sn0wsh00 Posted December 8, 2025 Report Posted December 8, 2025 (edited) Here's a GT IMAX theater I created in Blender: Download link (version 3): https://drive.google.com/file/d/1feOVMemS7UYrG-ZNRAxvYXhst3LP3BHm/view?usp=drive_link Features: 26.0 m x 20.0 m screen. Can be flat or curved. 9 rows of stadium seating 4 seat variations: very low, low, medium and high poly 12 sets of speakers Blender drivers How to use: All speakers are linked to either the Speaker_main or speaker_secondary data blocks. Speaker_main is used by the front and corner speakers, while speaker_secondary is used by the side and ceiling speakers. You only need to edit two speakers (one from each data block) to properly play imported sound Movies are controlled by the Movie_Texture node group inside the Movie_Screen material shader. The Movie_Screen shader can be accessed by selecting a screen mesh. Videos with 1.43 aspect ratios work best with this node. In Cycles, images are projected onto the screen via a spotlight. In EEVEE, the image is displayed directly on the screen, as light projection is not possible in EEVEE. I created this Blender file to simulate how it's like to watch videos on a large format IMAX screen. Creating something like this inside a video game engine would certainly be better, but unfortunately, I currently have no idea how to use Unity, Unreal, Source 2 etc. A 360° video could also work as a VR environment, but Blender only renders panoramas natively in Cycles. You can find more information and full sized renders on these pages: https://www.deviantart.com/sn0wsh00/art/Blender-IMAX-Theater-v3-1334807132 https://www.deviantart.com/sn0wsh00/art/Blender-IMAX-Theater-360-Panorama-v3-1334811694 Edited 5 hours ago by sn0wsh00 Update for version 3 HeadlineFPS and GreyAtlas 2 Quote
sn0wsh00 Posted January 23 Author Report Posted January 23 (edited) Using EternalTrail's eeVR Blender plugin, I've finally been able to render my IMAX theater as a 360° video in EEVEE. It still took a while a render, but it was still a lot faster than Cycles: DaVinci Resolve cannot export videos wider than 3840 pixels, so instead I used FFmpeg to create the video. Here's the FFmpeg code I used: Spoiler @echo off ffmpeg -framerate 30 -i render/frame%%06d.png -i ds3.mp3 -pix_fmt yuv420p -c:v libx264 -crf 3 -preset slower -maxrate 50M -bufsize 100M -profile:v high -c:a aac -ar 48000 -b:a 384k -movflags +faststart output.mp4 pause I tried encoding with libx265, but that caused issues on Youtube. Watching a video projected onto a giant screen in VR/first person is very different from watching the video directly. For one, it makes it more obvious when the video's subject is off-centered. IMAX movies, despite their 1.43 aspect ratio, usually frame their subjects in a widescreen AR such as Scope; all the stuff outside the 2.39 aspect ratio frame is merely meant to fill the viewer's peripheral vision. For VR video, though, Iudex Gundyr is mainly positioned towards the top of the frame, forcing viewers to look towards the ceiling as opposed to the center of the screen (good thing you can't get neck strains from watching 360° videos in browsers). Thankfully, FromSoftware games have a parameter (LockCamParam) that controls non-cutscene camera positions. Edited February 1 by sn0wsh00 added more info Quote
sn0wsh00 Posted Sunday at 03:08 AM Author Report Posted Sunday at 03:08 AM (edited) Here is an 1.90 IMAX (aka LieMAX) Theater that I created in Blender: Download link: https://drive.google.com/file/d/1MFZKj5gwvrYjbeHcbDaM3ckxteWVBXqx/view?pli=1 While looking through a list of IMAX venues, I noticed a lot of CoLA/Xenon screens have a 16:9 aspect ratio. In turn, I made my screen have a width of 17.8 meters and a height of 10 meters, which makes it similar in size to the IMAX venues in Morrow, Georgia; New Brunswick, New Jersey and Manchester, UK. I also noticed in my research that LieMAX theaters tend to look less austere than 1.43 ones. A lot of GT IMAX theaters lack embellishments and/or have basic looking flooring. Many 1.90 IMAX theaters, on the other hand, seem to really like mixing laminate wood and carpet flooring together, a mixture that gives 1.90 theaters a warmer appearance. Therefore, unlike my GT IMAX model which mainly uses concrete floors, my 1.90 IMAX model uses wood, rubber and carpet textures for its floors and steps. More information and full-sized renders can be found on these pages: https://www.deviantart.com/sn0wsh00/art/Blender-1-90-IMAX-Theater-1333587335 https://www.deviantart.com/sn0wsh00/art/Blender-1-90-IMAX-Theater-Panorama-1333621105 Edited Sunday at 03:11 AM by sn0wsh00 rewording Quote
sn0wsh00 Posted 5 hours ago Author Report Posted 5 hours ago (edited) I've updated my IMAX theater model to version 3. Version 3 can be downloaded here: https://drive.google.com/file/d/1feOVMemS7UYrG-ZNRAxvYXhst3LP3BHm/view Changes: Increased screen height to 20 meters Added new type of low poly seats Increased number of rows from 8 to 9 Changed staircase and terrace layout Added a corrector to the film projector spotlight so that it can more correctly display images on a curved screen Various other texture and lighting changes Here are a couple of GIFs showcasing the differences between version 2 and 3: I've also updated the original post of this thread with version 3 renders. More information, and full-sized renders, can be found on these pages: https://www.deviantart.com/sn0wsh00/art/Blender-IMAX-Theater-v3-1334807132 https://www.deviantart.com/sn0wsh00/art/Blender-IMAX-Theater-360-Panorama-v3-1334811694 In this update, I also slightly warped the projection image so that it would display more properly on a curved screen. Here are the shader nodes to do that: The formula for this distortion, which I guess is some sort of quadratic distortion, can be written as y' = y + ax^2, where a is the purple value in the multiply math node. The effect of the multiply node value on the projected image can be seen below: Edited 4 hours ago by sn0wsh00 more information Quote
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