I do agree to Timo, if somebody is asking :-? Matthias
----- Original Message ----- From: "Timo Mikkolainen" <[EMAIL PROTECTED]> To: <[email protected]> Sent: Friday, January 11, 2008 8:06 AM Subject: Re: Antwort: VR pano's > I'm quite sure the same thing could be achieved with some VSL > trickery, but the shader it'd need would be rather complicated. The > best option really would be to make the UVImage tool better (image > format selection, proper shader evaluation). > > On 10/01/2008, Frank Bueters <[EMAIL PROTECTED]> wrote: > > > > > > > > >> 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 > > > > 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. > > 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. I suppose that > > could be overcome by a second rendering, and merge the two images in an > > image editor. > > 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. > > 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 > > > > > > > > >
