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Dome master

PostPosted: Thu Nov 01, 2018 3:32 pm
by sergioHCM
Hello, I have a question about how to make a dome without having to pass the files through the master dome, and if there is any possibility of doing it without going through the pandora spliter, thank you very much and I await your response !.

Re: Dome master

PostPosted: Sat Nov 03, 2018 2:49 pm
by Daniel Kaminski
Hi,
there are multiple ways. It all depends on your UV Mapping.
At some point you need to define which pixel of your square content file goes where on your dome.
This defines who you warp, if you need the dome master or not and how your test patterns look like.
I know it is probably not the answer you are looking for, but dome mapping is pretty complex and you need to understand your content and how it will remap to make the right decisions.

Daniel

Re: Dome master

PostPosted: Wed Nov 07, 2018 7:13 pm
by sergioHCM
Thank you, Daniel,

I understand that there are multiple ways to do that. Currently we use onse server and one player for dome mapping, croping the content.

We are planning on buying a 8 output server so that we wo´nt need to crop the content anymore. I undestand that if we use an uv mapping/3d objetc, we´ll be able to input video as a single file ant let the 3d processing of the server work its magic, a process that currently is done beforehand in afterFX.

Is this a way that you recommend ?

Thanks you,
S.

Re: Dome master

PostPosted: Thu Nov 08, 2018 1:41 pm
by Thomas Mrozek
Hi S.

mostly dome's are using the classical 2D workflow.

If you use a single file (spherical map) as source and you have a multiple output server, cameras are used to define the texture parts for each output. If you define the number of projectors in the spherical map you will know their positions in the real dome and you know the position and size of the PB cameras.
The camera produces a new texture where you apply the Warp (PB Output). With the warp you shift every pixel at the position you planned.

cheers
Thomas