Normally when creating equirectangular panoramas for QTVR I use a max camera and in the Vray: Camera rollout I specify the camera type as Spherical and I enable Overide FOV and set the FOV to 360.
However these same Vray: Camera settings don’t work with the VrayPhysicalCamera. How do I do it then?
I have been thinking of something that would make the physical camera render 6 fisheyes (like real-life panorama’s are made) and then stitch them in a panoramastitcher like PTGui but I haven’t found out how. I keep believing this should be possible. The stitching could be automized to a droplet, but I guess quality would suffer because of going from fish-eye-images to equirectangular to cube faces. Advantage is you don’t have to fix/change the lighting setup.
I’m working on a project in which I use panoramas but the scenes are so simple I used max camera and boxcamera option.
Thanks for the thread link. Yes, I was beginning to suspect the same. And I agree we need some lenses for the VrayPhysicalCam Or as someone suggested in the other thread we need a VrayPhysicalSpheroCam… Maybe we should move this thread to the wishlist.
if someone could tell me of real physical camera optics that ca do panos, I would buy it in a sec. It is just not possible. Since the physical camera is based on real optics… it is impossible there too. If your only issue is exposure. I suggest you adjust that in the color mapping. A bright multiplier of 0.01 or less can get you there.
Hey Chris. What about the spherocam? I know its not a standard camera, are its optics incorrect? Surely the mechanics of that camera could be simulated in a virtual environment…
Do I just need to adjust the bright multiplier to simulate the correct exposure? I guess I can do test renders with the vrayphysical cam and try to match the “correct” exposure with color mapping in the max cam pano. I was just trying to avoid turning the sun brightness up and down because I have interior and exterior panos in the same model. Adjusting the brightness of the sun just seems wrong in so many ways…
Indeed in real life, with a real physical camera, panorama’s are made using a fisheye lens. You take 6 photos (4 around, 1up, 1down), while rotating around the nodal point of the lens.
An example of such a lens: http://www.sigma-photo.com/lenses/lenses\_all\_details.asp?id=3319&navigator=4
That’s a lens with a horizontal field of view of 180°. So 4 images in row are enough to fill the total 360° (you need some overlap)
Same principle for vertical field of view.
Those fish-eyes then be stitched together in a program like PTGui to make a full sperical panorama.
So to simulate this behaviour, there would be 6 renders to be made + additional stitching (but this can be automized)
@instinct
What are those issues? If you mean parallax, this can be perfectly avoided i think.
Which is I thought was interesting, so I modelled the lens and tried it out on a scene to make a pano with the physical camera and exposure. I have to say i am impressed with the result. The lens i modelled needs some tweaking, so I will have a little more of a play and post up my results.
The Kaiden lens is only for panos and no full 360 QTVRs.