> Here's a brief description: 

Hi Mark :

 Awesome job on this project ! This is a perfect example of
how to illustrate a point , or concept . These 2 project
files tell the story , perfectly . Tres bon ! 

  Please place this topic on the forum . Even if you just
copy & paste your mail there , and add your 2 .zip files .
This is something people will love to see , even after V7
is out .

  Very reminiscent of the work you used to do , pushing
the RS envelope and throwing up web pages to document it .
This may even be the kind of work software developers 
might look at when they are wondering which direction to
place their programing efforts (in my opinion) .

  Also , both projects run fine in V6 , with absolutely
no redirections required . V6 now allows me to simply
dbl click on a project file and it loads everything ,
just fine .

  One question , you mentioned the 1024 texture being a
bottleneck . So you are saying that an image rendered at
a 2048 x 1024 res will not improve the quality of the
openGL screen rendering ?

  I was not aware of that limitation before . Does that
apply to the RSviewer too , I wonder ? Also , how about
if we imported as an 'Image Object' ? Or used an image
object as an illumination/colour map for the mesh ,
instead of a texture map ? Perhaps that way the res
limit is by-passed ?

 Anyway , thanks again for your efforts . This is really
outstanding work we've seen these last 2 days by you &
Matthias .

cheers !

garry


> >> The camera/mirror sphere/HDRshop method can handle every advanced scene
> >> illumination (should even work with V6 GI) but it's very laborious...
> >> Mark
> >
> >  The "camera/mirror sphere/HDRshop method" ? I'd be guessing you
> > are talking about using RS to capture HDRi images , in the same
> > way one would do so , in real life ? However , it is just a guess .
> >
> 
> 
> 100% correct!
> 
> >  The "very laborious" is also a bit of a mystery to me . Was
> > this method covered here and I missed it's journey into the void,
> > or is this considered to be 'common knowledge' , somehow ?
> >
> > thanks in advance
> >
> > garry
> 
> 
> Here's a brief description:
> 
> - make a small analytical sphere with mirror material (just color=0 and 
> reflection=1)
> - put a camera exactly underneath it and zoom in on the sphere
> - put these in a level, and place it at a strategic position in the scene 
> and render. Make the camera Current if you render to a file.
> 
> I uploaded an example scene with such a setup:
> http://www.athanor3d.com/pub/pano_volfog.zip
> 
> Next, the HDRShop part. I noticed that they went commercial, how about USD 
> 400 for a single license and USD 16500 for a 100-seat license!
> http://projects.ict.usc.edu/graphics/HDRShop/
> Version 1 is still free however, for non-commercial use.
> 
> OK, here's the procedure:
> - load a fisheye image rendered with the above method
> - set Select->Draw Options to Circle
> - draw a circle as accurately as possible around the sphere's edge
> - crop the image (Image->Crop)
> - Now the fun part: open the Image->Panorama->Panoramic Transformations 
> dialog
> - Source image should be the loaded image, Format = Mirrored Ball
> - click the Arbitrary Rotation button, then Settings: set X-axis to 90 
> degrees
> - Destination image: new image, Format = Latitude/Longitude
> - OK and save!
> 
> Now you have a similar projection to the UVimage evaluated one but with full 
> shading.
> 
> I applied an image generated this way in RS to view it
> http://www.athanor3d.com/pub/OGLpanoviewer.zip
> Higher quality can be achieved with higher resolutions, but the bottleneck 
> is the 1024 max OGL texture resolution, for rendering it can be much higher, 
> of course.
> 
> 
> hope this helps,
> Mark
> 
>

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