360 camera?

Just out of curiosity I wondered if it’s possible to render 360 degrees images w/ Krakatoa.
Documentation says that for a spherical camera I can set FOV override up to 360 degrees.

So I created a standard target camera, applied Krak camera on the stack, clipping was either off or started from 0.
In krak camera I set type to spherical, FOV to 360.

But I am getting only a 180 deg FOV.
When rendering with 180* on a square render size it gives me full circle (touching screen edges), hemispherical 180* x 360* FOV.
When I increase FOV to 360* it resizes the same circle (180* x 360*) to half the size in the center of the screen and the rest of the frame (outside the small circle) is empty.
Looks like some internal clipping prevents from rendering a full sphere.

Any ideas?
I am doing something wrong or just spotted a bug?

I have never used the spherical camera feature myself, it was mainly added for compatibility with the Brazil camera back in the day, but it is very possible something does not work right at > 180. I will log it as a possible bug and we will investigate.

This was corrected in build 2.1.6 which is available now.

Particles behind the camera were being culled by the clipping plane, so only 180 degrees were effectively possible.
While we are now rendering all 360 degrees, we don’t guarantee correct results beyond 180 since we haven’t really used this in production and it might not be what you expect… But give it a try.

We also fixed all other known problems including Index channel and broken InputTexmap in Magma and a lot more. See thinkboxsoftware.com/krakato … change-log for details.

Fantastic, will give it a try.
2.16 is safe or its beta?

It is public beta, but I consider it safer than 2.1.5 - that one was just broken. 2.1.3 and 2.1.4 were also betas, but much more solid than 2.1.5.
If you find any problems with 2.1.6, please let us know ASAP!

Already installed And running. Will do if issues.