I think I have grabbed every 360 image that is re-usable (and affordable if not free) on the web already, many annoyingly have people in them or are of obscure scenes I would never use.
glad to see you putting that fisheye camera of yours to good use, I am always looking for new 360 backgrounds and looking at your texture sizes these will be great with shadowcatch in Carrara.
I have been through so many cameras and so much gear... I'm on my fourth camera AFTER that fisheye camera lol, all of them were bought trying to do this. These are something I've been taking very seriously, I wasn't going to do anything with it until I was happy with the quality. Right now I am still working on the best ways to get these into programs, which is why there isn't anything other than DAZ Studio. Poser won't be hard, Carrara has some shadow catching issues with GI that can only be worked around with plugins or light domes. Both of which I really don't want to have to use.
There are a few people in these but they're so far away that it shouldn't be any sort of issue. I'd made sure they were featureless enough not to require release forms if that's any indication.
The one question that springs to mind is how big an effective 'stage' it gives before models and background interfere - i.e. if I have two characters in the scene, how far apart can I place them without compromising the illusion? The video certainly seems to show a reasonable size of 'stage', but can I show something happening in the foreground, and something 30 yards away? Further?
There's actually no limit at all. When you're dealing with distance you can use size as a parallel, if you were to animate an object moving further away while also growing in size with these scenes, it would appear to be completely still. So any limit that's encountered by just moving objects can be worked around by scaling. Though nothing in the video has animated scale, everything there is within that limit.
These were made with one of the earlier (stable) DS4 releases so there shouldn't be issue with compatibility.