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
    Sep 16 '16 at 9:58
  • 2
    $\begingroup$ test on 2.78RC1 without problem.The pinching makes me think you used an UV sphere unwrapped. $\endgroup$
    – Bithur
    Sep 16 '16 at 10:23
  • $\begingroup$ Could you post a .blend file. $\endgroup$
    – Bithur
    Sep 16 '16 at 15:15

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
    Sep 17 '16 at 11:18
  • 1
    $\begingroup$ If this is the answer you were looking for, accept it. What do you mean "spherical panorama"? $\endgroup$
    – Bithur
    Sep 17 '16 at 11:20
  • $\begingroup$ I think than found an answer - blender.stackexchange.com/questions/36573/… $\endgroup$
    – Alekhly
    Sep 17 '16 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
    Sep 17 '16 at 11:27

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