# Project camera view onto planes for inmersive mapping

Hello everyone,

I don’t know if I am going to explain myself properly.

Imagine I have several actual screens placed in a space, and I have a 3d model of that space with planes in the same positions as if it were the screens.

What I am trying to achieve is to have a 360 scene with whatever geometries, but to render all different screens in a way that when I play the render on the screens it works continuously in space.

I guess that if I create a camera for each plane, all of them from the same position, and each one of them I point and fit to the plane, I would have the render I am talking about (this is how I have done it before with rectangular rooms).

But in the case of having many screens, some of them curved, I cannot adjust my camera to said plane, since it wont fit. Is there any way to actually project the 360 view from the camera onto the planes that I have in my scene?

Here I have an image to explain it graphically.

To have the actual renders that are projected through those planes

I don’t know if I am making any sense, but I’d be happy to explain it more.

Play around with the UV-Projection Modifier…it maps what the Camera sees to an object or a set of objects… ( I have no idea what will happen with 360 Panorama)

Hi RSEhlers,

I think i actually found a way.

First I take a 360 render from the camera, and then for the objects I want the scene to be projected onto I create a new material which has an environmental texture.

The only thing to make this work is to create an empty and place it on the position the camera was and set this object as the texture coordinate of the material. You may have to rotate the empty on z 90, 180 or 270 degrees to make it fit (You could also do this with the mapping node in the material).

I hope this helps someone

I see, I thought you were doing something different…Check out this video it’s what I use to place a character on the HDRI ground…

Go to 3:10 >Solution

Basically what I am trying to achieve is to get the final images that will be displayed on the screen in 2d. I model a 3d space with 3d stuff happening and i want the screens to do an immersive view of that 3d space. So I need to project that 360 render onto 2d planes and then bake the texture in order to get the final image.

The only thing about this method is I am not quite sure I am getting the full resolution, since I am rendering an image on the planes instead of the actual 3d scene.

Make sure that you use a high-resolution Hdri,4k at least. Also, subdividing the planes will provide more geometry to support the image and give you a sharper cleaner image than just a simple plane.

Good Luck and Happy Blending!

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I think the information you’re looking for is in the link…
Maybe I didn’t understand it well.

Hi Kim, thank you for replying! I have checked that entry actually.

I think is a bit different since in the case of the curved screen, they are recreating the actual space where all the scene happens inside and mapping that from a point of view so that it works. The difference is that in that case the camera is outside looking inside with just one point of view, and in my example the camera is inside looking in 360º at everything around it and projected onto planes that can be anywhere on the space.

It’s actually a bit hard to explain that’s why I am having a tough time to find results on the internet

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