360 degree panorama

Started by Doofus, December 23, 2006, 05:26:10 am

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HDRShop v1 is free and does a good job. http://gl.ict.usc.edu/HDRShop/... assuming you meet licencing requirements


March 21, 2008, 11:26:24 am #61 Last Edit: March 21, 2008, 02:10:23 pm by Blinkin
I am experimenting with using CubeMapGen for stitching my cube faces together.  It is a free tool from AMD/ATI.  It supports HDR image formats, can flip/rotate cube faces inside the app, and can even do a variety of different types of filtering methods across cube face edges.  Only drawback is that it only exports cube maps... not spherical environment maps... but they are essentially the same thing.



been reading up on this thread, mainly because TG2 CAN NOT handle heavy model import.
Your approach seems the most logical from everything I've read here and else where.
Just curious if you could throw me any tips you might have on doing this with TG2.
As your website page is based on 9X.

I guess the big question I'd have is this: Say I had Ogre's highway node running and wanted a skybox.
In doing a render like the one here, what scale renderes would you do 1024x1024 for the 6 boxes?
And how far off the ground would you set the camera for that?
Do I have to make tests, to see where the bottom box tucks under?
If  I had to make a guess, well I wouldn't. ;)  Put a rock before the edge?
Maybe something simple I'm missing about that.. point.
Make a right at the bear that looks like a rock? :) I don't know..

Ok, no chops about the blower, as i just started playing with it, I know the oval has to go.
Seems a bit easier with 9x as there was a script somewhere, ah but that didn't include the cross.


I'm not entirely sure I understand all of the questions.

The process is pretty much the same as for TG 0.9.

If you have the animation version you can set up keyframes for each camera angle, but be sure to set the motion blur to 0. Set the output filetype to exr and render away.

If you're rendering an animation, you'd need  6 separate TGD files, 1 for each cube face so that you could use motion blur.

Not sure what you mean about "what scale renders..."  I calculate my render sizes based on a final equirectangular image, which is simply 1/4 of the width of the final image.  e.g. for a 4000 x 2000 equirectangular image I'd make cube faces of 1000 x 1000 pixels.  The remapping process involves some heavy interpolation so you won't notice much difference with higher resolutions.

How far off the groud?  - Well if you're talking about inserting a render of an object into the panorama then you'd need to match the camer positions between renders.


PS. I've been dusting off my pano gear and software...

PTGui Pro supports HDR input and output. A bit pricey for some, but it provides a much simpler workflow and some added flexibility in being able to extract different projections and camera angles.



I've been using Autopano Pro for jobs. Not cheap, but much cheaper than Stitcher, and handles OpenEXR for both input and output.

Some bits and bobs
The Galileo Fallacy, 'Argumentum ad Galileus':
"They laughed at Galileo. They're laughing at me. Therefore I am the next Galileo."

Nope. Galileo was right for the simpler reason that he was right.


Thanks Ben. JimB that software looks pretty nice, with its auto features.


Quote from: Mandrake on October 30, 2008, 06:48:47 pm
been reading up on this thread, mainly because TG2 CAN NOT handle heavy model import.

Really, what do you mean by heavy model import? I'm regularly using models of 100mb, 200mb even 300mb both singularly and in populations. Terragen dose seem to have a habit of crashing when its dealing with multiple reflective surfaces especially if they're interacting with each other but thats not due to the size or complexity of the model but rather the number of reflections of reflections it has to calculate (I think).

Ryzen 9 3900X @3.79Ghz, 64Gb (TG4 benchmark 6:20)
i7 5930K @3.5Ghz, 32Gb (TG4 benchmark 13.44)


Probably exactly what you think I mean, ;) download the above car at Ashundar and your lucky if you get a couple of grass pops. Of course with the system you list below on 64bit os will have better results, unfortunately I don't have that up and running yet.


Well I got one quick panorama test done with ogres road, what's up with that displacement ogre?
Did the pano and ran it through the hdrishop and projected it to the sphere around the car, and it's light is luminescence from the tg2 render material settings. Seams did not line up and there's some white but I guess it worked somewhat..


Try this: http://forums.planetside.co.uk/index.php?topic=4211.msg44441#msg44441
and source to do it in a UI is pointed to in a message two messages above this one.