About the Domemaster3D Shader
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.
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
- Mac 64-bit Installer (Mac OS X 10.9, 10.10, or 10.11 is required)
- Windows 64-bit Installer
- Linux, Mac, Windows 64-Bit Manual Install
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:
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 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.
There is a Domemaster Stereo support forum on the Fulldome NING group.
Domemaster3D Related Links
- If you are an Autodesk Softimage based artist you can download the Domemaster3D Shader for Softimage.
- The Domemaster Photoshop Actions Pack is a collection of fulldome tools for Adobe Photoshop.
- You can participate in the development of the Domemaster Stereo Shader on Github.
- The PlayblastVR for Maya OpenGL based panoramic 360° previz rendering tool is compatible with scenes that use Domemaster3D. PlayblastVR is able to quickly generate a hardware rendered a version of your Domemaster3D scenes and allows you to easily send your previz renderings to an Oculus Rift HMD for review.
The Domemaster3D 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.
The AutoMagic tool creates a
domeAFL_FOV_Stereo based fulldome stereo camera rig and adds a hemispherical reference grid to the scene.
The Stereo Rig tool creates a stereo fulldome camera rig with the
domeAFL_FOV_Stereo lens shader applied.
The Dome Texture tool creates a screen space file texture. This is useful for loading file textures as control maps for the
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 tool creates a standard 2D fulldome camera with the
domeAFL_FOV lens shader applied.
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.
The LatLong tool creates a latlong / equirectangular / spherical camera with the
latlong_lens shader applied.
The Color Material tool creates a
mia_material_x_passes based mental ray shading network with support for color file textures.
The Color + Bump Material tool creates a
mia_material_x_passes based mental ray shading network with support for color and bump file textures.
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.
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.
The Starglobe tool creates a
mia_material_x_passes based starry background for your fulldome scenes.
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.
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.
The DomeGrid tool creates a hemispherical yellow wireframe reference grid.
The Galaxy Creator tool creates dynamic particle based galaxies.
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.
Simulate the effect of “crossbounce” light pollution that happens when imagery is projected across a hemispherical fulldome theatre screen.
The DomeViewer tool provides an immersive fulldome and panoramic image / movie viewer.
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.
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.
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).
Open 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).
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).
Open 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.
Display Render Log Button
The rLog button opens the current
MayaRenderLog.txt file in a text editor to show the render statistics.
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.
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.
Upgrade Domemaster Node IDs button
The Upgr / “Upgrade Domemaster Node IDs” button will look in your .mb Maya Binary scenes for any legacy
domeAFL_WxH nodes and replace them with newly created nodes using the current Node ID information from the current
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.”
Add Pre/Post Render Mel Button
Add the Domemaster3D shader Pre/Post render mel scripts to the Maya Render Settings window.
Remove Pre/Post Render Mel Button
Remove the Domemaster3D shader Pre/Post render mel scripts from the Maya Render Settings window.
Launch 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.
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.
The Wiki Help tool loads the Domemaster Stereo Shader Wiki page in your web browser.
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.
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.
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:
- Vessel short film by Aaron Bradbury Created using the Domemaster Stereo shader with 3DS Max.
- Vortex short film by Aaron Bradbury Created using the Domemaster Stereo shader with 3DS Max.
- XETROV short film by Max Crow Created using the DomeAFL_FOV shader with Softimage XSI and ICE
- Domemaster3D Fulldome Blockworld Test by Andrew Hazelden Created using the DomeAFL_FOV_Stereo shader and Autodesk Maya
- Zosma Badlands Fulldome Previz by Andrew Hazelden Created using the DomeAFL_FOV shader and Autodesk Maya
- DomeText Code Uplink Animation by Andrew Hazelden Created using the Domemaster3D DomeText tool and the DomeAFL_FOV shader with Autodesk Maya
Here are the first two renderings created with the LatLongStereo shader that demonstrate equirectangular stereoscopic rendering in Maya.