Notch Notch Manual 0.9.23
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VR 360 Camera

VR 360 Camera

Places a camera which captures a 360 projection of the scene around it.

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, check out the following resources:

Not all Post-FX nodes are currently compatible with the VR 360 Camera. Development is continuing to bring compatibility for all relevant effects. If your immediate project needs a specific effect supported, please contact us directly.
This camera has an internal resolution set by the Cube face resolution property, aka, the resolution per face of the cube map. Higher resolutions will increase the render quality, but will only be noticeable when rendering at high resolutions, so dial in this value as soon as an output resolution is decided.
Cube Map resolutions higher than 4096 are not supported, as that will break the 16k GPU hardware limit set by DirectX. It’ll also be extremely heavy to process, so you will need a powerful GPU to process that high resolution.

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.

Parameters

These properties control the 3D transforms of the node. Transforms will generally be inherited by child nodes, although they can be ignored through the Inherit Transform Channels attributes.

ParameterDetails
Position XMove along the local x-axis.
Position YMove along the local y-axis.
Position ZMove along the local z-axis.
Rotation HeadingRotate around the local y-axis.
Rotation PitchRotate around the local x-axis.
Rotation BankRotate around the local z-axis.
Scale XScale along the local x-axis.
Scale YScale along the local y-axis.
Scale ZScale along the local z-axis.

Toggle which transform channels should be inherited from the parent node. By default, all transforms will be inherited.

ParameterDetails
Position XToggle inheritance of the X Position from the parent.
Position YToggle inheritance of the Y Position from the parent.
Position ZToggle inheritance of the Z Position from the parent.
Rotation HeadingToggle inheritance of the Rotation Heading from the parent.
Rotation PitchToggle inheritance of the Rotation Pitch from the parent.
Rotation BankToggle inheritance of the Rotation Bank from the parent.
Scale XToggle inheritance of the X Scale from the parent.
Scale YToggle inheritance of the Y Scale from the parent.
Scale ZToggle inheritance of the Z Scale from the parent.
World Position OnlyInherit the world position from the parent only, rotation and scale will be ignored. Overrides above properties.
Inherit TimeToggle inheritance of time from the parent.

These properties control the core behaviours of the node.

ParameterDetails
Focal Plane DistanceThe distance from the camera that is sharp, when utilising Depth of Field. Requires a Depth of Field Post-FX node to be used.
Focal RangeThe range around the focal plane that is sharp. Requires a Depth of Field Post-FX node to be used.
Focal BlurrinessHow blurry the focal point is. Requires a Depth of Field Post-FX node to be used.
Near ClipThe closest distance that will be rendered. WARNING: Reducing this value too low can reduce the accuracy of aspects of the render.
Far ClipThe furthest distance that will be rendered by this camera. WARNING: Increasing this value too high, without increasing the Near Clip can reduce the accuracy of aspects of the renderer. Generally best left untouched.
PriorityChange the priority of the camera. If two or more cameras have the same priority, the highest camera node in the nodegraph heirarchy is used.
Interocular DistanceThe distance between each eye (in metres) when rendering stereoscopic
Convergence DistanceThe point in the distance where the direction/beam of the two eyes meet
Max Near SeparationThe maximum distance of the near separation
VR180 Mask AngleChanges the mask angle when in Warped mode
VR180 Warp AmountChanges the warp amount when in Warped mode
VR180 ZoomChanges the zoom amount
Mesh U ScaleScales the mesh UVs on the U axis
Mesh V ScaleScales the mesh UVs on the V axis
Projection ModeSelect which kind of camera projection to use.
  • 360 (Equirectangular) : The scene projected into a flat image using equirectangular projection.
  • 180 (Fisheye) : The scene is re-projected into a flat image using fisheye projection.
  • Cube 6x1 : The scene is broken up based on its cubemaps and renderered into a straight line.
  • Cube 3x2 : The scene is broken up based on its cubemaps and renderered 3x2 orientation.
  • Cube 2x3 : The scene is broken up based on its cubemaps and renderered 2x3 orientation.
  • 180 (Warped) : The is re-projected into a flat image using warped version of fisheye projection.
  • Camera Object (Positions) : Use an input objects mesh as a reference for how to layout the cubemap faces.
  • Camera Object (UVs) : Use an input objects uvs as a reference for how to layout the cubemap faces.
  • 180 (Equirectangular) : The scene projected into a flat image using equirectangular projection. Similar to 360 Equirectangular mode but only shows the middle (in x) 180 portion.
StereoscopicToggles on and off Stereoscopic mode
Stereo LayoutToggles the layout between Top / Bottom and Side by side
  • Top / Bottom : Render the stereoscopic imges one above the other.
  • Side by Side : Render the stereoscopic imges side by side.
Cube Face ResolutionThe resolution of each face of the multiview cube being rendered to enable 360 rendering (higher is better)
Invert XFlip each render view horizontally
Invert YFlip each render view vertically

Inputs

NameDescriptionTypical Input
Included ObjectsSelect nodes will be included in the final rendering from this camera. Once a node is connected, all unconnected nodes will be treated as excluded.3D Object
Excluded ObjectsSelect objects to be ignored by this camera. These objects will not be rendered, but will otherwise be generated and impact performance. Once a node is connected, all unconnected nodes will be treated as included.3D Object
Transform ModifiersApply the transforms of another node to this node.Null
Target NodeModifiy the rotations of the node to always direct the z axis towards the input.Null
Local Transform OverrideApply the transforms of another node to this node, relative to its parent.Null

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