Stereo panoramic renders leave warping top and bottom

Hi everyone,

Over the past few days, I have been using the 360 stereo panoramic plugin to render screenshots and image sequences and I have to say I’m very impressed with the results.

The only issue I have encountered is that the very top and very bottom of the image appears to be slightly warped. Please find my example below rendering out the High Quality House asset pack from the UE4 marketplace.

If you load it up in a 360 photo viewer such as the GoPro 360 viewer, and look directly down, you will notice the floorboards are warped. Can anyone assist me in resolving this warp issue?
It also appears at the very top of the image but isn’t very visible in this particular shot.

Thanks,

Hey Sam,

probably not the fix you were looking for, but I’m not sure you can completely remove the warping. The panoramic needs to be stitched somewhere and it tends to happen at the top and the bottom.

I remember quite a while ago when I needed to do something similar I came across some articles that suggested the best approach and what you see most often is to hide the stitching. Which is why you see a lot of vehicles or fake objects being placed in clever places around the user’s viewpoint.

Hey ,

Yeah I figured that might be the answer, the only thing that makes me thing there could be a solution is that in the 360 video renders Ninja Theory have done with this plugin (supposedly) their direct up and down appear to have no warping. It’s a shame as apart from that small artifact, the plugin is pretty perfect (other than the long render times!)

I’m currently trying out a monoscopic panoramic rendering plugin (from the marketplace) and it uses a scene capture cube instead, very different to the method of several square renders stiched together employed by the stereo panoramic plugin. This is fine as I don’t require stereo renders for current projects.

The only problem with the mono panoramic plugin is that scene capture component cubes don’t support Post Processing by default. I’ve found a solution and implemented most of it. The last change is an engine change that I’m not committed to at the moment, but I might get around to it in the next few weeks and find out the results!