Method

VR 360 Camera enables every direction of view to be rendered at the same time in a spherically mapped manner, allowing the creation of VR 360 Videos for use with a wide range of viewers.

Stereoscopic 360 videos can also be generated, which utilise two spherical views (one for each eye) placed on top of each other, which is the common convention for stereoscopic 360 players.

To learn more about 360 Video see the following resources:
Wikipedia Page
YouTube 360 Video Instructions

Transform

Name Description
Position X Move its position along the x-axis in local space.
Position Y Move its position along the y-axis in local space.
Position Z Move its position along the z-axis in local space.
Rotation Heading Rotate the object about the x-axis.
Rotation Pitch Rotate the object about the y-axis.
Rotation Bank Rotate the object about the z-axis.
Scale X Scale along the x-axis.
Scale Y Scale along the y-axis.
Scale Z Scale along the z-axis.

Inherit Transform Channels

Toggle which transform channels should be inherited. By default, all are on.

Attributes

Name Description
Focal Plane Distance The distance from the camera that is sharp, when utilising Depth of Field. Requires a Depth of Field Post-FX to be used.
Focal Range The range around the focal plane that is sharp. Requires a Depth of Field Post-FX to be used.
Focal Blurriness How blurry the focal point is. Requires a Depth of Field Post-FX to be used.
Near Clip The closest distance that will be rendered. NB: Reducing this value too low can reduce the accuracy of aspects of the render.
Far Clip The furthest distance that will be rendered by this camera. NB: Increasing this value too high, without increasing the Near Clip, can reduce the accuracy of aspects of the render.
Priority Change the priority of the camera. If two cameras have the same priority, the highest camera in the nodegraph is used.
Interocular Distance The distance between each eye (in metres) when rendering stereoscopic
Convergence Distance The point in the distance where the direction/beam of the two eyes meet
Max Near Separation The maximum distance of the near separation
VR180 Mask Angle Changes the mask angle when in Warped mode
VR180 Warp Amount Changes the warp amount when in Warped mode
VR180 Zoom Changes the zoom amount
Mesh U Scale Scales the mesh UVs on the U axis
Mesh V Scale Scales the mesh UVs on the V axis
Projection Mode Select which kind of projection to use.
  • 360 (Equirectangular)
  • 180 (Fisheye)
  • Cube 6×1
  • Cube 3×2
  • Cube 2×3
  • 180 (Warped),
  • Camera Object (Positions)
  • Camera Object (UVs)
Stereoscopic Toggles on and off Stereoscopic mode
Stereo Layout Toggles the layout between Top/bottom and Side by side
Cube Face Resolution The resolution of each face of the multiview cube being rendered to enable 360 rendering (higher is better)
Invert X Flip each render view horizontally
Invert Y Flip each render view vertically

Inputs

Name Description Typical Node Input
Included Objects Select nodes to be included in the final rendering from this camera. 3D Object
Excluded Objects Select nodes to be omitted in the final rendering from this camera. 3D Object
Transform Modifier Links all transform properties to the input node. Null
Target Node Always faces the x-axis towards the inputs anchor point. Null
Local Transform Override Override the transformation values of the node, relative to its parent. Null

Outputs

Nodes Parented to this node will generally follow the standard parent-child relationship with nodes in Notch, with a couple exceptions :

- Most Post-FX nodes will only run when viewed through a camera when connected to the camera.
- The Camera Focus Target controls the focus position and attributes or the camera.