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cubic map images
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cubic map images // Tech Forum
Post by nigec // Nov 28, 2008, 2:28am
nigec
Total Posts: 314
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Is there away to create 6 panoramic view renders for cubic game engines, ie Scream, Pipmak or Cpage.. i asked a while back
At the moment its a case of modeling in TS and using Bryce to create the images which is a pain in the a** if you need to have a scene rendered in TS to make an animated puzzle as its virtually impossible to make the shadows, camera and textures match
I don't have Vray so it would need to be model side
PS will vray 1.52 that came with 7.51 work with 7.6? |
Post by RichLevy // Nov 28, 2008, 3:08am
RichLevy
Total Posts: 1140
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You need to create a cubic map image of the scene you have created to place in a game engine, right?
I made a python script many years ago that did something like this. Unfortunately I doubt I would be able to find it. It really was noting much. Create 6 cameras in the scene, take a picture from each camera and save.
Requirements,
each camera needs to be pointing at 90 degrees from origin in another direction.
each camera needs to be able to see 90 degrees of FOV of the scene, to much at it will lap into the cubic planes next to it, less and there will not be complete coverage of the cubic planes.
This is the basic algorythm, if someone has something ready, maybe they will post it, else maybe this will help you do it yourself.
Rich |
Post by robert // Nov 28, 2008, 5:22am
robert
Total Posts: 609
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PS will vray 1.52 that came with 7.51 work with 7.6?
vray 1.53 is out and you can find it where you downloaded it originally, the minor upgrade is free. |
Post by nigec // Nov 28, 2008, 6:21am
nigec
Total Posts: 314
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each camera needs to be able to see 90 degrees of FOV of the scene
thats the problem.. TS's FOV doesn't appear to be in degrees, its a *.*** field, i tried at 0.90 and the front, back, sides look ok but the top and bottom are wrong.. I'll keep trying lol
@ Robert, i was offered 7.51 by a guy who moved on to Studio Max, if Vray would of worked in 7.6 it would of been worth buying just to get Vray, but I'm not bothered if it wont work, lightworks is enough for what i use TS for |
Post by robert // Nov 28, 2008, 6:49am
robert
Total Posts: 609
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Are you talking about buying 7.6? It's free and the older Vray does work. 1.53 is just a minor bug fix/upgrade from 1.521. |
Post by nigec // Nov 28, 2008, 7:22am
nigec
Total Posts: 314
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I have 7.6... it would be 7.51 and Vray installers and would be buying, its at bargain price and a lump cheaper than Vray on its own, but like i said if it was going to be more hassle than its worth i'd just wait till after Xmas and buy the new one |
Post by clintonman // Nov 28, 2008, 8:04am
clintonman
Total Posts: 304
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thats the problem.. TS's FOV doesn't appear to be in degrees, its a *.*** field, i tried at 0.90 and the front, back, sides look ok but the top and bottom are wrong.. I'll keep trying lol
@ Robert, i was offered 7.51 by a guy who moved on to Studio Max, if Vray would of worked in 7.6 it would of been worth buying just to get Vray, but I'm not bothered if it wont work, lightworks is enough for what i use TS for
I think the camera FOV is the angle in radians. So
90 degress*pi / 180 = 1.570795 radians |
Post by nigec // Nov 28, 2008, 9:41am
nigec
Total Posts: 314
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For 512X512 it was 1.255 for a seamless image in Pipmak
if anyones interested, i've attached the 6 cameras and the simple room, a square room with numbers near the walls :)
thanks for all the help and advice
edit
oh bugger i only saved one camera :s |
Post by nigec // Nov 28, 2008, 10:43am
nigec
Total Posts: 314
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a while ago i did a game so i re-used the scene, i used 6 cameras as Rich said, its a lot easier doing it with 6 cameras as a single camera moves slightly as it turns
Set the field of view at 1.255
any heres the result in Pipmak, the walls are tiled so you can see if there is any offset and it looks fine to me :) |
Post by nigec // Nov 30, 2008, 1:29am
nigec
Total Posts: 314
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I found the best way to do it was create 6 cameras, as a single camera moves location slightly as it turns, FOV for 512x512 images is 1.255
camera1 = X-90.00 Y-0.00 Z 0.00
camera2 = X-90.00 Y 90.00 Z 0.00
camera3 = X 90.00 Y-0.00 Z -180.00
camera4 = X-90.00 Y-90.00 Z 0.00
camera5 = X 0.00 Y 0.00 Z 0.00
camera6 = X 180.00 Y 0.00 Z -0.00
check location x,y,z is zero for all and group them so you can move them around, ungroup when they are in the desired location, I had strange sh*t happen leaving the grouped as a camera isn't exactly an item you'd group!
My maps are for game engines so they are usually 1 pixel bigger, so i might need to tweak the FOV also you might need to 1024 X1024 |
Post by trueBlue // Dec 3, 2008, 10:08am
trueBlue
Total Posts: 1761
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Maybe this will help somewhat. It is a Camera that has six buttons that rotate the Camera as you have suggested. |
Post by nigec // Dec 3, 2008, 10:22am
nigec
Total Posts: 314
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Thats awesome, thanks trueBlue :cool:
When i had the cameras grouped after awhile they flipped over for some reason or moved back to a prevoius point.
thanks again |
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