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Re: 360 video support ?

PostPosted: Tue Nov 15, 2016 5:07 pm
by Chad Capeland
What format is the input? Once it's in either equirectangular or cubemap format, it's reasonably easy to do. But if you input fisheye or whatever, you'll need warping. I use CustomShader3D for that, but that's because it's something I know how to use and it's stupid fast. There are other options like a Fuse or CT or Texture or CustomVertex3D.

Re: 360 video support ?

PostPosted: Tue Nov 15, 2016 10:25 pm
by Andrew Larson
Fusion at the moment does not have tools for 360 video. But, Domemaster Fusion Macros from Andrew Hazelden has some macros for working with 360 content.

http://www.andrewhazelden.com/blog/down ... on-macros/

I haven't used them yet. Right now i'm working on a panoramic 360 instead of full spherical 360 videos. I think the macros that Andrew has will do what you need.

Re: 360 video support ?

PostPosted: Tue Nov 15, 2016 10:45 pm
by Chad Capeland
If you use the footage you have on a sphere and put a camera in the center of the sphere, you can render out any perspective projection you want, do some operations on it, then project the result back through the camera to the sphere and render it out to the equirectangular projection. You can also insert anything in 3D between the camera and the sphere. Or displace the sphere along the camera vector.

Re: 360 video support ?

PostPosted: Mon Nov 21, 2016 1:01 am
by Kel Philm
The problem I am having with Fusion is that the camera only projects up to 175 degrees (Angle of view) and I have some 235deg fisheye footage, I dont really want to spring $300 for a few plugins I may never use again.