How about an equirectangular camera node, would be pretty useful inthese VR headset days. There is a fisheye, why not an equirectangular. Currently put an equirectangular together from two fisheyes and shader code, but not ideal.

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Ahhh, didn't see that.

pbourke's picture
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Ahhh, didn't see that. Personally I don't see the point in a node to create the cube maps, that is pretty trivial with just 6 suitably transformed existing perspective cameras. I also don't see the need to force 2:1 aspects, sure they are usual but not a requirement so no real need to change the behavour of the other render nodes.

In the meantime, here is my

pbourke's picture
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In the meantime, here is my equirectangular camera solution. Exposed so details can be adjusted. Usual story, 6 perspective cameras arranged with cube faces as projection plane (this captures the scene) and a GLSL shader to construct the equirectangular. I'm sure there are ways to make this simpler and faster, in particular the image->layer->imagegrid part. Note: there is a window showing the cube maps, obviously one would normally turn this off.

Paul, the reason for forcing

alexmitchellmus's picture
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Paul, the reason for forcing 2:1 is that that is the official format aspect ratio.

Personally I don't mind either way, as it can be changed to a degree afterwards. Also, equirectangular isn't really the best format for storage of 360°. As you would be aware the poles become distorted, and have excessive resolution, with heavy antialiasing.