> 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 > >
