

This is what would normally appear as a camera object that shows the field of view of the camera. So we'll jump out into the editor camera and you can see this representation here in the editor. To help you dial-in these ranges, the spherical camera has an FOV helper and this is something that you won't see with the interactive render region active and you also won't see when you're looking through the spherical camera. So you can easily render something like a 270-degree or 180-degree video.
CINEMA 4D SPHERE MESH FULL
Now, when you use the Fit Frame option, it's going to take that region that you're rendering and scale it to the full image size. But you can, of course, adjust this however you'd like to render a specific region of the frame. So, here we're limiting to just the front 180 degrees as well as the 60 degrees in the center of latitude and longitude. This essentially gives you the ability to do a render region on specific latitude and longitude.

Now we also had the option in the spherical tab to limit the range of the render. And, of course, you can set the angle at which that smoothing begins to occur, as well as the exponent that's used to determine the curve of that smoothing. And you have the typical options here with Pole Smoothing to use linear or exponential algorithms. You also have the options to enable Pole Smoothing, which minimizes distortion at the top and the bottom of the image that is created by the stereo offset of the cameras. You can also set the eye-to-neck distance. Now, here in the stereo settings you can set the eye separation, which would typically be 6.5 centimeters, but I've scaled it here based on the scale of my scene. Let's go ahead and switch back into Lat/Long mode so that you can see the typical output that you would use for YouTube VR. And you can lay out the images either in top-bottom or side-by-side format, or simply render the left or the right eye. You can render proper 360-degrees stereo in either parallel or toe-in mode. Now, of course, when you're rendering VR images, you need to do that in stereo, and the stereoscopic tab automatically updates when spherical is active, to provide you with special options for spherical rendering. This format is great because it efficiently maps all of the faces of a cube into a fairly usable aspect ratio. And also the three by two cube map that's used internally by Facebook for all of their 360-degree videos. Now if you're the standard or physical render, there's a couple of additional mapping types you can use, including the cross mapping type that's used by Mettle Skybox Studio and other compositing applications.
CINEMA 4D SPHERE MESH PRO
The string format maps all of the faces of the cube in a horizontal line, and this as well as the equirectangular format, are supported in the standard and physical render as well as pro render. So, Cinema 4D also supports a number of different cube mapping formats. The problem is that it introduces a bit of distortion especially at the poles, and cubic mapping can help to minimize that distortion. This is the most popular mapping type for 360-degree videos because it fits into our standard 16 by 9 frame aspects pretty well. We can take the same projection and map it onto a C4D sky object or a sphere and we'd essentially have an HDR sky. This basically takes the full 360-degree view around the camera and maps it onto a plane. Now you can see that by default this renders an equirectangular lat/long image. So with any camera that's already been positioned and animated, you can go into the "Spherical" tab and simply check the "Enable" box. And this is all accomplished through the spherical controls that have been added to the camera object. Users of Cinema 4D Release 19 visualize and studio editions can now directly render stereo spherical images for use in virtual reality and dome projections.
