Re: Softimage Panoramic OpenGL viewer (does it exist?)

2015-10-13 Thread Ben Rogall
Yes. You should be able to transform to whichever format you want. 
Stereo is also doable. Feel free to contact me if you would like some 
help with an opengl plugin.


Ben

On 10/12/2015 12:20 PM, Nuno Conceicao wrote:

Cool , thanks
I'm not much of a coder but the way i see this sorted and not sure if 
I'm over simplifying it, but, is to do a cubic map capture then 
calculate the panoramic transformations in order to get the buffer in 
lat long format before sending it back to the screen, right?
The bigger issue I see is to make this also work for stereo capture, 
but that's another extra step...


N.


On Mon, Oct 12, 2015 at 1:56 PM, Ben Rogall 
> wrote:


That's what I used to make my realtime stereo addon (before SI got
it natively). You get the opengl state and can do what you want
with it.

Ben

On 10/12/2015 6:16 AM, Nuno Conceicao wrote:

Thanks for the tip Ben
We will also look into the XGS Api.

Cheers

N.

On Mon, Oct 12, 2015 at 4:14 AM, Ben Rogall
> wrote:

I think this should all be doable with the Softimage graphic
sequencer (XGS) API.

Ben

On 10/11/2015 5:27 PM, Nuno Conceicao wrote:

Thanks guys, about the dome master its really nice and we
actually based our arnold panoramic shader on the domemaster
code.
The issue is really the animators/previz , they need some
fast turnaround way of creating the panoramic previews, so
we really looking for something quick done with opengl that
spits out a .mov.

Cheer

On Sat, Oct 10, 2015 at 8:12 PM, Jason S
> wrote:

Oh! responded (about Domemaster) before reading the last
post :)


On 10/10/15 15:10, Jason S wrote:

 You might also explore the possibility of creating
like a scene wide (ice) bulge deformer constrained to
the camera.

For the shader side, did you use this?

https://github.com/zicher3d-org/domemaster-stereo-shader/wiki/Softimage-Domemaster3D-Install

If not, it also seems to include some form of realtime
preview,



On 10/09/15 17:07, Matt Lind wrote:

You can write a shader for use in the realtime
viewport, or custom display host. Between the two
graphics library choices, I would go with OpenGL
because DirectX inside of Softimage is quite
flakey/buggy and only supports DirectX 9, possibly 10.

OpenGL shader performance inside of the Softimage
realtime viewport is not efficient.  There is as much
as 20% overhead just for querying the scene to
determine what needs to be shaded even before shading
computations begin. That's another way of saying don't
expect grandiose interactive performance on moderately
complex scenes.  If the scene gets complicated enough,
you'll get better performance with mental ray, which
can most definitely do the panoramic thingy.

The custom display host is a different ballgame as
it's more of standalone app plugged into the Softimage
UI with minimal communication pipeline between your
app and Softimage.  You can get excellent performance
writing OpenGL shaders here, but you'll have little
interaction with the scene due to the lack of
information Softimage feeds to the custom display
host. You'll get basic keyboard and mouse feedback,
camera movements, plus high level commands executed by
the user, but if you need to know what happens in the
construction history of a given object or need to
drill down to get more details, you'll be largely
blocked and have to figure out your own hack to do
those things.


Matt







Date: Fri, 9 Oct 2015 18:29:37 +0100
From: Nuno Conceicao 

Subject: Re: Softimage Panoramic OpenGL viewer (does
it exist?)
To: No name 


Hi again, never got any reply about this subject and
was wondering if
anyone on the list knows assuming I get someone with
some good coding
experience if its possible to actually write a
plugin/viewport shader or
whatnot in order to enable the possibility of doing
panoramic (up to 360
degree) realtime 

Re: Softimage Panoramic OpenGL viewer (does it exist?)

2015-10-13 Thread peter_b
sounds right to me, and as far as rendering goes, that’s how I would approach 
it.
camera rig with 4 to 6 cameras, (1:1 square, 90 degree fov, aligned to xyz 
axis), the renders mapped to the corresponding sides of a cube for preview, as 
well as for a second stage render with the panoramic lens shader.
You can probably do the second stage with a lat/long distortion effect in comp.

in theory you could do a rendermap through a properly mapped sphere, a UV 
mapped then subdivided cube or indeed just use the panoramic shader to get the 
result in one go - but all of these will give you much slower renders, 
renderartefacts and problems with view dependent effects – so the multi camera 
rig is the way to go IMO.
havent tested it, but if you boolean the subdivided cube into a cylinder you 
could map the square renders on it for direct cylindrical preview of the cubic 
renders.

Doing all of this in realtime in the viewport is way above my head – I’ve found 
camera rig + mapped geo to be sufficient for my previz needs. (some of which 
were quite extensive, needed to be very precise and were for client use as well)

just my 2 cents.

From: Nuno Conceicao 
Sent: Monday, October 12, 2015 7:20 PM
To: No name 
Subject: Re: Softimage Panoramic OpenGL viewer (does it exist?)

Cool , thanks 
I'm not much of a coder but the way i see this sorted and not sure if I'm over 
simplifying it, but, is to do a cubic map capture then calculate the panoramic 
transformations in order to get the buffer in lat long format before sending it 
back to the screen, right?
The bigger issue I see is to make this also work for stereo capture, but that's 
another extra step...

N.


On Mon, Oct 12, 2015 at 1:56 PM, Ben Rogall  
wrote:

  That's what I used to make my realtime stereo addon (before SI got it 
natively). You get the opengl state and can do what you want with it.

  Ben

  On 10/12/2015 6:16 AM, Nuno Conceicao wrote:

Thanks for the tip Ben 
We will also look into the XGS Api.

Cheers

N.

On Mon, Oct 12, 2015 at 4:14 AM, Ben Rogall 
 wrote:

  I think this should all be doable with the Softimage graphic sequencer 
(XGS) API.

  Ben

  On 10/11/2015 5:27 PM, Nuno Conceicao wrote:

Thanks guys, about the dome master its really nice and we actually 
based our arnold panoramic shader on the domemaster code. 
The issue is really the animators/previz , they need some fast 
turnaround way of creating the panoramic previews, so we really looking for 
something quick done with opengl that spits out a .mov.

Cheer

On Sat, Oct 10, 2015 at 8:12 PM, Jason S  wrote:

  Oh! responded (about Domemaster) before reading the last post :)


  On 10/10/15 15:10, Jason S wrote:

You might also explore the possibility of creating like a scene 
wide (ice) bulge deformer constrained to the camera.

For the shader side, did you use this?

https://github.com/zicher3d-org/domemaster-stereo-shader/wiki/Softimage-Domemaster3D-Install

If not, it also seems to include some form of realtime preview, 




On 10/09/15 17:07, Matt Lind wrote:

  You can write a shader for use in the realtime viewport, or 
custom display host.  Between the two graphics library choices, I would go with 
OpenGL because DirectX inside of Softimage is quite flakey/buggy and only 
supports DirectX 9, possibly 10. 

  OpenGL shader performance inside of the Softimage realtime 
viewport is not efficient.  There is as much as 20% overhead just for querying 
the scene to determine what needs to be shaded even before shading computations 
begin. That's another way of saying don't expect grandiose interactive 
performance on moderately complex scenes.  If the scene gets complicated 
enough, you'll get better performance with mental ray, which can most 
definitely do the panoramic thingy. 

  The custom display host is a different ballgame as it's more of 
standalone app plugged into the Softimage UI with minimal communication 
pipeline between your app and Softimage.  You can get excellent performance 
writing OpenGL shaders here, but you'll have little interaction with the scene 
due to the lack of information Softimage feeds to the custom display host. 
You'll get basic keyboard and mouse feedback, camera movements, plus high level 
commands executed by the user, but if you need to know what happens in the 
construction history of a given object or need to drill down to get more 
details, you'll be largely blocked and have to figure out your own hack to do 
those things. 


  Matt 







  Date: Fri, 9 Oct 2015 18:29:37 +0100 
  From: Nuno Conceicao mailto:nunoalexconcei...@gmail.com 
  Subject: Re: Softimage Panoramic OpenGL viewer (does it exist?) 
  To: No name