Stereo 360 materials for skyspheres

I have been trying to do this one thing in unreal for over a year now.
I make 360 environment panoramas in equirectangular format.
Since UE skyboxes generally have the image on only one half of a sphere and mirror it, I make a sphere in a DCC like blender, flip its normals and import it into unreal.
then I map my 360 to the sphere and have an environment.
However.
I also make stereo versions in top bottom format.
I recently had to work on a project in Unity, which I hate to use but they have a skybox in unity, and it has support for stereo 360 equirectangular panoramas
I was able to just plunk them in and they worked.
I want to do this in unreal.
So I find this article explaining how to make a stereo material and map it onto an inveted sphere as I have already been doing , but its using a top bottom stereo, not just one image.
I followed the directions.
It worked!
However
It doesn’t work with the standard 4.27 vr template.
If I make a blank vr template with nothing else in it, the material will not split at the coordinate point and even if I use 2 images instead of the top bottom, I still get no stereo.
However, it DOES work in a project that was originally for 4.1, a zero g locomotion project from NikoKun that I was studying.
It is a super basic 4.1 vr template with zero g locomotion converted to 4.27 with a couple fixes for the controllers to work without errors, I import my android settings and controls, it works fine, but most importantly I can get full stereo on the environment sphere with a top bottom or two LR images.
I’ve checked the settings the original article warned about, all set fine.
I’m thinking it must be a particular line or command in one of the .ini files that’s changing how the engine is displaying.

This is the file, it has a stereo material on an inverted sphere.
I am not interested in the slightly broken locomotion atm
I am only interested in the material.
The 4.1 project won’t compile for the quest,
I can make a standard 4.27 VR template and have it set up to package for the quest in minutes, but this project has deprecated motion controller inputs which I was looking at, but think I will end up doing from scratch in the 4.27 template later,
I only care atm about how to make the 4.27 VR template work with this stereo material, what settings are different in the VR template that would kill this.

This is the original post I started from

But it does work fine in this converted 4.1 scene

This is extremely important to my project, I have been working on 360 stereo backgrounds for a couple years just waiting until I could do this, the 3d bkds are integral to the project.
I have literally a couple thousand of them.
I don’t want to use Unity even for this one project, even though it has the capability right there in its own specific shader.
If you look at the project you will see that the material is stereo, but if I put that same image and material into the standard vr template it doesn’t show in stereo, only one image is shown.

note that instead of the top bottom stereo with the constant vector 2 add, you can just plug the left and right images into the lerp and it works the same
the custom node contains
ResolvedView.StereoPassIndex
as a float 1

this is the image used feel free to test with it
It is my own work.

I’m planning to go through the ini files side by side to compare tomorrow.

1 Like

A good example of what I am expecting to accomplish is available to any of you that own the game Synthriders. If you have either pc or quest versions of synthriders you can go to their modding site synriderz.com with a Z and inthe custom stages I have 5 with stereo panoramas under the handle Anartist-dby,
I suggest Great Temple V2.
If you try that spinstage you will see the typf extreme depth I am getting from them.
The google drive project above also has the 3d working in it.
I need to make that work in the standard vr template with whatever I need to modify to make it go.

TIA

That setup looks like it should work. Guessing the issue could be with the Custom node. If you plug it directly into the Emissive output, does it show black in one eye and white in the other?

Thx
I didn’t know I could plug it straight in and see bw
that helped
so It does work, but not with the top botto (shown left) only with the separate R and L images as shown in the right.
I am fine with that. Making them top/bottom was an extra step.
So it works.
I have been trying to do this for several years, and I started Unreal about 16 mos ago figuring I would eventually find out how.
Thanks.
This should have its own page on the learning portal and docs.
it is so essential to me
I don’tknow why the vector 2 coordinate add .5 doesn’t work, when it works in the other project.
It doesn’t matter to me
I have the method that works now.

Thanks

Doh!

I figured out what did wrong on the top bottom material and it works fine now
I used an add instead of a multiply!
=|

Hellow christuusgnosis, I wand to do the same like you, but I have a problem and I want to know if you have the same problem. I create a material like your second image, 2 separates images L and R and put this material into my sphere. The problem is that when I look forward all look well, but when i look back the images looks inverted in my eyes, I see the R image in the left eye and the L image in the right eye. I think its sphere problem because try the same in box and all work well. Any idea what could be going on?

don’t try to use an unreal primitive
Make a “UV sphere” in blender/maya/max and invert the normals so the materials are inside.
an “Icosphere” or trying to use an unreal skybox won’t work, you have to import an inverted uv sphere.

Thanks for your replay, but i just have a inverted uv Sphere from blender with invert UV.
ball_texture_360.FBX (334.2 KB)
I dont know if i do something wrong when I create the stereo 360 image from a 360 camera.
Spheric_Left.TGA (24.0 MB)
Spheric_Right.TGA (24.0 MB)
I just try to create the stereo 360 images with a square with 6 cameras, 1 for each face and work well i didnt see any inverted texture but I need to do in sphere and dont know what more could i do. Any idea?

It looks ok
but
if you make it into a top bottom stereo image you can test it with virtual desktop or oculous 360 photos.
Test the stereo 3d in a stereo picture viewer in vr first to make sure the stereo is working.