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A camera shader that allows you to create angular maps of 3D scenes.
Fig.1 : Example of spherical map.
Note: The shader compensate for the filter width when rendering in order to give the useful pixels an alpha of 1.
Warning: The shader automatically flips the U when used in Arnold 4.1 and above (SItoA 3.0 and up) in order to stay consistent when used in a skydome or sta_environment.
Simply translate the camera where you want to capture the angular map and render.
Fig.2 : Since an angular map looks a bit like a mirrored ball, the center of the image will be the back of the camera.
Note: If the camera is looking along the -Z axis, you won't need to rotate the skydome using it, otherwise, apply the same rotation.
The span in degrees of the angular map.
Fig.3 : From higher to lower values [360, 180, 90].
Note: Normally, this is set to 360.
Opposite view [flip]
Let's you render an angular map in the opposite direction.
Fig.4 : Angular map taken with the rear camera view.
Over Render [overRender]
This allows you to render the whole image instead of only the necessary pixels, which sort of wraps around.
Fig.5 : An over rendered angular map.
Note: Unless you want to for an aesthetic reason, don't check this, it will take more time to render (approximately 4/pi times).