviewer RS project? You'll probably have to readjust
the texture path of the included environment texture. Go into OGL view
(Shaded and Update textures enabled), drag the camera into the view and
ALT-RMB drag to rotate the view. It's 360 degrees up and down but no
hotspots :)
Normally, this method is used with a horizontal camera in real photography,
but I used an upward camera to get the inevitable small distorted areas at
the zenith and nadir, rather than at the horizon where it's more disturbing.
Hence the 90 degree tilt in HDRshop...
BTW RS3d is great for this approach because of its mathematically perfect
analytical spheres!
I suppose that
could be overcome by a second rendering, and merge the two images in an
image editor.
Can you show the resulting latlong image you got, I'm wondering if it looks
like the 'volpodlatlong.jpg' texture..?
Don't know what I like best, depends on the use I suppose.
One of the uses that you have mentionend is 360 degree HDR images for GI
rendering.
That's next on the list to check out!
The UVimage method evaluates the illumination values from the reflective
sphere and puts them in a BMP image. If we would/could scale the
illumination values for the chrome material in a number of steps (7 or so)
and assemble those in HDRshop? Would that make a HDR image?
Regards,
Frank Bueters
I'm sure it's possible to output these fisheye shots as native .r3i or HDR
files! Nothing in RS is limited to the 0...1 range (or 1-255 bytes), RS has
been 64bit internally for ages. I'll get back to it tomorrow!
Mark