Using 360 images for previsual work in accurate real world scale
Hi
I have some heavy 3D environments/scenes not originally optimised for VR and thus simply will not render at a performant level and FPS for obvious reasons.
Ideally it would be great to take 360 images of the scenes which I have done many times and then add these to a 360 sphere to emulate the said environment but obviously not be able to move or interact which is fine.
The problem is the scaling of the 360's as they do not look correct when viewed within VR. Usually they are huge in scale.
I know this is a challenging subject but has anyone any idea how to get the 360 images to appear in real world scale when viewing using the headset in VR.
The idea is to be able to render out 360 images from my large scenes that could then be used as a set of view only scenes in VR. These would then play as a part of a story telling narrative where the user is immersed in the environment at the correct scale and perspective of the 360 sequenced images.
Thanks
