The Planetarium Network

Teaching People to Dream

Dalai Felinto

Yet another Fulldome render workaround in Blender (using Map UV Node)

Hello there.
Andy Dolph suggested me this discussion group to keep in touch with people whose producing fulldome content with Blender. Although I'm not directly involved with planetariums (I love them though) I recently worked with fulldome development for the BGE and now I'm trying to explore offline rendering possibilities.

I came out with a method at composite time that can handle alpha and doesn't require raytracing.
Basically I'm using linked scenes + unique rotated cameras + UV Map (composite nodes).

You can read more about this and get a sample file in my blog:
http://blenderecia.orgfree.com/index.php/blender/real-time-is-not-e...

Or in the Blenderartists forum:
http://blenderartists.org/forum/showthread.php?t=159121

That's all. I hope it can be of some use. I would love to hear if it works for you.
Cheers,
Dalai

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Welcome to planetarium.net!

very nice work!

Happy blending!

Andy

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Hi Dalai,

I finally had time to try it out. Very nice!

I hope there will be a native fisheye camera in Blender soon -- but until that day, workaround workaround workaround!

Thank you for sharing your work!

r

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Now I'm disliking the few seams I see even with this method. It'll work for preview but not for the final images.
Does anyone suggest another app to stitch the "cubemap" images into a fulldome one?

Cheers,
Dalai

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Paul Bourke's Cube2Dome is nice, but we prefer the reflector method at our place.

http://local.wasp.uwa.edu.au/~pbourke/miscellaneous/domefisheye/cub...

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