Hi Arkiras,
how did you spherize the cube? While the process of doing so in a 3d app is pretty simple, the “problem” is the smoothing in my opinion. It depends on the amount of geometry, UNLESS one is using not a mesh, but a perfect primitive. So, which way did you go? And how does it work in UE4?
Gamerz31w: You shouldn’t follow ANY of the tutorials out there. NONE I’ve found so far do it correctly. Spent a few hours yesterday to do it correctly as a post process. It works “brilliantly” in terms of being a correct fisheye lens, BUT since it’s a post process it pixelates the center of the image horribly so that it is visually not pleasing.
The stuff you see out there with using a gradient, falloff, etc. is hocus pocus. It distorts the image. But not in the slightest way like a fisheye would do. And all these tutorials don’t care about image ratio when deforming the UV space for distortion. As a photographer all these approaches make your eyes bleed. Tip: Vector length and Tangent are your friends, as is screen resolution (for the ratio) and screen space. Keep in mind the f… up way UE4 handles angles. You need to divide the actual angle you want to use by 360° in order to make it work correctly (Mathematical eyes are bleeding, too).
So the only proper way to do so is to record the image correctly, like Arkiras did. Though I doubt that his method works with post process settings, or does it?
Please share you thoughts! : )
Cheers
Tom