4/5/2023 0 Comments Vr photo photoTo use multiple planes for different depth layers of the background you should prepare images with good alpha channels. The closer the object, the bigger the need of detailed modelling. The parallax effect causes objects closer to the camera to move more than objects further away. For closer environment it is important to have different projecting planes or basic models in order to achieve parallax effect - vital for the stereoscopic illusion. When glass texture is taken from photography it can be blended with reflective material to achieve more believable matching to the CG scene.įor far backgrounds it is possible to use background image mapped on a sphere. This can be achieved by unwrapping basic block models and slice the existing photos to fill-in the unwrapped canvas. Recreating existing surroundings consists of building simple geometry on which extracted textures from photographs are projected. A 2D backdrop will ruin the stereoscopic illusion except it is really far away from the viewing point. Those 2 images together are called stereoscopic image.Ĭreating an environment from existing photography for stereoscopic VR isn’t as simple as placing a color matched background image in a still render. Here comes the magic part - we use 2 of those Cube map images to make things feel like you are in a real 3d space, one image for each eye. It is easy to follow step-by-step guide, you can download it from the link below: This can be achieved by masking the edges from edits like sharpening, lens flares, glows and blurs.įor render settings refer to Guide to VR by Chaos Group. One more thing to consider when editing a strip in Photoshop is to avoid editing around the seams. This is why if you use cube maps turn off the filtering in V-ray and edit only uncompressed content. ![]() These edges may show-up if there is compression or artifacts, such as when using the popular video codec H264. The drawback with cube maps is that each edge of the cube is a seam - 12 seams in all. Cube maps have less distortion than lat-long images since each of the six images appear as a 90 degree FOV image, with one square facing in each direction. ![]() The cube’s six sides - 6 square images are then aligned side by side into a single, 6:1 aspect image. Cube maps are quite an efficient way of representing 360 degree images, as they are projections of the surrounding environment on inner surfaces of a virtual cube.
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