Hi Planetside,
Upon searching the forums, there are numerous posts of people who have trouble making skyboxes, having seams, having poor contrast, having to use fake fill lights, etc. While there are tutorials, and people working on better tutorials (
http://forums.planetside.co.uk/index.php?topic=13558.0 seems to be the latest skybox post), could I ask Planetside to PLEASE program a wraparound camera into TG2?
-Having one wraparound camera node would allow all the skybox problems to go away instantly (except perhaps for gamers who need a skybox and not a spherical map).
-No need for lengthy tutorials or user learning curves on skyboxes.
-No tiling problems. No contrast problems.
-You get 1 image file when you're done. Gone are the 6x skybox files you need. No bloated hard drives anymore.
-No other programs, free or expensive, are required. No one has to leave TG2 to compile images in 1, 2 or 3 other programs. Work in TG2, render in TG2, done.
-Further reasoning: now that TG2 has animation functionality, it's great to make moving cloud scenes. I'd love to render a wraparound cloud animation straight out of TG2 and then simply link those files, as they are, into another 3d program (such as 3dsmax) to use as a spherical environment reflection map for some shiny 3d object. But right now, if I need a moving cloud environment spherical map in 3dsmax, even for 100 frames, I'd have to render 600 frames in TG2, then somehow batch process those files in another program or two (can you imagine doing it by hand?). The skybox process multiplies if I need 200 frames or more - that's 1200 frames in TG2 whereas it could simply be 200 if there was a wraparound camera.
-Further reasoning: while working within TG2, it would be really helpful to have a wraparound camera to make quick test renders (at low, fast settings) to speedily see how the clouds look all around you. For example, if I know that my camera will spin around (even if the clouds are still), finalizing the location, size, density, etc., would be so much faster if we could click a new cloud seed, then click a wraparound-render and see an image where the clouds are on all sides of the scene. Done. Comparatively, right now, you could render that same scene 6x to see all your clouds only to realize that you need a new cloud seed. Start over. Click new cloud see or shift your transform node, click render 6 more times. Or you could try to spin the 3d preview window around (pausing each time to let the preview window refresh enough detail, then spinning some more, pausing, then spinning some more, pausing). Or you could set up 6 cameras to flip through in the 3d preview window (instead of orbiting around). All of these workarounds "work", they're just not ideal. If there was a wraparound camera, at low settings, I could probably get a decent-sized, low-quality test image in a matter of seconds. This would be even faster than spinning or waiting for the 3d preview window to refresh.
I understand a wraparound/spherical camera is not a necessity and you're probably spending your programming efforts on new functionality. However, this would be so helpful, and I hope the explanations above make sense.
Sincerely,
-Matt