360 equrectangular render without getting distortions when mesh is up close

Hello! I am working on 3DOF VR Animation in blender, however im testing the camera using as panoramic>equrectangular, and then when I render the mesh gets too small to even see example image 1, then when I try to bring the mesh even closer it starts to get distorted and warp image2,image3. What I need is instead the cube there would be a character up close, but this really gets distorted and it would look strange and unclear in the animation.

Anyone has experience creating 360 images, videos, animations? Or any clue how to stitch and create a specific equrectangular image? It also only work using cycles, how may I do this using eevee to speed up the process?


image1


image2

image 3

It’s completely expected that an equirectangular render is going to look distorted when you look directly at it. It’s going to look fine when you apply it back to a spherical background. Have you tried it?

Eevee cannot do it. Its very nature means that the render has to be a grid of pixels, so it cannot do 360 degrees renders. And even if you could, there would be visible seams in the image, because Eevee relies on screen-space effects and the opposite sides of the render wouldn’t look perfectly identical.

There are a couple of addons for Eevee that do equirectangular cameras.

Linked in this thread;

Not sure if they still work with Eevee next, I have not treid.

You could do it in Unreal with Lumen. 180/ 360 animation makes sense when you render at 4K or 8K. Cycles is slow for such job unless you have render farm at hand.

There are few paid plugins that can export 180 or 360 mono or stereo cam from Unreal. Price ranges from 300-1500 USD for such camera plugins. Rendering speed also depends based on your hardware. RTX 4090 helps a lot, and you would need a lot of ram. 64 or 128 GB better. Also depending how large you want to render.

And good luck with your endeavors :muscle: :+1: