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?) To: No name 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