I’m looking into generating high-quality 360° stereo VR video and need more granular control over the rendering process. Specifically, I’d like to programmatically control primary rays so that I can render only the angular slices (or “slivers”) I need, rather than rendering the entire frame or full 360° sweep.
The current Stereo Panoramic Capture tool and similar plugins allow adjusting the number of steps and sweep angle, but they still rely on rendering full sub-frames for each slice. What I’m looking for is something closer to programmable primary ray dispatch, where I can define which rays are generated and which are skipped, ideally at the shader or render pass level.
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Does Unreal Engine (or the Path Tracer) expose any API or hooks for controlling primary ray generation?
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Is there an existing approach or plugin that supports partial ray dispatch for 360 stereo rendering?
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If not, would modifying the ray generation shader in the Path Tracer be the recommended route?
Any guidance or best practices for implementing this would be greatly appreciated.