++ Dome and ground plane from panoramic ( spherical/equirectangular) photos

mCasualmCasual Posts: 4,607
edited June 2014 in Freebies

it's the first version

the sphere is probably ok as is, the ground-disc will have other versions which are easier to use

in the video, i used 0.4 Vertical tiles

https://www.youtube.com/watch?v=NQs9ht31tuE

the 2 props in obj format

https://sites.google.com/site/mcasualsdazscripts4/spherical

------

i'll possibly publish the script i wrote that generated them -
because you can specify the distance pf the camera from the
ground plane, the size of the ground plane, the size of the sphere

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Post edited by mCasual on

Comments

  • mCasualmCasual Posts: 4,607
    edited June 2014

    Happy with this result !

    the recipe

    dome loaded with import scale = 100%
    floor loaded and parented to the dome

    dome scaled down 60%

    applied the Circus Backstage spherical panorama from http://www.hdrlabs.com/sibl/archive.html
    Circus_Backstage_8k.jpg

    dome moved to -90 40 30

    dome rotated 250 degrees

    exported to Blender using mcjTeleblender

    changed the dome surface from Diffuse BSDF to Emission , strength 1

    changed the image texture of the dome to Circus_Backstage_3k.HDR

    rendered with cycles

    ----

    You can see that the fround disc/floor fits perfectly but n this case it's not useful
    and runs across the table

    the ground-disc is mostly for situations where the ground is mostly empty, like a plaza
    or a big room where all the furniture are near the walls
    -----

    fig 2 - Daz Studio hardware render ( no ground plane )

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    Post edited by mCasual on
  • mCasualmCasual Posts: 4,607
    edited June 2014

    soon i'll post the script which was used to re-UV-Map a 100ftx100ft primitive plane so that is accepts spherical panoramas

    the big advantage of having a ground plane like this is that Amy's shadows can be cast on it !

    instead of having her float 100 ft in the air

    and, you can move the camera away from the center of the sphere and the ground will NOT seem to slide under her feet

    the moderately high polygon count for the floor is needed to avoid warpings

    -------

    the script that remaps the ground will also be usable for cubes and cylinders and in fact any shape !
    many free objects found on the net have unusable UV maps, and a spherical UV mapping often gets you acceptable results

    if you're looking for UV remappers, dont miss the mcjBoxUV script found here : http://www.daz3d.com/forums/discussion/36930/

    -----

    note that the beach would look more credible if you spent a few minutes ( well an hour maybe )erasing the trees and their shadows from the image map and replaced them with "real" ones

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    Post edited by mCasual on
  • mCasualmCasual Posts: 4,607
    edited June 2014

    see? shadows on the floor

    the 100x100ft spherical-compatible plane is not in its final state but it works as seen below

    i added it to the spherical web page : https://sites.google.com/site/mcasualsdazscripts4/spherical
    under the name ground_XZ_100ft_Y165cm it's a zipped .obj

    i loaded it in daz with an import scale of 100%

    i moved it up to 592.84

    the mcjSphBall e was also imported at 100% then scaled 25% rotated 270 degrees

    the floor texture tiling is a bit bizarre : -1 vertical tiles ... the final version wont require t his

    the dome texture was set to -1 Horizontal tiles

    ======

    in Blender i set the dome emissive with the EXR version of the map ( the HDR was completely blurred tsk tsk )

    i was lucky, the strength-3 sun light brought the floor luminosity to the same level as the dome

    in the dome's object properties i set the shadows off in the "ray visibility" sub-section

    and i blackened the external environment

    so Amy is lighted by the dome's texture and the sunlight

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    Post edited by mCasual on
  • mCasualmCasual Posts: 4,607
    edited June 2014
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  • mCasualmCasual Posts: 4,607
    edited December 1969

    the ( upcoming for DS 3/4 then for DS 4.5+ ) tool used the project the dome and ground plane's UV Maps on spherical maps

    was used here to re-UV the bodycon (dress),

    i'm not sure yet if there will be an option to leave the UV network intact ( so you could import the UV map using DS's built in tools )

    ---

    the bottom line is, you could take an object with no UV map or an unusable UV map and give is a somewhat usable UV map

    reminding you that there's already mcjBoxUV for cubic mapping

    and there will be planar mapping and cylindrical mapping ... someday

    ---

    and you know what other trick, one will be able to do ?

    well .... if we can project the spherical image on a ground plane

    we could also project it on a standing plane

    or on many ground planes

    or ... on a model of the warehouse ... see? ... yeah

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  • mCasualmCasual Posts: 4,607
    edited December 1969

    note that for large diameter domes, the Daz Studio primitive spheres are already UV-Ready to accept "spherical" / "Equirectangular" panoramas


    for smaller spheres the distance of the shot camera from the ground level becomes a source of problems

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  • RAMWolffRAMWolff Posts: 10,212
    edited December 1969

    Casual said:

    That is so darned cool Casual!

    OK... off subject. WHAT MUSIC IS THAT?? It's gorgeous. I must have a copy of that! OMG!

  • mCasualmCasual Posts: 4,607
    edited June 2014

    RAMWolff said:

    That is so darned cool Casual!

    OK... off subject. WHAT MUSIC IS THAT?? It's gorgeous. I must have a copy of that! OMG!

    thanks!

    the music is

    Ethereal Awakening
    from the album: Divinity
    by Project Divinity
    Attribution-Noncommercial-Share Alike 2.5
    http://www.jamendo.com/en/track/18229/ethereal-awakening

    i always write this in the video description but i forgot !

    in other news, a Spherical UV (re-)mapper script is nearing completion,

    (athe dress shown below was in fact re-UV-mapped with it

    fig 2, tried photoshop skin smoothing

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    Post edited by mCasual on
  • mCasualmCasual Posts: 4,607
    edited June 2014

    by increasing the mesh resolution of the sphere from
    64x32 to 128x64 we reduce distortion near the poles
    the defects seen here were part of the image itself

    the second image map was perfect

    fig 3 - doing through a test scene to see if the upcoming mcjSphericalUV script has what it takes for shadow-catching

    fig 4 pretty seamless ! the 2 primitive planes blend in with the gigantenormous environment sphere

    fig 5 but you have to consider the point of view

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  • RAMWolffRAMWolff Posts: 10,212
    edited December 1969

    I can not believe they give all their music away. OMG. Thanks!

    OK, so can I ask.... do you have a shadow catcher set up on this. I mean your setup seems pretty simple, a UV'd sphere and plane. I looks very 3D what ever you did. Or they are just really excellent photos! lol

  • mCasualmCasual Posts: 4,607
    edited December 1969

    RAMWolff said:
    I can not believe they give all their music away. OMG. Thanks!

    OK, so can I ask.... do you have a shadow catcher set up on this. I mean your setup seems pretty simple, a UV'd sphere and plane. I looks very 3D what ever you did. Or they are just really excellent photos! lol

    in daz studio 3advanced and up you can place your character in the center of the environment sphere and add ground shadows using
    the method outlined by Carnite

    https://www.youtube.com/watch?v=qo2OVy9tf8E

    in the warehouse image that had Amy's shadows,
    i was in Blender
    i used a ground plane which had been spherically-re-UV mapped using my upcoming script
    the environment sphere was made a source of light
    the floor was matte
    i added a sunlight so amy's shadow was cast on the ground
    and i made the environment sphere not cast shadows (else the sunlight wouldnt get in )
    i was lucky because the floor plane blended well with the sphere

  • mCasualmCasual Posts: 4,607
    edited December 1969

    due to camera angles the ground image quality is good for a radius of around 12 meters

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  • RAMWolffRAMWolff Posts: 10,212
    edited December 1969

    Very cool. So I could switch out of my UV'd sphere's for yours and get a much better environment. I shelved that project because I was just not into it and the UV's pissed me off too much. Be nice to have things look the way I imagine.

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