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
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