Before we go hog wild runnin’-and-gunnin’, we need to see if we can actually run-and-gun with this camera rig.
Does everything look good to you?
As I explain in this 360° 3D virtual reality video, I was hoping to be out runnin’ and gunnin’ this morning, checking for camera movement anomalies, but I’m still having rendering issues.
Hopefully I have found a decent workflow compromise by rendering an XAVC video out of Sony Movie Studio or Vegas, then converting that to an h264 video with HandBrake.
I created the foreground scene, which is a photo shot with my cell phone, “mounted to the near point” with a Spherical Stereo Blender project.
The “picture-in-picture” 3D video in this 360° scene, “mounted to infinity”, as the old-school stereographers like to call it, was recorded with a Sony TD30. It has close to a 65 degree hFOV, which should almost fill the entire screen in a Google Cardboard or Gear VR type stereoscopic viewer.
I was going to get out early this morning and do some runnin’ and gunnin’ for a 360° 3D virtual reality video, but hadn’t played with my 5 inch image-splitter, *The Beast*, in so long, I almost forgot how to use it! By the time I got it set up, it was so bright and sunny outside, I needed to put a polarizer filter on the lens, but couldn’t remember if it worked with *The Beast*.
I used a Spherical Stereo Blender template to determine the degree of spherical wrap I needed with the 1.5% of net deviation in the video, to insure the depth won’t hurt anyone’s eyes, which ended up being 130 degrees.
Next week I should be totally ready to get out there into the real world and finally do some serious 360° runnin’ and gunnin’!