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Render Spherical Stereo Content with the Domemaster3D V1.6

This is the current collection of Domemaster3D V1.6 Shaders

This is the current collection of Domemaster3D V1.6 Shaders

For the last two years the Domemaster3D shader has been one of the leading mental ray based tools for creating pre-rendered stereoscopic content for the planetarium and fulldome theater markets. The shader currently supports rendering stereoscopic 3D angular fisheye imagery in Maya, 3DS Max, Softimage, and mental ray standalone.

This summer the Oculus Rift HMD (Head Mounted Display) device has started to really take off with artists interested in creating and viewing immersive VR content and this has meant that the Domemaster Stereo Shader developers (Roberto Ziche and Andrew Hazelden) have received a lot of emails asking how to create spherical/latlong/equirectangular stereoscopic output with the Domemaster3D toolset.

Previously you had to render your scenes out to a series of left and right 360 degree angular fisheye renderings and then do a post process on the footage in a compositing package to convert the domemaster formatted imagery into a latlong 360×180 degree format.

I’m happy to announce a better workflow is available now. The new Domemaster3D v1.6 release has implemented a new LatLong_Stereo shader that allows you to create spherical stereo output from inside of Maya/3DS Max/Softimage. This shader is still under ongoing development but I thought there would be interest among the Oculus Rift community to have a chance to try out the development version of the shader now.

Here are two sample spherical stereo renderings I created with the LatLong_Stereo shader that have been encoded into anaglyph format for viewing on YouTube:

Download the Domemaster3D V1.6 Shader

You can download the Domemaster3D shaders from the project’s main blog page here:


The latest versions of the shaders can also be downloaded on the GitHub Releases page:

Rendering the Zenith & Nadir Zones

As a tip, there is a screen space LatLong_Stereo shader separation control texture map included in the Domemaster3D sourceimages folder. This texture can be used to reduce the amount of stereo effect in the nadir/zenith regions of the spherical stereo renderings.

The default separation map texture is located at:

C:\Program Files\Domemaster3D\sourceimages\latlong_separation_map.png


This is the latlong_separation_map.png image that is included in the Domemaster3D sourceimages directory.


Domemaster3D Maya Visor Presets

There is also a new collection of Maya VISOR presets that are included in the new Domemaster3D V1.6 release. These presets include new domeAFL_FOV, domeAFL_FOV_Stereo, LatLong 2D, and LatLong_Stereo examples along with a collection of 3 examples from Jason Fletcher and the Charles Hayden planetarium that feature a Maya Star Field stimulation, an animated Maya Fluid Effects Sun model, and a volumetric Nebula example.

Domemaster3D Visor Presets

Domemaster3D Visor Presets

Visor Importing Tip

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.

It's important to adjust your import options before using the visor examples.

It’s important to adjust your import options before using the visor examples.

  1. Hi Peter.

    If the Domemaster3D shaders were eventually ported to work with Cinema4D it would likely happen through a C4D plug-in renderer like Arnold or Vray.


  2. Hi Matt.

    Yes. There are plans to add Vray shader support.

    This month I’ve been learning how to write a Vray lens shader. Right now I’m at the 75% mark on the Vray port of the LatLong Stereo and Domemaster Stereo shaders. I’ve got the basic shader code adapted and the “center” camera views render correctly in Vray Standalone. I’m still tweaking the “left” and “right” lens shader camera code and I need to finish the 3DS Max and Maya GUIs.

    You can see a preview of the Vray shader details on the Wiki:

  3. Hi Andrew,
    Thanks for the great tools you are developing, I was checking out the source code and I am trying to understand how omni-directional stereoscopic panorama works and I am referencing this page . I am not able to clearly understand the working of the code. Could you please point me to the sources where I can learn the math about it in much more depth.

    Also I have compiled the oculus rift lens shader for Arnold for Maya which is in the Solid Angle website. It’s here for download

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