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Fisheye / panorama in EEVEE
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Same level of support as we do for Cycles, no selection, or support in non lookdev/render mode.

  • Basic equirectangular support
  • Basic fisheye support
  • Over-scan to better support screen base shaders, and compositing
  • Optimized fisheye support (restrict the number of rendered views to the bare minimum)

Event Timeline

Dalai Felinto (dfelinto) lowered the priority of this task from 90 to Normal.Aug 21 2019, 4:15 PM
Dalai Felinto (dfelinto) created this task.
Dalai Felinto (dfelinto) edited a custom field.

Instead of using the Cycles panoramic algorithms, wouldn’t EEVEE be better off by (1) rendering onto a skybox, then (2) applying DoF into another skybox whose faces are only then (3) mapped onto an equirectangular, fish=eye, or whatever panorama? The implementation according such process seems soooo much simpler yet still fairly accurate.

As a bonus, the pixels at the poles receive a more fair #samples compared to the ones at the equator. As another bonus, the skybox could be outputted directly into a game-engine friendly image format (before and/or after phase (2)). Alternatively, phases (2) and (3) could be implemented by a compositor node or a custom OSL script. Just an Idea.

That's the kind if the idea (warped cubemap) same as we once did in the BGE. There is no way of using Cycles full raytracing method. It also facilitates overscanning.