RESOLVED: 60880 issues with Render TOP and projection

Here is my previous topic on the subject: derivative.ca/Forum/viewtopi … =12&t=8827

I’ve found new information. Everything is set up inside the simple demo .toe file that I’ve attached to this post.

So when using the Dual Paraboloid mode of the render TOP along with a projection TOP, there are stitching issues. These can be seen in the screenshots in my previous post. The issue is still occurring in the latest TD version.

The new issue I found is when using the Cube Map mode of the render TOP along with rim lights on phong materials. The rim light will behave differently based on which side of the cube it is rendered on. This might not be a bug but considering the issue with the Dual Paraboloid mode, it means you cannot use rim lights with 360 views of the scenes.

If you have any information about this topic, I’m interested. Thanks.
RenderProjectionBugs.toe (5.97 KB)

The thing about Rim lights is that they are an image-space hack. This means the direction of the viewer changes the results. Since a cube map is 6 different viewers, one for each side, each will have a different result for the rim light. Point Sprites have the same issue since they are also created in image space vs. 3D space.

Ah. I understand.

What about the stitching issue with a dual paraboloid render into a projection top? Are you aware of the issue, is it simply that this conversion is not supported even though the projection top accepts a dual paraboloid as its input? Or maybe I’m doing something wrong? I couldn’t make it work.

The dual paraboloid is an optimization to render a 360 view in only 2 renders. However it is an approximation and will not result in perfect results. In particular it tries to curve straight lines around a fish-eye type projection. You’ll only get good looking results if your geometry is highly tesselated. However it will rarely give a perfect stitch since it’s still an approximation and not full information like a Cube map render.

Thank you for the details.