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Kolor panotour viewer5/4/2023 Regarding post production, you really need to try and keep it to a minimum. Once your render is complete save it into your favourite format and bring it into Photoshop along with any render elements you might want to use. If the PC is unable to cope with the large image size required I sometimes use online rendering solutions or render out the panorama in strips and put them together in Photoshop. Now hit render and wait for it to complete. There are other projections you can play with including cube map and dual camera setups for things like the Oculus, VR but they are more complicated than the process I am explaining now and we can get a similar, if not the same, result with these spherical (equirectangular) panoramas. With these settings, you are set on creating your spherical (equirectangular) panorama. Then you need to go into the camera settings in the V-Ray render tab and change your camera type to Spherical and override the FOV to 360 degrees. I have found that anything over 5000px wide is fine for most situations, but you may want to go to 6000px or 8000px of you want to zoom in to see nice clean details etc. You need to render the image in an aspect ratio of 2:1 meaning the image is twice as wide as it is tall. Now that your camera is set up its time to change a couple of render settings. One setting you will need to turn off is camera vignetting, this will stop black shadows around the edge of your renders (remember, the 360 wraps around and darkened edges are your enemy). This will give you a consistent way of matching multiple panoramas if you need to for larger tours. Make sure your camera is facing North, so in top view, facing towards the top of the viewport. I am using a height of 1.6m for the average eye level of a human. Using eye level will give a more realistic feel if people are viewing it through google cardboard or any other VR products. Place your camera at around eye level in the location you would want to be standing in the scene for the panorama. Don’t worry about the field of view or focal length for now. Camera Setupįor your camera, make sure you use a V-Ray Physical Camera with the same settings as you have for your test renders, f-stop, ISO, shutter speed and color balance. This makes sure that when the panorama is created you are happy with all of the angles and you’re ready to set up your panorama camera. While in a V-Ray Physical Camera, use the walkthrough mode by clicking and dragging the viewport and spin the camera around and get an idea of the entire scene. Normally I create a camera and do a few high-resolution crop renders. When modeling, texturing and lighting the scene, it is important to test renders at all different angles, to ensure that when you are in the 360-degree panorama you have not set up your render for 1 specific angle/shot. There is, however, something to keep in mind. Lighting was set up in V-Ray to give a nice overall mood and render settings were optimized for large image render of 5000px and over. It was created from CAD drawings in 3ds Max to all the client’s specifications and materials were created to match designer materials and finishes schedules. The scene, including the modeling, materials, lighting and rendering is nothing out of the ordinary. This won’t be a guide on how to replicate exactly what I have created in these tours, as It would be long and time-consuming, but rather the overall process with details mainly on how the panoramas are created and put together so you can achieve the final result and understand the general workflow then expand on it. I will show the way I have found to best suit my workflow, processes and clients. There are many ways of creating these panoramas using 3dsMax and V-Ray. Let’s start with the most basic of things, introduced by Robert Dukes from Brisbane based rdvisualization studio – A creation of a 360 degree 3d panoramic virtual tour… we will tackle how to get this working inside an Oculus Rift or Gear VR later on.įirst, see this tour below – Full Screen. Photorealism + Immersive Experience geared by the many headsets available today opens up the field once more and we must look beyond the curve for what’s ahead. Now that we have defeated the latter, the former is back, riding the VR waves. I remember a period more than 10 years ago when we played with this a bit until it was put aside in favor of conquering photorealism. 360 degree 3d panoramic virtual tours aren’t new.
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