Fisheye / panorama in EEVEE #68991
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Reference: blender/blender#68991
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Same level of support as we do for Cycles, no selection, or support in non lookdev/render mode.
Added subscriber: @dfelinto
Added subscriber: @Ivo
Instead of using the Cycles panoramic algorithms, wouldn’t EEVEE be better off by (1) rendering onto a skybox, then (2) applying DoF into another skybox whose faces are only then (3) mapped onto an equirectangular, fish=eye, or whatever panorama? The implementation according such process seems soooo much simpler yet still fairly accurate.
As a bonus, the pixels at the poles receive a more fair #samples compared to the ones at the equator. As another bonus, the skybox could be outputted directly into a game-engine friendly image format (before and/or after phase (2)). Alternatively, phases (2) and (3) could be implemented by a compositor node or a custom OSL script. Just an Idea.
That's the kind if the idea (warped cubemap) same as we once did in the BGE. There is no way of using Cycles full raytracing method. It also facilitates overscanning.
Added subscriber: @hjsrabi
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Any plans for stereo 360? My understanding is that it is not as simple as having two, it involves translation to get correct results, which Cycles handles perfectly. But real time engines like unreal have to make a lot of vertical splices and move the camera on each rotation. Even if not realtime, it would be nice for Eevee
Added subscriber: @floboriaan
Added subscriber: @stepman
Added subscriber: @Grady
Would this capability to render 360* make it possible for Eevee to offer screenspace raymarching reflections that can be raymarched in 360* directions? So for example, behind the camera?
Added subscriber: @JohanTriHandoyo
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Added subscriber: @VictorMukayev
How would screen space effects work in this case? Does overscanning allow to add entire spherical view to account?
The idea would be for overscanning to be done in a per-slice based, not for the entire "sphere". Otherwise effects like circular blur would show extremely distorted when experienced "in VR".
Added subscriber: @Mathias-Zamecki
Added subscriber: @Dogway
Added subscriber: @vitorbalbio-3
Added subscriber: @JuanCa
I don't know if this is exactly related to the question quoted above, but considering that volumetric shadowing only works inside the view frustum, would this camera lens support consistent volumetric shadows in the entire field of view of the panoramic?
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Added subscriber: @Alan-Fregtman
Hi, how long until this feature get ready, is it on the roadmap somewhere? Thank you 🙏