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 













Reply via email to