Overview
A regular camera (Camera 3D) only sees a limited cone of the scene (the frustum). The Spherical Camera sees everything around it - 360° horizontally and 180° vertically - and flattens this view into a 2D image in one of 5 available formats (equirectangular, vertical cube cross, horizontal cube cross, vertical strip, horizontal strip).
The output size depends on the Image Width parameter of the Renderer 3D - each cube face is computed at that size, then the faces are assembled according to the chosen layout.
Where to find this node
- Effects Library:
Tools > 3D > Spherical Camera - Quick add: right-click in the Node Editor →
Add Tool > 3D > Spherical Camera
Inputs
- Image Input (orange) - optional. Accepts images in a spherical layout (LatLong 2:1, Horizontal/Vertical Cross, Horizontal/Vertical Strip) if you also want to use the camera as a skybox.
- Stereo Input (green) - optional. To connect a second camera (right eye) for VR stereo rendering.
No input is required - the Spherical Camera works as a pure camera with no image source.
Setup
Typical pipeline for a 360° render:
3D objects ──┐ Spherical Camera ──┼→ Merge 3D → Renderer 3D → Saver (360 video) Lights ──┘
In the Renderer 3D, select the Spherical Camera in the Camera menu. The render then produces an image in the chosen layout.
Recommended resolution for VR: 4096×2048 (4K equirectangular) minimum. 8K (7680×3840) if you are targeting high-resolution headsets.
Output layouts
- LatLong
- Equirectangular 2:1 (e.g. 4096×2048). A single image that "unwraps" the full sphere. The standard format for YouTube 360, Facebook 360 and most VR headsets. The most common.
- VCross (Vertical Cross)
- The six cube faces arranged in a vertical cross (3:4 ratio). Front in the center, top above, bottom below, left/right/back along the column. The classic format for a video game skybox.
- HCross (Horizontal Cross)
- Same principle but as a horizontal cross (4:3 ratio). Compatible with more external tools (some 3D engines).
- VStrip (Vertical Strip)
- Six faces stacked in a column (1:6 ratio). Order: Left, Right, Up, Down, Back, Front. Useful for archiving or specific workflows.
- HStrip (Horizontal Strip)
- Six faces in a row (6:1 ratio). Same order as VStrip.
Rule: LatLong for a standard VR export, VCross/HCross for use as a cubemap texture in an external engine.
Controls tab
Most parameters are identical to those of the standard Camera 3D:
- Near / Far Clip - culling of geometry that is too close or too far.
- Adaptively Adjust Near/Far Clip - automatic adjustment based on the extent of the scene.
- Viewing Volume Size - orthographic mode only.
- Plane of Focus - for DOF.
- Control Visibility - shows or hides the indicators in the viewer (frustum, view vector, clipping planes).
VR stereoscopy
The Spherical Camera supports stereo rendering for VR. Main parameters:
- Stereo Method
- Three modes:
- Toe In - converging cameras. Can create uncomfortable vertical parallax in VR.
- Off Axis (default) - the recommended method for viewing comfort in VR, with no vertical parallax.
- Parallel - strictly parallel cameras.
- Eye Separation
- Distance between the two cameras (left/right eye). Human standard: ≈ 6.5 cm, to adjust to the scale of your Fusion scene.
- Convergence Distance
- Convergence distance of the two cameras. Used in Toe In mode.
For VR, always keep Off Axis - people wearing a headset will notice vertical parallax problems (headaches, motion sickness).
Spherical Camera vs Camera 3D
The setup is almost identical to the standard Camera 3D, but with two fundamental differences:
- Camera 3D
- Limited conical view (angle of view). Produces a flat rectangular image. The standard for any regular render.
- Spherical Camera
- Omnidirectional view (360°). Produces a spherical image flattened into the chosen layout. Specialized for VR / skybox / reflection map.
Use cases
- 360° video for YouTube/Facebook - LatLong 4K minimum, encoded with 360 metadata (through the Spatial Media Metadata Injector) so the player recognizes the format.
- VR content for headsets - Off Axis stereo + 8K LatLong for an Oculus / Quest / Vive render.
- Skybox for a 3D engine - VCross or HCross, rendered at 1024×1024 per face (4096×3072 total for a 4:3 vcross). Importable into Unity / Unreal / Godot.
- Reflection / environment map - a 360° capture of the scene from a precise point, then used as a reflective texture on another object.
- 360° scene preview - see a Fusion scene from every angle without moving the camera.
Tips & pitfalls
- Resolution = multiple of 2 - for a LatLong, use a strict 2:1 ratio (e.g. 4096×2048). Otherwise 360 players may misinterpret the image.
- Off Axis by default in stereo - the other modes create vertical parallax = guaranteed motion sickness for viewers.
- Render times are much longer than with a regular camera - the scene is rendered 6 times (once per cube face) then assembled. Plan some margin.
- Exporting in stereo: for stereo VR, the final file is usually top-bottom (left eye on top, right eye at the bottom) or side-by-side. You often need to composite these two views in 2D after the Fusion render.
- 360 metadata - a LatLong render isn't automatically recognized as 360° by YouTube. Inject the metadata with the Spatial Media Metadata Injector (a free Google tool) before uploading.
- For use as a texture (skybox, env map), switch to Image Input (if you already have an existing LatLong) instead of re-rendering.
