This is the first in a series of tutorials designed to help you use your favorite software and favorite rendering engine to output 360 panoramas. If 3ds Max is your software of choice and V-ray Adv or RT is your rendering engine of choice, this is the tutorial for you. Other 360 tutorials for other rendering engines will be posted in the coming weeks.
Welcome! In this tutorial we’re going to help you take a scene you’ve already set up for V-ray rendering, make a few adjustments, and render out a 360 equirectangular image viewable in 360 and VR. We’ll finish by uploading the image to Vizor.io and viewing it in a VR headset.
Check out the finished project in Vizor 360 below to get an idea of how it looks.
Finished project here
Setting up V-ray
First, create or select a camera in the scene. Note that the camera may be a standard 3ds Max camera or a V-ray physical camera. This camera will be serving as the center point of a 360 render. If you’re using a different camera from the one you created a typical V-ray render with, you will want to ensure your camera has the same settings for color balance, f-stop, ISO, and shutter speed. Your lens and FOV settings will not matter.
Next, set your camera to an average human height if it is not already. Because of the sense of presence afforded by virtual reality, it can be jarring for someone to feel too short or too tall. But what height to pick? Well, anyone who is tall was once short, but anyone who is short has never been tall.
1.6m or 5’-3” is a good default if you plan on showing your panorama to
You will need to rotate your camera to point North, or some direction that you can be consistent with if you create multiple panoramas and need to align their view. Camera rotation won’t affect the content of the render, only how it will be laid out.