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UV Unwrap with Stereo imagery

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Eric Westphal

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UV Unwrap with Stereo imagery

PostWed Oct 28, 2015 1:47 pm

Hi Folks.

Maybe somebody can help me out of this....

We're doing a demo-production for GearVR Glasses.
(Some stooopid space-stuff....:-))

So I have to render 360°, Stereo, to a spherical image, but I'm running into alignment issues
as soon as I go Stereo.

Please see the attached comp.
To get my 360°, I use a 6-camera-setup, rendering 6 individual 1k x 1k images,
which then go into a cube-map
which then feeds a sphere
which finally gets UV-Unwrapped by Fusion's UV Renderer.

While in mono-mode this works like a charme,
in Stereo-Mode there are alignment issues where the Bottom Camera meets the Left and Right Camera.
The other Cameras seem to align quite well, but the Bottom Camera seems to be the culprit.

In the actual shot it's the inside of a spaceship rather than a checkerboard sphere,
so the issues show off even more.

Any brilliant ideas? Bueller?...:-)

Cheers.

Eric.
Attachments
Mars_SphericalMap.zip
(8.82 KiB) Downloaded 103 times
my hovercraft is full of eels.
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Chad Capeland

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Re: UV Unwrap with Stereo imagery

PostWed Oct 28, 2015 5:06 pm

Is it just Hairy Ball issue?
Chad Capeland
Indicated, LLC
www.floweffects.com
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Eric Westphal

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Re: UV Unwrap with Stereo imagery

PostThu Oct 29, 2015 2:59 pm

Hey Chad.

Assuming you're referring to the Hairy Ball Theorem here?
(Rather than anything else I don't even remotely want to think about...:-))

If it was, do you happen to have a nifty solution my friend?

Cheerio.

Eric.
my hovercraft is full of eels.
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Chad Capeland

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Re: UV Unwrap with Stereo imagery

PostThu Oct 29, 2015 8:19 pm

Eric Westphal wrote:Hey Chad.

Assuming you're referring to the Hairy Ball Theorem here?
(Rather than anything else I don't even remotely want to think about...:-))

If it was, do you happen to have a nifty solution my friend?

Cheerio.

Eric.


If that's what you're seeing, then there isn't a viable solution that works with just 2 cubemaps. The only option is to make the bottom and top of the cubemap have zero disparity and have the disparity increase back to normal as you get closer to the horizon (or at least the seam with the sides of the cubemap).

I don't know of a really easy way to do that with perspective cameras without having a lot of them and blending the results.
Chad Capeland
Indicated, LLC
www.floweffects.com

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