Scratching The Surface


Viewable in 2D, 3D and 360° virtual reality.

Since I’ve finally got a virtual reality workflow figured out, and I’m able to cook and serve 360 3D VR YouTube videos faster than hotcakes at IHOP, now it’s time I learn how to introduce stereoscopic depth to flat surfaces in Blender.

This 360 3D VR scene was created in Blender.
The live-action 3D video was recorded with a Sony TD30.
Compositing was done with Sony Movie Studio Platinum 13.

Double-Check


Viewable in 2D, 3D and 360° Virtual Reality.

I’ve been to this point before with 3D things, then failed, so I’m doing a double-check to see if my new 360° 3D virtual reality workflow is *really* working.
What’s different about it, you ask? Thanks for asking! I’ve modified the rendering process, which reduces the rendering speed and file size, which reduces the upload time to YouTube!
This is my first experiment with a 3D photo as the near point and a 3D video “picture-in-picture”, and now I’m going to have more fun than one person deserves!
Also, there are no rules that say we have to show 360 degrees of imagery in a 360° virtual reality scene—this one only has a 195 degree hFOV.

Sidetracked


Viewable in 2D, 3D and 360° Virtual Reality.

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.