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VR PanoMap New "From" Request

PostPosted: Sun Aug 05, 2018 2:26 am
by Cequinel
Hello, guys!
I'm a VFX Supervisor at Beenoculus, a VR Production Company in Brazil.
I developed a solution for our VR workflow on After Effects: basically, we shot on Black Magic Mini Ursa Pro using a 8mm lens, on AE we use the VR Converter plugin to "simulate" our plate as a Full Dome shot, then convert him to LatLong (equirectangular).

I would like to transfer this from AE workflow for Fusion but on Fusion PanoMap Node I can't to "simulate" the Full Dome Input. He didn't have a option for "From" to get a Full Dome input.
It´s just this: a "From" input as FULL DOME (like AE), and "To" output as LatLong (Equirectangular 2:1).
I need this option on PanoMap node to transfer my workflow to Fusion.

Please, see the example attached to clarify.

Thanks.

Luciano Cequinel
VFX Supervisor
Beenoculus Tech

Re: VR PanoMap New "From" Request

PostPosted: Tue Aug 21, 2018 5:20 pm
by Chad Capeland
You'll do better asking this on the Fusion subforum.

As to your request, there have been many (many) requests on VR formats in Fusion. General takeaway:

1) It's all in flux and a hardcoded addition of a new setting applied across every place Fusion would read it is not productive.

2) Ideally, the transform itself can be created and enumerated by the end users. So if you have a unique camera or lens or your viewing software uses a novel technique, you'd want to be able to handle that without anyone else getting involved. Much like how video codecs or LUTs work.

3) There are plenty of existing tools in Fusion to do what you want. Like CT or Cg Viewshaders or CustomShader3D or CustomVertex3D or Fuses or the SDK... There's a lot of options for you right now.

We do all of our work with CustomShader3D and CustomVertex3D. Those are also faster than PanoMap, too.

Re: VR PanoMap New "From" Request

PostPosted: Sun Oct 14, 2018 6:50 am
by zcream
Hi Chad.
I am using Panomap to convert from equirectangular to Horizontal cross and vice versa.
My comp is crashing on both Windows and OSX. Could you kindly enumerate how this could be done via Customshader3D ?