Got an Oculus Go for Christmas - so wanted to try out some 360 degree VR rendering.
These are just some outputs from the BMPS material test scene with some of the materials I have created over the years - just to test things out. If you have a VR headset - just open these images up and make sure you view in 3D/360 mode.
To set a scene like this up:
- On the Render tab - make sure your render dimensions are 2:1 (in this case I used 4096 x 2048)
- On the Render layers tab - check the “views” checkbox and ensure it is set to “Stero 3d” (should be the default).
- Select your camera and on the camera tab - make the Camera Panoramic and set the drop down to "equirectangluar)/
- Still on the camera tab adjust the Convergence Plane Distance and Interoccular Distance parameters. These will be scene specific…so you’ll need to experiment a little. I set the convergence plane to intersect with the front of the BMPS ball - and then adjusted the interoccular distance to give me some stereo. Blender recommends the interoccular distance to be Convergence Distance / 30 and these figures seemed to qork quite well for me (10.6cm for Convergence and 3mm for interoccular).
- On the render tab, set your output format (e.g. JPEG) then in the “Views Format” section, ensure Stero 3D is selected and the Stereo Mode is set to “top-Bottom”
One thing to note. When you start rendering - the default is for blender to display the stereo result. This seems to cause a slow down in the render speed for some reason. To avoid this - click the small button that looks like a pair of 3d glasses. The view should switch to just show one of the stereo images and the render should speed up significantly.