Virtual location scouting in VR – how it works
Virtual location scouting explained: generate candidate locations, review them in a VR headset with the director and DP, then hand off to previs.
Topic
360° worlds in VR headsets and on the web: resolution for Quest and other headsets, mono vs stereo, comfort, A-Frame and WebXR, training environments and virtual location scouting. Start with the complete guide to VR environments.
Virtual location scouting explained: generate candidate locations, review them in a VR headset with the director and DP, then hand off to previs.
Build believable VR training environments fast: what a scenario needs from its setting, variants from one prompt, and when 360° is enough.
Design VR environments people can stay in: level horizons, true scale, brightness, never moving the world, gentle transitions, and user testing.
Build a WebXR 360° scene with A-Frame: the smallest working page, a-sky, loading large equirectangular images, entering VR and testing on a headset.
Mono or stereo 360°? How stereo fakes depth, where it breaks when people tilt or move, and why mono worlds plus 3D geometry work...
What resolution does a 360° image need in a VR headset? Pixels per degree for current headsets, what 4K, 8K and 16K look like,...
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