Hi this is Andrew Hazelden.
I'm one of the co-developers of the Domemaster3D shader. I'd like to apologise for not being more active in this forum. Juan Canada and Maxwell have been very nice to the Domemaster3D project over the last year+ and really supportive of the project's efforts.
I haven't been able to be involved with the Maxwell lens shader port as much as I would have liked to over the last few months since I've been working fulltime on my own projects that involve the development of VR previz, and panoramic 360 degree compositing tools through my blog. Since I didn't test the most recent 3.2 builds of the Maxwell ported stereo lens shaders I am partially responsible for the rendering issues you have discussed on this forum not being resolved today. For that I am sorry.
* * *
Today I created a Maxwell Studio .mxs version of the standard Maya/Domemaster3D mental ray scene called "LatLong_Stereo_CubeX".
Mental Ray CubeX LatLong Stereo Demo Scene
Here is a stereoscopic 3D LatLong animation of what the mental ray CubeX scene looks like:
https://www.vrideo.com/watch/bavxEI6m
Maxwell CubeX Scene Download
You can download the Maxwell CubeX scene files here to do your own stereo tests. You can also check out the sample CubeX 3840x1920px Latlong Stereo images that are included with the scene:
http://www.andrewhazelden.com/projects/ ... _cubex.zip
Tip: If you want to have the scene render faster, you can try lowering the SL quality setting and the resolution of the cubeX demo scene before rendering the .mxs scene file.
Maxwell Studio CubeX Screenshot
Maxwell Rendered LatLong Stereo Image
(The left and right views were merged to red/cyan anaglyph for inline forum based web viewing)
* * *
Notes on the Current LatLong Stereo Shader in Maxwell 3.2 as of Today
In Maxwell Studio if you change the separation value to 6.5, and the Parallax Distance to 3600 you should get a better result with the LatLong Stereo shader and a closer match to the original Domemaster3D shader's Maya/mental ray based default settings of camera separation 6.5 cm / Parallax Distance 360 cm.
The issues you have been mentioning in this forum with the first Maxwell integration of the stereo lens shaders should be able to be fully resolved shortly and come down to two things:
Issue Part 1 - Lens Shader Measurement Scale
Maxwell Studio and .mxs files use meters internally for the scene scale. The Maxwell integration plugins that work with Maya/Max/etc... all use a scene scale translation phase.
It was initially discussed that it would seem logical to make the camera separation value work in centimeters for consistency across each of the Maxwell integration plugins and Maxwell Studio since everyone working in stereo 3D is used to entering a roughly 6 to 6.5 cm stereo camera separation value / IPD. This is where part of the confusion starts since not all parts of the lens shader math did the scene scale conversion the same way and the current GUI didn't implicitly state the units of measure on every one of the lens shader GUI's input fields (mainly parallax distance for example).
Today I've been in discussion with Juan over theses issues and I put together an updated Maxwell XUI file for the lens shaders that should make things clearer for the next Maxwell Render release that will hopefully be available shortly.
Issue Part 2 - Control Maps
There is a separation map feature in the Maxwell Studio "Lat-Long Stereo" shader, and a separation/turn/head tilt map feature in the "Fisheye Stereo" shader that are designed to use the same stereo control texture maps as the original Domemaster3D shaders do. If the scene scale is not adjusted correctly in "part 1" above then the control texture map can't really take effect properly in "part 2".
The stereo control texture maps are typically an RGB image (like a PNG texture) that have a black to white color in the image which represents the area of the rendered frame that will have full stereo effect or a reduced stereo effect. The control texture maps take care of "swirly" artifacts that would occur in the pole zones during the turning "panoramic" stereo camera rendering phase that is used to make a continuous and seamless 360 degree stereo effect.
The control maps are applied by the Maxwell lens shaders using "screen space" coordinates which means they are directly mapped 1:1 with the areas in the final rendered image. In a separation texture map pure black means no stereo effect will appear in that area, and white means the stereo effect will be at full strength. The areas of shading between pure black and white have a feathered out stereo effect to gradually reduce the stereo depth. For a latlong stereo control map, it really is just a simple gradient that chooses where in the image you want to start fading out the stereo effect.
The sample control texture maps files that are included with the regular Domemaster3D shaders are installed here:
C:\Program Files\Domemaster3D\sourceimages\
The texture "latlong_separation_map.png" is for feathering out the stereo effect in the pole regions in a latlong rendering. The zenith or upwards sky facing pole region is at the top of the texture map, and the nadir or downwards facing pole region is on the bottom of the texture map.
latlong_separation_map.png
The textures "separation_map.png", "turn_map.png", and "head_tilt_map.png" are for use with 180 degree angular fisheye renderings which are also called domemaster frames due to their use in planetarium "dome" theaters. These 180 degree angular fisheye images typically have a black circular mask applied to the perimeter of the frame so anything outside the circular area in the final rendering is cut off.
The 180 degree angular fisheye separation map texture may look a bit strange but what it is indicating is the area just behind the viewer's head when seated in a dome theater has the stereo effect reduced where the viewer may be fully tilted back in their chair and looking back past the top pole region of the theater. The head tilt map has two shaded areas that are used to cause the stereo rendering settings in the lens shader to adjust for the fact a seated viewer in the planetarium theater is rolling their head at a slightly tilted angle when looking to the far left or far right area on the "front half" of the dome screen.
separation_map.png
turn_map.png
head_tilt_map.png
As a note, a screen space control texture map is typically painted in Photoshop using a layer placed ontop of one of your own panoramic renderings. This helps make the image projection easier to understand and allows you to choose where you want to reduce the 3D effect without having to be someone who is an expert on panoramic image projection math. The textures are actually quite forgiving overall so they can be made with quite a large radius brush in your paint package.
* * *
Also, as a little way to say thanks for your patience, I've written a small javascript called "PanoView.ms" that can be used from inside the Maxwell Render GUI's script window to send your active latlong / fulldome imagery from the Maxwell render window directly to an Oculus Rift HMD or desktop viewer tool. Currently 9 of the most popular media player tools are supported in PanoView. You can read the script's source code for installation details and on what changes can be made to the tool's configuration.
Note that only some of the viewing tools can handle EXR files natively but every panoramic 360 degree viewer tool can show a PNG image.
Download the PanoView for Maxwell Render Script:
http://www.andrewhazelden.com/projects/ ... render.zip
Here is a full list of the viewing tools supported in PanoView version 1:
Kolor Eyes Desktop (Free) - LatLong Capable - Is the default viewing tool in PanoView
http://www.kolor.com/kolor-eyes/download/
Live View Rift (Free) - Fulldome and LatLong Capable
http://soft.viarum.com/liveviewrift/
Amateras Dome Player (Free) - Fulldome and LatLong Capable
http://www.orihalcon.co.jp/amaterasplayer/en/
Shotgun/Tweak RV Player - LatLong Capable - Has EXR Support
http://www.tweaksoftware.com/products/rv
Assimilate Scratch Play - LatLong Capable - Has EXR Support
http://www.assimilateinc.com/products/scratch-play/
Whirligig Viewer (Free) - Fulldome and LatLong Capable
http://www.whirligig.xyz/
Adobe Speedgrade - Has EXR Support
https://www.adobe.com/products/speedgrade.html
VLC Media Player (Free)
https://www.videolan.org/vlc/
DJV Viewer (Free) - Has EXR Support
http://djv.sourceforge.net/
Regards,
Andrew Hazelden
Domemaster3D Co-Developer