PanoCam
About the PanoCam

The PanoCam is a camera and material setup and consists of the following parts:
- pano_CAM CAMERA can be used as 360Viewer
- pano_HANDLE EMPTY handle to move the pano_CAM and panorama texture
- pano_MAT MATERIAL projects the panorama onto the model
- pano_WORLD WORLD desaturated panorama
- pano_ROT EMPTY (just needed for the pano_WORLD rotation)
The camera functions as a 360° viewer, while at the same time the pano_MAT_ (and panoworld) can be used as a reference for modeling.
You can model the 360° scene while looking through the camera. The panorama can be seen in black and white in the background and in color on the model. The panorama can then be modeled bit by bit.
pano_HANDLE
From the pano_HANDLE, the panorama is projected onto the model. So it is the most important part of the PanoCam.
All krpano values for the panorama/depthmap are calculated later using the pano_HANDLE!
- It is used to move and position the camera AND the panorama-texture.
- Rotating the pano_HANDLE also rotates the panorama texture.
- The PanoCam can be placed in the 3D model by moving and rotating the pano_HANDLE until the texture fits to the model.
pano_MAT
The PanoMaterial can be created when a PanoCam is added. It requires an equirectangular panorama.
The panorama is projected onto the model from the corresponding pano_HANDLE. If the pano_HANDLE is moved or rotated, the panorama texture on the model also changes.
Assingn the pano_MAT to the model
-
If a new PanoCam is added and
Create PanoMAT
is selected, the material is automatically assigned, if the model is selected. All other materials of the model are removed. -
If a camera is selected in the 360 Viewer and
Assign PanoMAT
is selected, the corresponding material is assigned to the selected model. All other materials of the model are removed.
You can use Protect Vertex Group if you want to keep materials on specific parts of the model
You can of course also assign the pano_MAT manually. It uses a 'fake user' so that it is not deleted when BLENDER is closed!
pano_GROUP
All pano_MAT nodes are located in a shader group.
The group has a shader input socket
and a mix controller
.
Another Pano_GROUP can be connected to the shader input socket.
This allows you to mix the materials:
Mixing different pano_MATs can be very helpful when placing the PanoCams!