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Bundled Assets
The Domemaster3D shader includes a variety of bundled assets to help with fulldome production. The Domemaster3D assets are stored in a sourceimages directory on each Domemaster3D equipped render node and workstation and provide a collection of texture maps, alignment grid images, and 3D models.
On Windows the sourceimages folder is located at:
C:\Program Files\Domemaster3D\sourceimages
On macOS the sourceimages folder is located at:
/Applications/Domemaster3D/sourceimages
On Linux the sourceimages folder is located at:
/opt/Domemaster3D/sourceimages
The majority of the 3D models in the sourceimages folder are used with the DomeViewer tool to display panoramic texture maps on globes, cubes, cylinders, and dome shapes.
There is a "spiralTorus.obj
" mesh which provides a simple test shape for renderings. The shape is a polygon torus mesh which has a tubular coil wrapped around the edge of the torus.
The "starglobe_mesh.obj
", "starglobe_mesh.ma
", "starglobe_mesh_2K/8K.max
", and "starglobe_mesh_2K/8K.fbx
" models use an all quads based spherical geometry that avoids any pinch pole artifacts at the nadir and zenith points. This shape is similar to the spherical mesh used in Mudbox. You can use mental ray texture baking with the starglobe_mesh model to apply equirectangular / latlong imagery onto the unique starglobe UV mesh layout.
The "fulldome_quads_mesh.obj
" file has an all quads based hemispherical dome shape with a domemaster based UV layout.
The "fulldome_quads_4_3_mesh.obj
" mesh has a hemispherical dome shape but uses a domemaster based UV layout that has been centered inside a 4:3 aspect ratio texture space. This is useful for looking at fulldome movies or images that have been placed inside an NTSC or 1920x1440 sized video frame.
The "fulldome_quads_16_9_mesh.obj
" mesh has a hemispherical dome shape but uses a domemaster based UV layout that has been centered inside a 16:9 aspect ratio texture space. This is useful for looking at fulldome movies that have been placed inside a 720p or 1080p video frame.
angular360_mesh.obj
cube3x2_mesh.obj
cylinder_mesh.obj
fulldomeGrid_mesh.obj
fulldome_mesh-simple.obj
fulldome_mesh.obj
fulldome_quads_16_9_mesh.obj
fulldome_quads_4_3_mesh.obj
fulldome_quads_mesh.obj
horizontalCrossCube_mesh.obj
horizontalStripCube_mesh.obj
horizontalTeeCube_mesh.obj
latlongSphere_mesh.obj
mentalRayCube1_mesh.obj
mirrorball_mesh.obj
spiralTorus.obj
starglobe_mesh.obj
verticalCrossCube_mesh.obj
verticalStripCube_mesh.obj
verticalTeeCube_mesh.obj
angular360_mesh.ma
cube3x2_mesh.ma
cylinder_mesh.ma
fulldomeGrid_mesh.ma
fulldome_mesh.ma
fulldome_quads_16_9_mesh.ma
fulldome_quads_4_3_mesh.ma
fulldome_quads_mesh.ma
horizontalCrossCube_mesh.ma
horizontalStripCube_mesh.ma
horizontalTeeCube_mesh.ma
latlongSphere_mesh.ma
mentalRayCube1_mesh.ma
mirrorball_mesh.ma
starglobe_mesh.ma
verticalCrossCube_mesh.ma
verticalStripCube_mesh.ma
verticalTeeCube_mesh.ma
starglobe_mesh_8K.fbx
starglobe_mesh_2K.fbx
starglobe_mesh_8K.max
starglobe_mesh_2K.max
head_tilt_map.png
separation_map.png
turn_map.png
The Domemaster Stereo control maps are the default images used to adjust the fulldome stereoscopic controls in the "domeAFL_FOV_Stereo
" shader.
latlong_separation_map.png
The LatLong Stereo control maps are the default images used to adjust the Latitude/Longitude stereoscopic controls in the "LatLong_Stereo
" shader.
fulldomeAlignmentGrid_4k.png
hemirectAlignmentGrid_4x2k.png
The test patterns are used to display an accurate grid shape in your scene and are the default texture maps used with the Maya Domemaster3D shelf's "FulldomeIBL
" and "HemirectIBL
" tools. The fulldome alignment grid pattern was designed by Aaron Bradbury.
bumpChecker.iff
checker.iff
domemaster_mask.png
The "checker.iff
" and "bumpChecker.iff
" images are the default textures applied in Maya when the Domemaster3D shelf's color, and color + bump tools are used to create a mental ray native shading network.
The "domemaster_mask.png
" image provides a fulldome image mask that is used in the Maya FulldomeIBL tool.
fulldome_2K.jpg
latitude_longitude.jpg
moon_color_quadsphere_4k.jpg
moon_displacement_4k.jpg
The "fulldome_2k.jpg
" image shows a sunset ocean rendering and is the default domemaster formatted starting image used in the Maya DomeViewer tool.
The "latitude_longitude.jpg
" image is an equirectangular rendering that can be used as a texture map in the Maya DomeViewer tool or loaded manually on the "latlongSphere_mesh.ma
" or "latlongSphere_mesh.obj
" models.
The "moon_color_quadsphere_4k.jpg
" and "moon_displacement_4k.jpg
" texture maps can be used to create a quick moon model when used with the all quads based polygon mesh files "starglobe_mesh.ma
" or "starglobe_mesh.obj
". The imagery is from the LOLA GDR Digital Elevation Model (DEM) dataset on mapaplanet.org
starglobe_equirect_8k.jpg
starglobe_equirect_reversed_16x8k.jpg
starglobe_quadsphere_2k.jpg
starglobe_quadsphere_8k.jpg
The starglobe texture maps provide a quick way to create a starry night sky background for your scene. The starglobe_quadsphere_2k.jpg
and starglobe_quadsphere_8k.jpg
images are used by the Domemaster3D Starglobe tool and are applied to a starglobe_mesh.ma
, starglobe_mesh.obj
, starglobe_mesh_2K/8K.max
, or starglobe_mesh_2K/8K.fbx
model. The starglobe texture maps were prepared by Jason Fletcher of TheFulldomeBlog.com site.
The "starglobe_equirect_8k.jpg
" and "starglobe_equirect_reversed_16x8k.jpg
" images are Equirectangular / LatLong / Spherical formatted images of the starry night background. The "starglobe_equirect_reversed_16x8k.jpg
" image has been flipped horizontally so it looks correct when applied to a spherical mesh and is viewed from "inside" the spherical shape.
starfield_blue_star.jpg
starfield_light_orange_star.jpg
starfield_orange_star.jpg
starfield_white_star.jpg
Jason Fletcher of TheFulldomeBlog.com site has contributed a set of starfield sprite textures to accompany the Maya Visor / Example scene "CharlesHaydenStarField.mb".
The Domemaster3D Installer adds a set of Maya Visor example scenes to help you get started.
These examples are available as Maya Visor presets which are accessible from the Window > General Editors > Visor menu, and as regular Maya Ascii and Maya Binary scene files you can open in Maya using the File > Open Scene... menu item.
The Maya Domemaster3D visor files are installed to:
C:\Program Files\Domemaster3D\maya\common\presets\Domemaster3D\examples
The texture maps for the visor examples are stored in the sourceimages folder:
C:\Program Files\Domemaster3D\sourceimages\examples
The standalone Maya .ma and .mb example scene files can be accessed by unzipping the following file:
C:\Program Files\Domemaster3D\docs\Maya_Examples\Maya_Visor_Projects.zip
If you have difficulty re-linking the Visor textures maps on macOS or Linux you should try using the standalone Maya .ma and .mb scene files.
Note: When a visor example is used in Maya it is added to your current scene. This means it uses your current render settings and timeline control settings. If you open the standalone .ma and .mb example scene files they will use the custom render settings that are saved in each file which will make some of the scenes look a bit better by default.
Before you import the Domemaster3D Visor items, it is a good idea to have your Maya Import Options set to [x] use namespace, and (x) Merge into selected namespace and rename incoming objects that match.
You can change these settings by opening the File > Import...[ ] with options menu item.