To create the camera, it is necessary to create auxiliary objects at the positions of which the camera will be animated.
We recommend using the Point object type. It can be found in the toolbar: Create → Helpers → Point.
The main requirements for points:
After creating the points, you should make sure that all of them are located at a height of 150 cm from the floor!
An example of the correct location of points
An example of an incorrect location of points
After locating all auxiliary objects, you need to create a camera. For this purpose, you can use our script.
To work with the script, you can simply drag the BigantoCamTools.ms file into the viewport. The script interface will appear.
The CreateCamera button will create an animated camera at the distributed points. You should select all the necessary points and click CreateCamera!
The lower group of buttons is responsible for creating a file with the points coordinates. A click on SelectCamera button will prompt you to select an animated camera.
After selecting the camera, you should click the Create button. In the window that appears, you need to specify the path of the file with points (points.txt). This file should be sent to us along with all other materials for the tour assembly.
Press Apply Render Settings in the script interface or setup render settings manually, as shown below:
In the render settings, you need to specify the range of frames to render from the first to the last keyframe of the animated BigantoTourCam camera. The final render resolution is 9252x1536px.
Important: do NOT use View to render Lock (Lock icon)
Change the type of camera.
Set the camera type to Cube 6x1 (Render Setup/tab V-Ray/Scroll Camera/Type: Cube 6x1).
Add the CoronaCameraMod modifier to the camera created by the instruction. In the CameraProjection scroll in the ProjectionType/Override option, you need to check the box and select Cubemap in the scroll.
Important: do not use native Sharpening from Corona render. This may result in visible seams between the parts of the 360 render.
As we are preparing a virtual tour, the lighting should be holistic and unified for all rooms. Setting the night time in the kitchen and the morning sun in the living room is undesirable. It is also extremely undesirable to adjust lighting to a specific room.
External lighting should be as simple as possible:
It is recommended to instantiate the internal lighting:
Test render is needed for self-detection of errors in the scene. We do not fix anything and do not control the rendering process. It is necessary to count at least one point for each separate room, necessarily from our camera. The quality of the test render should be sufficient to see all possible problems.
We recommend using the following settings:
Preset for Vray — Download Preset
If you are using CoronaRenderer — set the resolution to 3600x600 and the render time limit in 1-2 minutes.
For Vray, the V-Ray Cliper can also be used.
Create a Free Camera. Place it above the room at an altitude of 1500 cm and point vertically down.
In camera settings, check the Orthographic Projection checkbox.
Switch to the view from the created camera. Press Shift+F (Show safe frames).
In render settings, change the size of the final image so that it is proportional to the dimensions of the room. Click “lock”. On the larger side, set the value to 1600px.
Moving the camera and changing the value of Target Distance (in camera settings), try to ensure that our room fits the entire frame window.
In camera settings, enable Clip Manually option. Set Far Clip value to 2000cm. Set Near Clip value to “by eye”. It is necessary for the door and window openings to fall on the sectional plane.
Before archiving a scene, you should make sure that it does not have:
Third party plugins (except floorGen, multiTexture). All geometry, generated by third party plugins should be converted to mesh/poly (convert to editable mesh/poly)
Locally disposed textures (on your computer).
Empty objects (for example, editpoly without vertices).
Before archiving a scene, you need to make sure that it has:
Geometry with correct materials.
Geometry with correct names.
Materials with correct names.
Textures with network paths.
Empty Material Editor.
Empty Slate Material Editor.
Layers with correct names and content.
To simplify the archive assembly, you need to use the CollectAsset script; it will allow you to collect all the scene resources (textures, ies, proxy) in one folder and reassign the paths to these resources to new ones. Also this script will help rename the resources if they contain Cyrillic characters in the file name. If the texture has a duplicate name, you can choose what to do with this texture — rename, overwrite, etc.
Test renders (from a camera prepared according to our requirements) for each room should be done in sufficient quality to detect errors. It is allowed to skip some frames, but one frame per room must be done. You need to save them to the Test folder and add the folder to the archive of the scene.
points.txt file (see camera manual).