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
> >
> >
> >
> >
> 

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