## KartaVR v4 Freeware Edition [SUBMITTED]

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AndrewHazelden
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### Re: KartaVR v4 Freeware Edition

AndrewHazelden wrote:
Wed Mar 06, 2019 4:56 am
cdwouda wrote:
Wed Mar 06, 2019 4:21 am
Hi,

I'm using KartaVR version 4.0.2. The rectangular to polar node within the conversion tool equirectangular to fisheye doesn't seem to work correctly in Resolve. If I open the fusion studio stand alone I do get good results tho. Does anyone have thoughts on what could cause this and why it's not working properly within resolve's fusion?

Chris.
Hi cdwouda.

This is a known issue in Resolve. I've already submitted a bug report to one of the Resolve Fusion page developers about the underlying problem. Until a new Resolve version is released the simplest workaround is to keep on using Fusion Standalone.
BTW if you try Resolve 16 (and Fusion 16) I think you will find all the KartaVR nodes that used polar to rectangular conversions work as expected now (basically the nodes that did fisheye/domemaster <> equirectangular conversions).

icifredo
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### Re: KartaVR v4 Freeware Edition

Hi Andrew
What is the best way to create text inside fusion for fuldome contents ?

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### Re: KartaVR v4 Freeware Edition

icifredo wrote:
Tue Apr 16, 2019 1:34 am
What is the best way to create text inside fusion for fuldome contents ?
You have a few options you could use to put text into a fulldome format.

For a 2D graphic you could use the Rectilinear2Equirectangular macro to remap a regular "flat" graphic element (like an imported SVG illustration or a Text+ node) into an Equirectangular 360x180° image projection. Then you could take that into a fulldome format using the Equirectangular2Domemaster180 macro. This approach would let you easily reposition and animate the 2D graphic element.

Alternatively, you could create the text as a 3D element in the Fusion 3D workspace and render it to a fulldome image projection using the DomemasterRenderer3D node.

Or you could create the text as a 3D element in the Fusion 3D workspace and render it using Fusion 9's native spherical camera. Then you could place that spherical camera rendered media into a fulldome format using either the Equirectangular2Domemaster180 macro or a Equirectangular2Fisheye macro (if you need post XYZ rotation controls).

## KartaVR Example Comps

In Reactor's "KartaVR/Comps" category you can install the "KartaVR Example Comps" atom package. If you navigate to the Reactor:/Deploy/Comps/KartaVR/ folder you can explore these two examples:

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### Re: KartaVR v4 Freeware Edition

You could also just project your text onto a dome that has UV's for the projection format you are using. Then just render to UVs. That gives you an easy way to lay out text and make sure it's readable.

cdwouda
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### Re: KartaVR v4 Freeware Edition

AndrewHazelden wrote:
Mon Apr 15, 2019 8:51 am
BTW if you try Resolve 16 (and Fusion 16) I think you will find all the KartaVR nodes that used polar to rectangular conversions work as expected now (basically the nodes that did fisheye/domemaster <> equirectangular conversions).
I noticed, great!

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### Grading 3603D VR Top/Bottom Formatted Footage in Resolve 16's Color Page

This week I watched a large discussion unfold on an immersive video user group that discussed Resolve 16 workflows for 360VR post-production. There were a lot of questions asked and one of the biggest themes was artists wondering how to do color grading on 360/3D footage.

I would like to show a workaround for bringing Top/Bottom (aka Over/Under) formatted LatLong stereo 3D media into Resolve 16. The illustrated tutorial will navigate the process of taking 360/3D VR footage (with the Resolve native Stereo 3D metadata setting intact) from the Media Pool, into the Edit page, and then finally into the Color page.

This approach could be useful to an artist who is using Resolve purely to apply a color grade to pre-stitched 360VR Stereo media that was combined into a single video file by an external tool like MistikaVR, Kolor APV, Google Jump, etc...

This is not the only way to work with Over/Under pre-formatted footage in Resolve's Color grading system but this shows one solution you could use in a bind when your left and right eye views are merged in advance for all the clips in your editing timeline.

Syncing the Top/Bottom Footage as Stereo 3D Media

Start by creating a new Resolve Project.

In the Media Pool create two new Bins named "Left" and "Right".

(The "create new folder" hotkey shortcut is "Shift + Command + N" on macOS).

Drop a copy of all your Top/Bottom stereo 3D media into both of the "Left" and "Right" bin folders.

If a warning dialog appears that says your clips have a different frame rate then the current project settings, click the "Change" button.

Right click on one of the clips in the Media Pool "Left" folder. In the contextual menu select the "Stereo 3D Sync..." menu item.

A "Stereo 3D Sync" dialog will appear.

Next to the "Choose left eye folder" field, click the "Browse" button. A "Folders" window will appear. Expand the triangle to the left of the word "Master" and select the "Left" bin you just created. Then press the "Ok" button to close the Folders window.

1 Media Pool - Stereo 3D Sync - Folders View.png (14.42 KiB) Viewed 137 times

Next to the "Choose right eye folder" field, click the "Browse" button. A "Folders" window will appear. Expand the triangle to the left of the word "Master" and select the "Right" bin you just created. Then press the "Ok" button to close the Folder

Next to the "Output folder" field, click the "Browse" button. A "Folders" window will appear. Select the "Master" bin. Then press the "Ok" button to close the Folders window.

Back in the "Stereo 3D Sync" dialog we can ignore the "Left identifiers" and "Right identifiers" fields since we are using the same Top/Bottom media in both Bin folders so both the left and right view Filenames will be identical.

Click the "Sync" button. If the Sync command was successful you will see a "Done" dialog that lists all of the clips as synced. Click the "Ok" button.

Note: At this point it is important to know that the Top/Bottom stereo 3D footage as been synced (paired-up as left and right eye views). You won't be able to see the 3D left/right eye view differences until you are in the Color page and have applied geometric transforms to break apart the top/bottom view relationship.

## Creating the 3D Timeline

For this simple proof-of-concept 3603D Top/Bottom test lets try a simple approach of loading one or two of the Stereo 3D linked clips into a new Timeline.

(Once you have this process worked out you can use this information to help you as you work with an EDL you have imported on your own project, and use that to build the full Edit page timeline automatically for you.)

Switch to the Master bin in the Media Pool.

Select the 3D clips in the bin (which have a small 3D logo icon on their bottom left corners).

Right-click on one of the 3D clips. In the Contextual menu select the "Create New Timeline Using Selected Clips...".

A "New Timeline" dialog will appear. Set the Timeline Name to "3D Timeline 1". Click the "Use Custom Settings" button on the lower left corner of the window.

3 New Timeline 1 - Use Custom Settings.png (32.28 KiB) Viewed 137 times

Switch to the "Format" tab. Set the "Timeline Resolution" to "Custom". Then change the Timeline Resolution number fields to 7680 x 3840. (This value would be the single eye monoscopic (left eye) view resolution if your original Top/Bottom source footage was a 7680 x 7680 video clip.)

Set the Timeline Frame Rate to either 30 frames per second or 60 frames per second based upon the native frame rate of your media.

Click the "Create" button.

4 New Timeline 2 - Format Settings.png (46.82 KiB) Viewed 137 times

Now you can switch to the Edit page and the new stereo 3D timeline should be active with the clips added automatically.

## Separating the Left and Right Eye Stereo views in the Color page

Let's try applying a quick grade to these clips.

To preserve the Resolve Media Pool/Edit page based stereo 3D metadata tag that is attached to your footage, switch directly to the Color page to apply your color grade and make sure to *avoid* the Fusion page.

In the Color page each of the video clips will have the word "3D" written below the thumbnail on the lower right.

To split apart the top and bottom views into separate eyes, look in the center of the Color page toolbar where there is a "3D" button. Clicking this toolbar item will display the "Stereo 3D" Controls.

On the far left side of the Stereo 3D Controls view is the "Eye" settings where you can customize the "Left" and "Right" eye outputs.

This area has the controls needed to extract the combined Top/Bottom formatted LatLong media by individually repositioning the Left/Right views on the vertical axis and by zooming the footage.

## Left Eye Customization

In the "Eye" controls, switch to the "Left" eye.

7 Color Page - Stereo 3D - Eye Left.png (43.73 KiB) Viewed 137 times

Set the Zoom setting to "2" and press enter. This will fit the Top/Bottom footage to the width of the frame.

Now adjust the "Tilt" control to pan the footage so you are looking perfectly at just the Left Eye from the Top/Bottom media.

On a 7K x 7K clip the "Left" eye's Tilt control would be set to "-480" to isolate just the left eye viewable image data. Press enter to accept this number value.

## Right Eye Customization

In the "Eye" controls, switch to the "Right" eye.

Set the Zoom setting to "2" and press enter. This will fit the Top/Bottom footage to the width of the frame.

Now let's adjust the "Tilt" control to pan the footage so you are looking perfectly at just the Right Eye from the Top/Bottom media.

On a 7K x 7K clip the "Right" eye's Tilt control would be set to "480" to isolate just the right eye viewable image data. Press enter to accept this number.

## Vision Controls

The "Vision" controls can be used to preview the now isolated stereo 3D footage in several different stereo output modes.

When the "Mono" mode is active in the "Vision" controls, clicking between the "Eyes" control's "Left" and "Right" settings will alternate between showing each of those views and the corresponding node work area.

Switch the "Vision" control from the "Mono" mode over to "Stereo".

On the "Stereo" control set the "Out" mode to "Anaglyph (B/W)". If you have a pair of old anaglyph 3D glasses, you can check that the views were re-combined correctly.

9 Color Page - Stereo 3D - Stereo Anaglyph BW.png (21.53 KiB) Viewed 137 times

Now set the "Out" mode to "Difference" to see the areas where there is a lot of parallax shift in the stereoscopic imagery.

Finally set the "Out" mode to "Side by side", and then "Top/Bottom".

If the left and right eye view customization process worked successfully you should be able to toggle correctly between each of these stereo 3D output modes and the footage will be properly adapted each time.

Remember, if you want to look at the left and right eye views individually, toggling the "Eye" setting from Left to Right will let you see that specific view.

Note: If you use the "Swap & Copy" grade controls you will have to re-key in the "Tilt" parameter for the left and right eye views by hand again.

At this point you can now manually add grades to the stereo 3D footage. Pay special attention to gradient effects or power windows that cross over the zone between the left and right frame edge boundaries.

Also, try to avoid doing any hard edge shaped windows near the border of the zenith and nadir zones as there is a LatLong image projection view compression/squishing effect that happens at the poles.

## Deliver Page

If you switch to the Deliver page at this point you can now use the "Render Stereoscopic 3D" controls to output the media in your desired stereo 3D format. As an example, if you wanted to save out the final graded left and right eye 360VR media, you can enable the (x) Both eyes as "Separate files" setting. This would generate a "LEFT" and "RIGHT" folder in your output location and inside each folder you would have a per-eye view movie file saved.

You have the option to adjust the rendered resolution, and the video codec used, too. Once all the settings are configured you can add that media to the output render queue. After the queue is loaded up, you can then render the footage to disk using the "Start Render" button.

11 Deliver Page - Start Render.png (6.77 KiB) Viewed 137 times

If you want to upload a video to a VR video platform like YouTube 360 you need to generate a Top/Bottom (aka. Over/Under) formatted movie. After the movie file is generated on disk, you would use an external tool to embed the spatial media metadata tags.

If you have WSL's Reactor package manager installed inside your copy of Resolve 15/16 you can take advantage of the "Bin" category's ready to install tools for macOS and Windows users. You can add a copy of the "Spatial Media Metadata Injector" in only a few clicks:

And since this is a KartaVR thread on WSL, I'd like to mention that the Reactor provided "KartaVR Scripts | Send Media" atom that is accessible in the "KartaVR > Scripts" category has a helper tool for easily opening the "Spatial Media Metadata Injector" program.

After you install the "KartaVR Scripts | Send Media" atom, you will then be able to use the Resolve "Workspaces > Scripts > KartaVR > Send Media to > Open 360 Video Metadata Tool" menu item. This menu item launches the Reactor installed copy of the spatial media metadata tool.

You can then use the metadata injector GUI to add the required tags to your Top/Bottom formatted movie file.

Closing Words

The workflow mentioned in this post clearly isn't perfect, nor is it the easiest process to follow but it *will* let you access the native Resolve stereo 3D features in the Color and Deliver page while you are working from your original Top/Bottom formatted LatLong media files.

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### Re: KartaVR v4 Freeware Edition

Hi. Reactor v3 was released today. This update fixes the previous callback error that happened when large atom packages were installed. The process of installing KartaVR is much easier to do now in only a few clicks. Also, the Reactor atom package downloading speed is boosted since the Reactor toolset is now multi-threaded, too.

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