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Domemaster3D Stereoscopic Shader for Autodesk Maya and 3DS Max

About the Domemaster3D Shader

This is the current collection of Domemaster3D shaders.

This is the current collection of Domemaster3D shaders.

The Domemaster Stereo shader is designed to create 2D & 3D fulldome renderings for use in planetariums and fulldome theaters, and 2D & 3D spherical/LatLong/equirectangular renderings with the LatLong_Stereo shader.

Roberto Ziche created the Domemaster Stereo shader for 3D Studio Max and I added the Autodesk Maya and Softimage support. The Domemaster3D fulldome lens shader is available for Maya, 3DS Max, and Softimage and runs on Mac, Windows, and Linux.

The Domemaster3D lens shader is compatible with Maya’s native stereo camera rig system. It is possible to interactively create stereoscopic fulldome renderings in the render view using the anaglyph, luminance anaglyph, parallel freeview, and crossed freeview stereoscopic display modes. Also, a wide field of view stereoscopic display mode is available in Maya’s realtime viewport.

Domemaster3D Downloads

Note: If you are interested in creating content for the Oculus Rift, you should read this blog post for details on the Domemaster3D addition of LatLong Stereo rendering support.

You can download the Domemaster3D shader installer for Autodesk Maya & 3DS Max here:

Standard Domemaster 3D 1.9.3 Release

What’s new in Domemaster3D v1.9.3?

Domemaster3D v1.9.3 adds support for viewing Facebook Cube Map 3×2 and Ricoh Theta S raw panoramic 360 degree images in the Maya DomeViewer tool.

Windows VC++ Runtime Library

The Domemaster3D v1.9 releases for Windows have been compiled with Visual Studio 2012. If your system doesn’t have the Visual Studio 2012 (VC++ 11.0) x64 redistributable package installed you can download it here:

http://www.microsoft.com/en-us/download/details.aspx?id=30679

Mac OS X Compatibility

The minimum Mac OS X version required to run the compiled versions of the Domemaster3D mental ray shaders is now Mac OS X 10.9 due to the version of Xcode used to compile the current .dylib library files.

If you need support for older versions of Mac OS X, you can read the Domemaster3D wiki page to learn how to compile the shaders locally on a legacy Mac OS X system using the included Makefiles and the shaders will run on systems as old as Mac OS X 10.6.

The Domemaster3D shader installer makes it easier than ever to get started.

The Domemaster3D shader installer makes it easier than ever to get started.

Documentation

The Domemaster Stereo Shader Wiki has been expanded with more content. After you have used the Domemaster3D shader you should read the Tips & Tricks Guide on the wiki as it covers how to fix common issues like a blurry streak artifact on Maya native file textures, and how to solve a Maya Fluid Effect artifact.

Support

There is a Domemaster Stereo support forum on the Fulldome NING group.

Domemaster3D Related Links

The Domemaster3D Shelf

Domemaster3D v1.8.2 Shelf

The Maya version of the Domemaster3D shader includes a custom shelf with 40 tools that help automate the fulldome production process, and features a matching Domemaster3D Menu system.

Shelf Tool AutoMagic Button

The AutoMagic tool creates a domeAFL_FOV_Stereo based fulldome stereo camera rig and adds a hemispherical reference grid to the scene.

Shelf Tool Stereo Rig Button

The Stereo Rig tool creates a stereo fulldome camera rig with the domeAFL_FOV_Stereo lens shader applied.

Shelf Tool Dome Texture Button

The Dome Texture tool creates a screen space file texture. This is useful for loading file textures as control maps for the domeAFL_FOV_Stereo shader.

Shelf Tool Dome Ramp Button

The Dome Ramp tool creates a screen space ramp texture. This is useful for creating editable gradients that can be used to drive the control maps on the domeAFL_FOV_Stereo.

Shelf Tool DomeAFL_FOV Button

The DomeAFL_FOV tool creates a standard 2D fulldome camera with the domeAFL_FOV lens shader applied.

Shelf Tool DomeAFL_WxH Button

The DomeAFL_WxH tool creates a 2D fulldome camera with the domeAFL_WxH lens shader applied. This shader uses a diameter and height setting instead of a field of view control.

Shelf Tool LatLong Button

The LatLong tool creates a latlong / equirectangular / spherical camera with the latlong_lens shader applied.

Shelf Tool Color Material Button

The Color Material tool creates a mia_material_x_passes based mental ray shading network with support for color file textures.

Shelf Tool Color + Bump Material Button

The Color + Bump Material tool creates a mia_material_x_passes based mental ray shading network with support for color and bump file textures.

Shelf Tool Color Image Sequence Material Button

The Color Image Sequence Material tool creates a mia_material_x_passes based mental ray shading network with support for color file textures. The mentalrayTexture node has extra attributes applied that allow you to create image sequences.

Note: The image sequence mode requires your batch rendering software to distribute the rendering job using 1 frame per packet / render slice so a new image is loaded for each frame of the sequence.

Shelf Tool Hybrid MR + Maya Color Material Button

The new Hybrid mentalrayTexture + Maya Color Material tool a shading network that combines the render time improvements of a mental ray texture based surface material for reducing blurry streak artifacts when rendering with lens shaders, and a real-time high resolution preview benefit of a stock Maya file texture node. The shading group uses the “Suppress all Maya Shaders” setting to make sure the mentalrayTexture is used at render time in a similar fashion to how the Starglobe surface material works. A place2dTexture node is used to drive the placement of both the mentalrayTexture and the Maya file texture nodes. Note: The place2dTexture WrapU and WrapV attributes are not supported by the mentalrayTexture node so it is a good idea to keep the rotate frame setting to 0/90/180/270, and the RepeatUV values in the range of 0-1 so the texture map doesn’t expose the blank area outside the image area when transformed.

Shelf Tool Starglobe Button

The Starglobe tool creates a mia_material_x_passes based starry background for your fulldome scenes.

Shelf Tool FulldomeIBL Button

The FulldomeIBL tool creates a custom mentalrayTexture based shading network that lets you feed fulldome 180 degree images and image sequences into mentalray’s IBL node angular texture input.

Note: The FulldomeIBL image sequence mode requires your render farm software to distribute the rendering job using 1 frame per packet / render slice so a new image is loaded for each frame of the sequence. The FulldomeIBL tool works with Maya 2015’s newly improved “emit light” IBL lighting system.

Shelf Tool HemirectIBL Button

The HemirectIBL tool creates a custom mentalrayTexture based shading network that lets you feed in an image with the top half of an equirectangular panorama into mentalray’s IBL node spherical texture input. The word Hemirect is short for hemi-equirectangular which is a new panoramic format based upon using the top 90 degree field of view zone of an equirectangular image which gives a 360° horizontal by 90° vertical part of the “all sky” region that matches the coverage area of a regular fulldome image.

Note: The HemirectIBL image sequence mode requires your render farm software to distribute the rendering job using 1 frame per packet / render slice so a new image is loaded for each frame of the sequence. The HemirectIBL tool works with Maya 2015’s newly improved “emit light” IBL lighting system.

Shelf Tool DomeGrid Button

The DomeGrid tool creates a hemispherical yellow wireframe reference grid.

Shelf Tool Galaxy Creator button

The Galaxy Creator tool creates dynamic particle based galaxies.

Shelf Tool DomeText Button

The DomeText tool creates raster titles and scrolling credits that can be used in a fulldome 2D or fulldome stereo production setting. This tool uses ImageMagick to render the title graphics using fonts installed in your system.

Shelf Tool CrossBounce Button

Simulate the effect of “crossbounce” light pollution that happens when imagery is projected across a hemispherical fulldome theatre screen.

Shelf Tool DomeViewer Button

The DomeViewer tool provides an immersive fulldome and panoramic image / movie viewer.

Shelf Tool Histogram Button

The Histogram tool uses ImageMagick to calculate a histogram analysis for the current image in the render view. Clicking the “Refresh the Histogram” button updates the plot.

Shelf Tool Shelf Tool Shelf Tool Shelf Tool Shelf Tool Render Rez Buttons

  • The 0.5k button sets the render resolution to 512×512 pixels.
  • The 1k button sets the render resolution to 1024×1024 pixels.
  • The 2k button sets the render resolution to 2048×2048 pixels.
  • The 4k button sets the render resolution to 4096×4096 pixels.
  • The 8k button sets the render resolution to 8192×8192 pixels.
  • The 2x1k button sets the render resolution to a 2:1 aspect ratio image at 2048×1024 pixels.
  • The 4x2k button sets the render resolution to a 2:1 aspect ratio image at 4096×2048 pixels.
  • The 8x4k button sets the render resolution to a 2:1 aspect ratio image at 8192×4096 pixels.

Shelf Tool Open Scenes Folder Button

The SCN button opens the scenes folder for the current project in a new window on your desktop. This is the same as if you manually browsed to the folder using Finder (Mac OS X), Windows Explorer, or Nautilus (Linux).

Shelf ToolOpen Sourceimages Folder Button

The SRC button opens the sourceimages folder for the current project in a new window on your desktop. This is the same as if you manually browsed to the folder using Finder (Mac OS X), Windows Explorer, or Nautilus (Linux).

Shelf Tool Open Images Folder Button

The IMG button opens the images folder for the current project in a new window on your desktop. This is the same as if you manually browsed to the folder using Finder (Mac OS X), Windows Explorer, or Nautilus (Linux).

Shelf ToolOpen Temporary Folder Button

The TMP button opens the operating systems %TEMP% temporary folder. This can be useful if you want to check out the log files from the DomeText tool, or inspect the contents of the folder to see about freeing up disk space.

Shelf Tool Display Render Log Button

The rLog button opens the current MayaRenderLog.txt file in a text editor to show the render statistics.

Shelf Tool Diagnostics Button

The Diag button generates a Maya Diagnostics Report and saves it to your desktop. This is helpful for detecting issues with Maya and the Domemaster3D shader.

The diagnostics output is formatted in plain text format using the “markdown” syntax and can be opened in Markdown Pad / StackEdit / Notepad++ / TextWrangler / BBedit or any other plain text editor.

Shelf Tool Task Manager Button

This button will open the Mac OS X Activity Monitor, the Gnome System Monitor, or the Windows Task Manager. This is useful to check the efficiency of the renderer by inspecting the memory usage and the processor utilization.

Shelf Tool Upgrade Domemaster Node IDs button

The Upgr / “Upgrade Domemaster Node IDs” button will look in your .mb Maya Binary scenes for any legacy latlong_lens, domeAFL_FOV, domeAFL_FOV_Stereo, or domeAFL_WxH nodes and replace them with newly created nodes using the current Node ID information from the current domeFL_FOV_Stereo.mi & latlong_lens.mi mental ray include files. The domeAFL node Extra Attributes settings will be refreshed too, along with the expressions linked dome preview shape.

Lens shader nodes that need to be updated will have their icons replaced in the Hypershade with the red text that reads “NodeID Upgrade Required.”

Shelf ToolAdd Pre/Post Render Mel Button

Add the Domemaster3D shader Pre/Post render mel scripts to the Maya Render Settings window.

Shelf ToolRemove Pre/Post Render Mel Button

Remove the Domemaster3D shader Pre/Post render mel scripts from the Maya Render Settings window.

Shelf ToolLaunch Another Maya Instance Button

This tool will launch an additional copy of Maya that will run independently. This is handy if you want to work in two separate Maya sessions at the same time.

Shelf Tool Load Mental Ray Plugin Button

The Load MentalRay Plugin tool forces mental ray to reload. This button can fix issues if Maya didn’t startup correctly or the mental ray plugin isn’t set to autoload.

Shelf Tool Wiki Button

The Wiki Help tool loads the Domemaster Stereo Shader Wiki page in your web browser.

Shelf Tool Version Button

The Version Info tool shows the current version number for the Domemaster Stereo Shader and provides links to the download page, and the NING group.

Domemaster3D Menu

The same tools that are in the Maya based Domemaster3D shelf are also accessible as menu items. To access the Domemaster3D menu you need to be in the Rendering menu set.

Domemaster3D v1.9.1 Menu

Domemaster3D v1.9.1 Menu

If you want to add the Domemaster3D menu items to your own custom Maya shelves, you can hold down the Control+Shift shotkeys and click on the menu item. The selected menu item will then appear in the current shelf tab and have an icon applied for the specific tool.

Domemaster3D User Generated Content

Here are a few interesting projects created by artists using the Domemaster3D shader:

Domemaster3D v1.4 Blockworld Test

Domemaster3D v1.4 Blockworld Test

LatLongStereo Content

Here are the first two renderings created with the LatLongStereo shader that demonstrate equirectangular stereoscopic rendering in Maya.

Galaxy Creator Content

30 comments
  1. Hi! I had a quick question about the domeAFL Stereo shader’s center node. I came across a document that said in order to convert the stereo effect to a mono image, I should render the center node. However, when I did this, the effect of the shader gets lost. Is there a way to reconnect the center node with the shader, or would I have to use a different dome camera to get a fulldome mono image? Also, I was wondering, in order to use the domeAFL shader (without stereo), do I have to make any utility connections in the hypergraph after I put it into the file (such as in the domeAFL stereo shader)? Thanks. Your work on this is pretty awesome!

  2. Hi Jenn.

    Thanks for trying out the Domemaster3D shader. If you haven’t tried the new Domemaster3D version 1.3.2 installer already it adds some new features you might enjoy like better integration with the mental ray sky & sun system.

    The shelf tool should make all of the required connections if you want to use 2D the DomeAFL_FOV shader.

    * * *

    As far as the DomeAFL_FOV_Stereo shader goes I’ve been having issues with Maya rendering a lens shader when it is attached to the center camera in a stereo camera rig.

    At the moment the easiest way to render a pure 2D fulldome view from the fulldome 3D camera rig is to simply edit the node labeled left_domeAFL_FOV_Stereo that is linked to the left camera. If you open the node in the Attribute Editor you can change the Camera popup menu from “Left” to “Center”.

    2D Fulldome Rendering Fix

    Then in your render settings window set the Renderable Camera to “stereoCamera1Left”.

    Andrew

  3. Hi. I had tried with this DomeAFL shader and rendered with center, but the problems is in output. Front facing camera objects textures are got blur, if anyone had faced these type of issues?? What is the solution for this??? Anyone know please help me.

  4. Hi Sageesh.

    The issue you are experiencing is known as “the blurry streak” artifact. The solution to this problem is mentioned on the Domemaster Stereo shader wiki:
    https://code.google.com/p/domemaster-stereo-shader/wiki/MayaDomemaster3DTipsAndTricks#Creating_domeAFL_Optimized_Surface_Materials

    https://code.google.com/p/domemaster-stereo-shader/wiki/MayaDomemaster3DTipsAndTricks#Native_Maya_Surface_Materials_Blurry_Streak_Fix

    The two solutions to this problem are using native mentalrayTexture nodes for the surface materials, and trying the camera focal length fix.

  5. Hi Andrew,
    I tested with the Focal length value and it’s working perfectly. I changed the focal length value from 10 to 500 and now the blurry streak is gone. So thank you Andrew for helping me.

  6. I have downloaded and installed dome master on my laptop but when I open Maya the tool bar with the settings don’t appear. Why?

  7. Hi Maria.

    Start by setting you renderer to “Mental Ray”. Then add a 2D fisheye camera to your Maya scene by clicking on the “FOV” button in the Domemaster3D shelf. You now have a new 180 degree fisheye camera in your scene.

    The wiki has a quick description of the Maya Domemaster3D shelf tools on this page:
    https://github.com/zicher3d-org/domemaster-stereo-shader/wiki/Maya-Domemaster3D-Shelf

    The wiki site has topics on the various Domemaster3D tools:
    https://github.com/zicher3d-org/domemaster-stereo-shader/wiki/_pages

    Cheers,
    Andrew

  8. Hi Andrew,

    I am using Maya 2015, but when I try most of the tools on the shelf, I get this error:

    domeCamera.createDomeAFL_FOV_Camera()
    # Error: ImportError: file line 1: No module named domeCamera #

    I am also not seeing the Domemaster3d menu. I have loaded Mental Ray and set it as my renderer. Am I overlooking a step somewhere or did the scripts install incorrectly?

    Any help that anyone may have on this would be greatly appreciated.

    Greg

  9. Hi Greg.

    As far as the shelf tools giving an error when clicked, my guess is the issue is related to the current Maya.env settings.

    Is the Domemaster3D shader installed on a Mac or Windows system?

    There is a new diagnostics tool included with the latest Domemaster3D v1.5 release that should help with the troubleshooting process.

    You can read more details about it here:
    https://github.com/zicher3d-org/domemaster-stereo-shader/wiki/Maya-Dome-Diagnostics-Tool

    The diagnostics tool is run by clicking on the item labeled “diag” in the Domemaster3D shelf. After the tool runs, a report file will be saved to your desktop that will help in troubleshooting the problem. The report file is named: “Domemaster3D_Report_(Computer Name)_(User Account Name).md”

    * * *
    If the “diag” button doesn’t want to run from the shelf, you can also run the diag tool from the command prompt:

    Mac Steps

    Step 1. On Mac OS X you need to open up the folder:

    /Applications/Autodesk/maya2015/

    Step 2. Open the “Maya Terminal.term” file by double clicking on it. This will open up a terminal window that has the correct settings for running mayabatch.

    Step 3. Run the following command:

    mayabatch -script “/Applications/Domemaster3D/maya/common/scripts/domeDiagnostics.mel” -command “domeDiagnostics();”

    Windows Steps

    Step 1. Open the Windows command prompt.

    Step 2. Navigate to Maya’s bin folder:

    cd “C:\Program Files\Autodesk\Maya2015\bin”

    Step 3. Run the following command:

    mayabatch -script “C:\Program Files\Domemaster3D\maya\common\scripts\domeDiagnostics.mel” -command “domeDiagnostics();”

    Cheers,
    Andrew

  10. Very great plugin! Thanks Andrew and team!

    Got a question, why rendering in the GUI and from MEL results in different images. The GUI render correctly a circular fisheye, but rendering from MEL results in a rectangular version.

    For rendering with MEL, I used: ‘render domeAFL_FOV_CameraShape2’

    Any ideas?

    Thanks again for the great tool!

    Markus

  11. Hi Markus.

    According to the Maya help docs the mel “render” command is used to launch a Maya Software based rendering. Since the Domemaster3D lens shaders only work with mental ray you would get a rendering done without the lens shader applied.

    You can test the fact that the mel render command is done with the Maya Software renderer by creating a new Maya scene and adding a polygon cube with a mental ray “mia_material_x_passes” material applied to it. When you launch a render using “render persp;” the image in the render view will be empty. When you manually click the render button in the render view with mental ray active you will see the cube.

  12. Dear Andrew,

    Thanks for your reply, but its not yet clear for me. Actually my script takes care to set mentalray as the render engine before I start rendering:

    setAttr -type “string” defaultRenderGlobals.currentRenderer “mentalRay”;

    Anyway, I tried to use the Mayatomr MEL command, and it works out well:

    setAttr “defaultRenderGlobals.imageFormat” 4; // TIF 16bit
    python “domeCamera.changeRenderRes(4196)”;
    Mayatomr -preview -camera domeAFL_FOV_CameraShape2 -v 5;

    Take care,

    Markus

Comments are closed.