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 
<xsi_l...@shaders.moederogall.com 
<mailto:xsi_l...@shaders.moederogall.com>> 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
<xsi_l...@shaders.moederogall.com
<mailto:xsi_l...@shaders.moederogall.com>> 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
<jasonsta...@gmail.com <mailto:jasonsta...@gmail.com>> 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 <nunoalexconcei...@gmail.com>
<mailto:nunoalexconcei...@gmail.com>
        Subject: Re: Softimage Panoramic OpenGL viewer (does
it exist?)
To: No name <softimage@listproc.autodesk.com>
<mailto:softimage@listproc.autodesk.com>

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
 

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 <xsi_l...@shaders.moederogall.com> 
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 
<xsi_l...@shaders.moederogall.com> 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 <jasonsta...@gmail.com> 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?) 
   

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

2015-10-12 Thread Nuno Conceicao
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 <
xsi_l...@shaders.moederogall.com> 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 <jasonsta...@gmail.com> 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 <nunoalexconcei...@gmail.com>
>> <nunoalexconcei...@gmail.com>
>> Subject: Re: Softimage Panoramic OpenGL viewer (does it exist?)
>> To: No name <softimage@listproc.autodesk.com>
>> <softimage@listproc.autodesk.com>
>>
>> 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 previews.
>> Also what would be the actual way of doing this, is it possible through
>> the
>> Opengl or Direct3D viewport by using some kind of hack of writing a
>> buffer
>> into a quad in camera space (post effect) or by creating an actual
>> viewport
>> plugin?
>> Any documentations/tips on how to sort this?
>>
>> Maybe Raph, if you are still around in the list could you share some
>> thoughts please?
>>
>> The reason is that we are doing some projects that involves panoramic
>> renders and its a pain in the arse/ time consuming process to use camera
>> rigs to capture a panorama and then stitching all this together in one
>> seamless video which only gives an approximation to what the exact result
>> should be.
>> Cheers
>>
>> Nuno
>>
>>
>>
>>
>>
>
>


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

2015-10-12 Thread Ben Rogall
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 
<xsi_l...@shaders.moederogall.com 
<mailto:xsi_l...@shaders.moederogall.com>> 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 <jasonsta...@gmail.com
<mailto:jasonsta...@gmail.com>> 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 <nunoalexconcei...@gmail.com>
<mailto:nunoalexconcei...@gmail.com>
    Subject: Re: Softimage Panoramic OpenGL viewer (does it
exist?)
To: No name <softimage@listproc.autodesk.com>
<mailto:softimage@listproc.autodesk.com>

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 previews.
Also what would be the actual way of doing this, is it
possible through the
Opengl or Direct3D viewport by using some kind of hack of
writing a buffer
into a quad in camera space (post effect) or by creating an
actual viewport
plugin?
Any documentations/tips on how to sort this?

Maybe Raph, if you are still around in the list could you
share some
thoughts please?

The reason is that we are doing some projects that involves
panoramic
renders and its a pain in the arse/ time consuming process
to use camera
rigs to capture a panorama and then stitching all this
together in one
seamless video which only gives an approximation to what
the exact result
should be.
Cheers

Nuno














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

2015-10-12 Thread Nuno Conceicao
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 <
xsi_l...@shaders.moederogall.com> 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 <
> xsi_l...@shaders.moederogall.com> 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 < <jasonsta...@gmail.com>
>> jasonsta...@gmail.com> 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 <nunoalexconcei...@gmail.com>
>>> <nunoalexconcei...@gmail.com> <nunoalexconcei...@gmail.com>
>>> Subject: Re: Softimage Panoramic OpenGL viewer (does it exist?)
>>> To: No name <softimage@listproc.autodesk.com>
>>> <softimage@listproc.autodesk.com>
>>>
>>> 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 previews.
>>> Also what would be the actual way of doing this, is it possible through
>>> the
>>> Opengl or Direct3D viewport by using some kind of hack of writing a
>>> buffer
>>> into a quad in camera space (post effect) or by creating an actual
>>> viewport
>>> plugin?
>>> Any documentations/tips on how to sort this?
>>>
>>> Maybe Raph, if you are still around in the list could you share some
>>> thoughts please?
>>>
>>> The reason is that we are doing some projects that involves panoramic
>>> renders and its a pain in the arse/ time consuming process to use camera
>>> rigs to capture a panorama and then stitching all this together in one
>>> seamless video which only gives an approximation to what the exact
>>> result
>>> should be.
>>> Cheers
>>>
>>> Nuno
>>>
>>>
>>>
>>>
>>>
>>
>>
>
>


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

2015-10-11 Thread Nuno Conceicao
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 <jasonsta...@gmail.com> 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 <nunoalexconcei...@gmail.com>
> <nunoalexconcei...@gmail.com>
> Subject: Re: Softimage Panoramic OpenGL viewer (does it exist?)
> To: No name <softimage@listproc.autodesk.com>
> <softimage@listproc.autodesk.com>
>
> 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 previews.
> Also what would be the actual way of doing this, is it possible through
> the
> Opengl or Direct3D viewport by using some kind of hack of writing a buffer
> into a quad in camera space (post effect) or by creating an actual
> viewport
> plugin?
> Any documentations/tips on how to sort this?
>
> Maybe Raph, if you are still around in the list could you share some
> thoughts please?
>
> The reason is that we are doing some projects that involves panoramic
> renders and its a pain in the arse/ time consuming process to use camera
> rigs to capture a panorama and then stitching all this together in one
> seamless video which only gives an approximation to what the exact result
> should be.
> Cheers
>
> Nuno
>
>
>
>
>


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

2015-10-11 Thread Ben Rogall
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 <jasonsta...@gmail.com 
<mailto:jasonsta...@gmail.com>> 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 <nunoalexconcei...@gmail.com>
<mailto:nunoalexconcei...@gmail.com>
    Subject: Re: Softimage Panoramic OpenGL viewer (does it exist?)
To: No name <softimage@listproc.autodesk.com>
<mailto:softimage@listproc.autodesk.com>

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 previews.
Also what would be the actual way of doing this, is it possible
through the
Opengl or Direct3D viewport by using some kind of hack of
writing a buffer
into a quad in camera space (post effect) or by creating an
actual viewport
plugin?
Any documentations/tips on how to sort this?

Maybe Raph, if you are still around in the list could you share
some
thoughts please?

The reason is that we are doing some projects that involves
panoramic
renders and its a pain in the arse/ time consuming process to
use camera
rigs to capture a panorama and then stitching all this together
in one
seamless video which only gives an approximation to what the
exact result
should be.
Cheers

Nuno











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

2015-10-10 Thread Max Crow
Andrew Hazelden wrote the Dome master lens shader for Mental Ray to use in
Maya, 3DSmax and Softimage. The positive is its free and it even does
stereo 360 in a latlong format too. The negative is its obviously not
"viewport" real time, but at least it doesn't require tedious stitching!

http://www.andrewhazelden.com/blog/2012/06/domemaster3d-lens-shader-for-softimage/

However, he recently released a panoramic VR playblast for Maya at $249, so
maybe persuaded to do a softimage version if you have the funds.

http://www.andrewhazelden.com/blog/downloads/playblastvr-for-maya/


Cheers





On Fri, Oct 9, 2015 at 10:07 PM, Matt Lind <speye...@hotmail.com> 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 <nunoalexconcei...@gmail.com>
> Subject: Re: Softimage Panoramic OpenGL viewer (does it exist?)
> To: No name <softimage@listproc.autodesk.com>
>
>
> 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 previews.
> Also what would be the actual way of doing this, is it possible through the
> Opengl or Direct3D viewport by using some kind of hack of writing a buffer
> into a quad in camera space (post effect) or by creating an actual viewport
> plugin?
> Any documentations/tips on how to sort this?
>
> Maybe Raph, if you are still around in the list could you share some
> thoughts please?
>
> The reason is that we are doing some projects that involves panoramic
> renders and its a pain in the arse/ time consuming process to use camera
> rigs to capture a panorama and then stitching all this together in one
> seamless video which only gives an approximation to what the exact result
> should be.
> Cheers
>
> Nuno
>
>


-- 
Max Crow
Creative Supervisor
NSC Creative

National Space Centre, Exploration Drive, Leicester, LE4 5NS, UK

http://www.NSCcreative.com <http://www.nsccreative.com/>


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

2015-10-10 Thread Jason S

  
  
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 <nunoalexconcei...@gmail.com>

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

To: No name <softimage@listproc.autodesk.com>


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 previews. 
Also what would be the actual way of doing this, is it possible
through the 
Opengl or Direct3D viewport by using some kind of hack of
writing a buffer 
into a quad in camera space (post effect) or by creating an
actual viewport 
plugin? 
Any documentations/tips on how to sort this? 

Maybe Raph, if you are still around in the list could you share
some 
thoughts please? 

The reason is that we are doing some projects that involves
panoramic 
renders and its a pain in the arse/ time consuming process to
use camera 
rigs to capture a panorama and then stitching all this together
in one 
seamless video which only gives an approximation to what the
exact result 
should be. 
Cheers 

Nuno 

  
  
  


  



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

2015-10-10 Thread Jason S

  
  
 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 <nunoalexconcei...@gmail.com> 
  Subject: Re: Softimage Panoramic OpenGL viewer (does it exist?) 
  To: No name <softimage@listproc.autodesk.com> 
  
  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 previews. 
  Also what would be the actual way of doing this, is it possible
  through the 
  Opengl or Direct3D viewport by using some kind of hack of writing
  a buffer 
  into a quad in camera space (post effect) or by creating an actual
  viewport 
  plugin? 
  Any documentations/tips on how to sort this? 
  
  Maybe Raph, if you are still around in the list could you share
  some 
  thoughts please? 
  
  The reason is that we are doing some projects that involves
  panoramic 
  renders and its a pain in the arse/ time consuming process to use
  camera 
  rigs to capture a panorama and then stitching all this together in
  one 
  seamless video which only gives an approximation to what the exact
  result 
  should be. 
  Cheers 
  
  Nuno 
  



  



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

2015-10-09 Thread Matt Lind
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 <nunoalexconcei...@gmail.com>
Subject: Re: Softimage Panoramic OpenGL viewer (does it exist?)
To: No name <softimage@listproc.autodesk.com>

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 previews.
Also what would be the actual way of doing this, is it possible through the
Opengl or Direct3D viewport by using some kind of hack of writing a buffer
into a quad in camera space (post effect) or by creating an actual viewport
plugin?
Any documentations/tips on how to sort this?

Maybe Raph, if you are still around in the list could you share some
thoughts please?

The reason is that we are doing some projects that involves panoramic
renders and its a pain in the arse/ time consuming process to use camera
rigs to capture a panorama and then stitching all this together in one
seamless video which only gives an approximation to what the exact result
should be.
Cheers

Nuno



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

2015-10-09 Thread Nuno Conceicao
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 previews.
Also what would be the actual way of doing this, is it possible through the
Opengl or Direct3D viewport by using some kind of hack of writing a buffer
into a quad in camera space (post effect) or by creating an actual viewport
plugin?
Any documentations/tips on how to sort this?

Maybe Raph, if you are still around in the list could you share some
thoughts please?

The reason is that we are doing some projects that involves panoramic
renders and its a pain in the arse/ time consuming process to use camera
rigs to capture a panorama and then stitching all this together in one
seamless video which only gives an approximation to what the exact result
should be.
Cheers

Nuno

On Thu, Sep 4, 2014 at 10:09 AM, Nuno Conceicao  wrote:

> Hi Softimagers
> We just started a project that needs to be rendered with a panoramic 270
> degree stereoscopic view.
> We already sorted out the panoramic camera stereo lens shader problem, but
> the issue is the softimage viewport.
>
> I was wondering if some other studio already had such kind of projects and
> came up with a solution for the panoramic view (can be cilindrical for ex)
> even if its not a stereo solution, but if at least a proper panoramic
> opengl view would be enough for the previz stage.
>
> Nuno
>
>


Softimage Panoramic OpenGL viewer (does it exist?)

2014-09-04 Thread Nuno Conceicao
Hi Softimagers
We just started a project that needs to be rendered with a panoramic 270
degree stereoscopic view.
We already sorted out the panoramic camera stereo lens shader problem, but
the issue is the softimage viewport.

I was wondering if some other studio already had such kind of projects and
came up with a solution for the panoramic view (can be cilindrical for ex)
even if its not a stereo solution, but if at least a proper panoramic
opengl view would be enough for the previz stage.

Nuno