Why my panorama is wrong?

This is the cube with the camera inside.
Under the camera (and above too) 360 panorama is "shrunk":

This is the camera settings:

And this is the render result:

The scene looks like:

Blender file:

P.S. I used FSPViewer (FSoft) for view panorama render result.

  • $\begingroup$ I think your question was down voted, because it is not detailed enough. Can you add comment to the images you posted? $\endgroup$
    – Noidea
    Commented Sep 16, 2016 at 9:58
  • 2
    $\begingroup$ test on 2.78RC1 without problem.The pinching makes me think you used an UV sphere unwrapped. $\endgroup$
    – Bithur
    Commented Sep 16, 2016 at 10:23
  • $\begingroup$ Could you post a .blend file. $\endgroup$
    – Bithur
    Commented Sep 16, 2016 at 15:15

1 Answer 1


Using your blend file (in blender 2.77a) the render was ok. Then using it as environment texture in world shader and viewport showed no pinching.
blender view The problem seems to come from FSPViewer (sphere UV mapping).

Mapping an equirectangular texture on a UV sphere can't be done with UV unwrapping without pinching because of the tris at north and south poles. But you can use this setup:
equi map UV sphere

  • $\begingroup$ got it, thank you, do you know how to make spherical panorama in blender? $\endgroup$
    – Alekhly
    Commented Sep 17, 2016 at 11:18
  • 1
    $\begingroup$ If this is the answer you were looking for, accept it. What do you mean "spherical panorama"? $\endgroup$
    – Bithur
    Commented Sep 17, 2016 at 11:20
  • $\begingroup$ I think than found an answer - blender.stackexchange.com/questions/36573/… $\endgroup$
    – Alekhly
    Commented Sep 17, 2016 at 11:21
  • 1
    $\begingroup$ This is an exemple where you can use equirectangular map on a sphere, but you will get that pinching. AFAIK, the only solution I know to map an Equirectangular image on a UV sphere is using generated texture coordinates and sphere mapping on texture node. $\endgroup$
    – Bithur
    Commented Sep 17, 2016 at 11:27

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