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Up and Coming
October 9, 2013

360x180 CG Renders

I'm facing a problem when rendering any pair of equirectangular images from inside a 3D modelling package (Maya in my case, but no doubt the same issues apply to many different packages). The attached (side-by-side format) image is an example. I'm hoping the good folk on this forum can help.

I render out my panorama (I use the Lat-Lon Mental Ray lens plug-in) and it looks as you'd expect. Looking at it through the excellent VRPlayer, it works well. I then shift my camera to another position approx 6.5 'virtual' cm to the side of the first position and re-render. Again this panorama works fine on its own.

I was hoping that I could just place these x2 renders side-by-side (as they are in the attached example) to make a 3D version of the scene. Not so. What's happening is that the 'forward' view works fine but the depth gets reversed towards the peripheries of the image (which just looks bad) until the 'back' view is completely inverse (and so look pretty much OK again).

Logically I can see that the reason is that the 'Right camera' becomes the 'Left camera' as it renders the part of the view directly behind itself. However, I haven't got a clue how to fix it and output an equirectangular panorama that works in 3D. Help!

    165 replies

    New Participant
    January 29, 2015
    Hey,

    I'm a little late on this thread but I wrote an in-depth post about using the domemaster 3D shader in 3ds max here: http://www.luniere.com/2014/08/17/stereoscopic-workflow-for-immersive-cinema/ I'm focusing on fisheye renders here as the lat-long shader was still in development. There are a number of downloadable examples of scenes I have worked on at NSC Creative over the past couple of years using the shader

    Another example of using the shader can be found here: http://www.luniere.com/project/vortex/ - Vortex, which you may recognise from the domemaster 3D installer ;)

    For my latest film, which will be released soon, I used the lat-long version of the shader. There is still some functionality missing compared to the fisheye version, which may come in useful for specific compositions. The tilt parameter and turn maps can help alleviate some issues caused by compositions where the viewer is looking directly up. For these kinds of shots I would recommend using the fisheye version of the shader and then unwrapping it into an equirectangular image. This may require some over-rendering but the stereoscopic effect can be much more comfortable using this technique.

    Another thing to mention is how important it is to view stereoscopic vr content in a player like Whiligig http://whirligig.xyz/ where you can determine the radius of the sphere the video/image is projected onto. The size of the playback sphere compared to the Rift cameras interaxial distance can change the convergence angle of your eyes and the stereoscopic effect. In certain circumstances this can cause divergence and give the viewer a nasty headache.

    Aaron
    Up and Coming
    January 29, 2015
    :shock: :shock: :shock: :shock: :o :o :o :shock: :shock: :shock: :shock:
    You even show how to work with After Effects

    You sir are a god
    i7 skylake, EVGA Classified, 2 EVGA 980 sc's, Thermaltake TR2 RX(1000W), 32GB DDR4, Win 10 on an SSD
    Participant
    January 31, 2015
    I am continuing to experiment with Blender + Octane, and can now successfully render full animations. The sticking point being render times (as ever!). I'm getting approximately 01:15 hr per frame @ 8640x2430 resolution. I'd be interested to hear how that compares with others.

    Here is an example frame
    Up and Coming
    February 1, 2015
    Very nice. Maybe you should look into an online render farm
    i7 skylake, EVGA Classified, 2 EVGA 980 sc's, Thermaltake TR2 RX(1000W), 32GB DDR4, Win 10 on an SSD
    Participant
    February 1, 2015
    I think that could get expensive, but maybe a short term solution. I think I will have to upgrade my rig. Hopefully Nvidia bring out some 8GB 980 Ti's soon!
    New Participant
    February 2, 2015
    Fact is that your camera's stand still in the forward position. You get the results as written.
    I got the same issue within autocad when i tried to make two spherical panorma's.
    When I tried to make 12 cubefaces (2x6) the was a problem by overlapping of the images.
    They did not fit.
    Now i am trying to make 4 spherical panorama's. Two for the front and back images and two for the left and right images. I then transform them to cubic faces and pic the corresponding faces for the viewer.
    When it succeeds I will nform you.
    Up and Coming
    February 3, 2015
    Kite and Lightning are asking for people to test the viewing of their upcoming plugin for rendering 3d/360s in UE4 --
    http://www.reddit.com/r/oculus/comments/2uod6n/kl_beta_testing_a_3d360_video_render_plugin_for/
    Up and Coming
    February 6, 2015
    i7 skylake, EVGA Classified, 2 EVGA 980 sc's, Thermaltake TR2 RX(1000W), 32GB DDR4, Win 10 on an SSD
    Up and Coming
    March 12, 2015
    UE4 Stereo 360 Movie Export Plugin

    We wanted to maintain the same level of visual quality across all the different devices so we created a UE4 plugin that allows VR Developers to export synthetic stereoscopic 360 movies.

    Our new plugin will allow developers to easily create GearVR ports of their passive desktop experiences. We imagine down the road, this can also be an amazing way for Let’s Play videos that people can consume in VR.

    Best news of all: we’re opensourcing the plugin and giving it out for free! We hope to post it to our github repo in the next couple of weeks but stay tuned for more details to follow.


    http://blog.kiteandlightning.la/downloa ... r-shatter/
    i7 skylake, EVGA Classified, 2 EVGA 980 sc's, Thermaltake TR2 RX(1000W), 32GB DDR4, Win 10 on an SSD
    March 17, 2015
    Hi!
    Thank you all for this thread, there's a lot of important information here.
    I have done some tests with success using this workflow with a experimental version of blender.

    1) Set the Fov to 1º . Only possible in blender 2.74, it's not released yet but you can download a buildbot version https://builder.blender.org/download/ ou compile blender by yourself as i do diary.
    2) Render 360 strips with 5px width ( A camera rotating 360º , 1º per frame, 360 frames)
    3) Join all parts with PhotoMaker (http://stereo.jpn.org/eng/stphmkr/)
    4) Repeat this for the other eye

    This is the result, i overlapped the L and R images to you to show how the stereo is working in all directions.
    http://puu.sh/gEajv/75c498c5c5.jpg

    I don't have a oculus device but in a LG 3D TV it just work great.

    It's not possible (feasible) to render movies that way due the work necessary to make each frame, but i talked with a blender developer and he told me that he is working in a build in solution for stereoscopic + panoramic render for Blender 2.75 already. So soon maybe blender will be a easy and full featured suit to render 360º stereo movies for Oculus and other 3D headsets. Great times are coming! ;)