Camera Object 相机对象Basic 基础Coord.Object 对象Physical 身体上的Details 详情Stereoscopic 立体感Composition 构图Spherical 球形的

Spherical Camera

球形照相机

There is an ever increasing number of virtual reality applications (VR) that require new methods of creating image material for this purpose. The main challenge is the rendering of scenes with a 360° view of the scene, which are then viewed with a VR headset or via 360° YouTube videos (stereoscopic rendering for Spherical cameras is also possible; the stereoscopic settings are described under Stereo Mode). This functionality is also known as spheric/bicubic panoramas, spherical panorama or panorama VR.

有越来越多的虚拟现实应用(VR) ,需要新的方法创建图像材质的目的。主要的挑战是渲染360 ° 视角的场景,然后通过虚拟现实头盔或360 ° YouTube 视频观看(也可以对球形摄像机进行立体渲染; 立体设置在立体模式下描述)。这个功能也被称为球面/双三次全景,球面全景或全景虚拟现实。

The Spherical camera is not restricted to VR but can also be used to simply render HDR images (in 32-bit, please), which are also no more than an all-round view of the scenery.

球形相机不仅限于虚拟现实,也可以用来简单地渲染 HDR 图像(请用32位) ,这也不过是一个全方位的风景。

Since Cinema 4D renders two-dimensional images, the all-round view has to be distorted accordingly so it fits into a rectangular bitmap. For this purpose, Cinema 4D offers the most important projection types.

由于 Cinema 4D 可以呈现二维图像,因此全方位视图必须相应地被扭曲,以便它适合于一个矩形位图。为此,C4D院提供了最重要的投影类型。

Note that the images or videos produced almost always have to be converted to a format that is suited for your output medium using a separate application or hardware. This can, for example, be YouTube’s upload tool for 360° videos or a software for VR headsets (e.g., Oculus Rift, HTC Vive), etc.

请注意,生成的图像或视频几乎总是必须使用单独的应用程序或硬件转换为适合您的输出媒体的格式。例如,它可以是 YouTube 的360 ° 视频上传工具,或者是 VR 头戴设备(例如 Oculus Rift,HTC Vive)的软件。

At left a normal camera view, at right 左边是正常的摄像机视图,右边是FOV 视场 set to 开始Equirectangular 等长方形 with Mapping 地图 set to 开始Lat-Long 拉朗.

General

常规

What is a mono 360°- and what is a stereoscopic 360° image or video?

什么是单色360 ° ,什么是立体360 ° 图像或视频?

A mono 360° image or video makes it possible to view a scene in any direction, whether it’s up, down, left, right, front or back.

单色360 ° 的图像或视频可以从任何方向观看一个场景,无论是上、下、左、右、前面还是后面。

A stereoscopic 360° image or video goes a step further: in addition to being able to view the scene in any direction, an image with the proper perspective is created for each eye, which creates a spatial effect.

一个360 ° 的立体图像或视频更进一步: 除了能够在任何方向上观看场景,为每只眼睛创建一个适当的透视图像,这创造了一个空间效果。

Tip: 提示:
YouTube supports both mono 360° videos and stereoscopic 360° videos. The videos have to be rendered with 支持360 ° 的单声道视频和360 ° 的立体视频FOV 视场 set to 开始Equirectangular 等长方形 with Mapping 地图 set to 开始Lat-Long 拉朗.

More information can be found online at https://support.google.com/youtube/answer/6178631.

更多信息可以在 https://support.google.com/youtube/answer/6178631网站上找到。

How should cameras be set up so they can create spherical images?

相机应该如何设置,以便他们可以创建球形图像?

Spherical cameras must be Perspective cameras (Object menu) and be active for the current render view. You don’t have to enable Stereoscopy in the Render Settings (even if you want to render the Spherical camera stereoscopically). Rendering can be done in the Picture Viewer.

球形摄像机必须是透视摄像机(对象菜单) ,并为当前渲染视图激活。你不必在渲染设置中启用立体显示(即使你想立体地渲染球面相机)。渲染可以在图片查看器中完成。

Render output

渲染输出

Make sure that the image sizes are correct for output. Since not only the normal camera view is output but the entire scenery is used to create a bitmap, the image resolution should go beyond what you usually use. The following formats should be used as reference for mono images (when using stereo, the respective side should be doubled, depending on the Stereo Layout being used):

确保输出的图像大小正确。因为不仅仅是普通的相机视图是输出的,而且整个景物都是用来创建位图的,所以图像的分辨率应该超过你通常使用的分辨率。下列格式应用作单声道图像的参考格式(使用立体声时,根据使用的立体声布局,相应的侧面应加倍) :

Limitations

局限性

Enable

启用

Enables or disables the Spherical camera (and with it the FOV Helper).

启用或禁用球面摄像机(以及视场辅助器)。

Note that the camera should be positioned at or very near eye level. It’s often helpful to position the camera level in the direction of view and to set up the view without rotation (R.P and R.B = 0) to have a neutral angle of view from which to start.

请注意,相机应该放置在眼睛的水平或非常接近眼睛的位置。将摄像机水平面定位在视角方向上,并设置不旋转的视角(R.P 和 R.B = 0) ,使视角为中立,这样做通常是有帮助的。

Note that the projection only takes effect for rendering and will not be displayed in the Viewport.

注意,投影只对渲染有效,不会显示在 Viewport 中。

FOV Helper

视野助手

Use this setting to define which part of the scene the camera sees:

使用这个设置来定义相机看到的场景的哪个部分:

Mapping

地图

Die Spherical camera lies at the center of the cube. It was then rendered using the respective 球面相机位于立方体的中心。然后使用相应的Mapping 地图 type (without the recommended aspect ratios described 型号(没有建议的长宽比here 这里).

If you imagine the scene around the camera, the entire environment must somehow be projected onto a rectangular bitmap. How this is done is defined using the following options. You can select from the following:

如果你想象相机周围的场景,整个环境必须以某种方式投影到一个矩形位图上。使用以下选项定义如何完成此操作。你可以从以下选择:

The Mapping type that is best suited for your needs depends on how the rendering will subsequently be used. Make your selection depending on the software with which the image will be edited. The most commonly used method is Lat-Long, which can also be used if you create an HDRI or a depiction of the scene for a spherical projection.

最适合您需要的映射类型取决于随后将如何使用呈现。根据图像编辑所使用的软件进行选择。最常用的方法是 Lat-Long,如果您创建 HDRI 或球形投影的场景描绘,也可以使用它。

Fit Frame

适合框架

If the FOV is restricted further using Lat-Long Min/Max, the region to be rendered will be stretched so the entire bitmap is filled out. If this option is disabled, the FOV will only take up part of the bitmap and the rest will be depicted as monochromatic.

如果使用 Lat-Long Min/Max 进一步限制 FOV,则要渲染的区域将被拉伸,以便填充整个位图。如果这个选项被禁用,FOV 将只占用位图的一部分,其余的将被描绘为单色。

Use Full Range

全方位使用

If FOV is set to Equirectangular, either the entire all-around view (option enabled) will be used or only a portion that is defined using the following settings:

如果 FOV 设置为 Equirectangular,要么使用整个全方位视图(启用选项) ,要么只使用使用以下设置定义的部分:

Long Min[-180..180°]
Long Max[-180..180°]
Lat Min[-90..90°]
Lat Max[-90..90°]

龙敏最大[-180. . 180 ° ]龙敏最大[-180. . 180 ° ]最大[-90. . 90 ° ]最大[-90. . 90 ° ]

Use these settings to restrict the FOV starting from the X axis (Lat Min/Max) or Equator (Long Min/Max).

使用这些设置可以限制从 x 轴(Lat Min/Max)或赤道(Long Min/Max)开始的视场。

Latitude[-∞..+∞°]

纬度[-∞ . . + ∞ ° ]

If FOV is set to Dome the Latitude setting can be used to define the dome section as spherical element.

如果将 FOV 设置为 Dome,则可以使用纬度设置将 Dome 截面定义为球面单元。