# DaVinci Resolve 360 Video Editing Tutorial (Complete 2026 Guide) > **Quick answer:** Editing 360 video in DaVinci Resolve means stitching footage externally in Insta360 Studio, GoPro Player, or Mistika, matching your timeline resolution to your equirectangular source, then using Fusion's PanoMap, LatLong Patcher, and Spherical Stabilizer nodes, or Resolve 21's new native immersive timeline, to reorient, clean up, and export with correct 360 metadata for YouTube or Meta Quest. *Published by [TryUncle](https://tryuncle.com) — the on-screen assistant that teaches DaVinci Resolve on your own screen.* *Updated 2026-07-31 · DaVinci Resolve 21 (June 2026 release) · Canonical: https://tryuncle.com/learn/davinci-resolve/davinci-resolve-360-video-editing-tutorial* We've spent seven years cutting commercial video work, including inside the 100,000-plus member DaVinci Resolve editing community we run, and 360 video is the one format that still makes experienced editors quietly panic the first time a client hands them an equirectangular file. It looks like a normal video. It plays like a warped, fisheye mess. Nothing about a standard edit timeline prepares you for it. Here's the good news: DaVinci Resolve has real, built-in tools for this, and as of DaVinci Resolve 21 in June 2026, a genuinely new native immersive timeline that makes a lot of the old Fusion workarounds optional rather than mandatory. This guide walks through the whole pipeline, from stitching (which Resolve doesn't do) through reorientation, stabilization, cleanup, reframing to flat video, and export, with the specific gotchas that generic 360 tutorials skip. ## What does "360 video editing" actually mean in DaVinci Resolve? Editing 360 video in DaVinci Resolve means working with equirectangular or cubemap footage, a flattened, distorted projection of a full sphere, using Resolve's VR-specific tools to view it correctly, reorient it, stabilize it, patch it, and export it with the metadata that tells YouTube or a headset to treat it as navigable 360 rather than a flat, warped rectangle. That distortion is the entire reason 360 editing feels foreign the first time you try it. A normal video frame is a flat rectangle that represents a flat rectangle of the world. A 360 frame is a flat rectangle that represents an entire sphere, unwrapped the way a world map unwraps a globe, stretched at the top and bottom (the zenith and nadir) and compressed everywhere else. Cut it, color it, and export it like a normal clip without ever viewing it in its actual spherical form, and you're grading blind. Blackmagic Design added dedicated VR tools starting with Fusion 9 and DaVinci Resolve 15, according to a breakdown of the toolset on [VFXstudy](https://vfxstudy.com/tutorials/vr-tools/), and those tools have been expanded in nearly every major release since, most recently with a full native immersive timeline in DaVinci Resolve 21. **A 360 video is not a wide-angle video. It's a full sphere of visual information flattened into a rectangle, and every tool in this guide exists to undo or work around that flattening.** Keep that framing in mind and the rest of the workflow makes a lot more sense. ## Do you need DaVinci Resolve Studio for 360 video editing? Partially. You can view, reorient, and do basic cuts on 360 footage in the free version of DaVinci Resolve, but the Spherical Stabilizer, the node that actually smooths shaky handheld 360 footage, is gated to DaVinci Resolve Studio and Fusion Studio only, the same tier as Magic Mask and advanced noise reduction. That split matters more for 360 work than for a normal edit, because handheld 360 footage is shaky in a way flat footage usually isn't. A 360 camera has no viewfinder you can brace against your eye, no traditional stabilizing grip, and every wobble shows up magnified once you're navigating inside the sphere rather than just watching a locked-off rectangle. If your footage came off a gimbal or a static rig, the free version's PanoMap and LatLong Patcher will probably get you through an edit. If it's handheld run-and-gun, budget for Studio. DaVinci Resolve Studio is a one-time purchase, not a subscription, priced at [$295 USD according to Blackmagic Design's own product page](https://www.blackmagicdesign.com/products/davinciresolve/studio). That single payment unlocks the Spherical Stabilizer alongside the rest of Resolve's Studio-only feature set, so if you're already planning to buy Studio for noise reduction or Magic Mask on other projects, 360 stabilization comes along for free. | Tool | Free version | Studio | | --- | --- | --- | | PanoMap (view and reorient) | Yes | Yes | | LatLong Patcher (paint out tripod, crew) | Yes | Yes | | Spherical Camera (Fusion 3D VR renders) | Yes | Yes | | Spherical Stabilizer | No | Yes | | Resolve 21 native immersive timeline | Yes (viewing and cuts) | Yes (full transform controls) | | GoPro ReFrame plugin | Yes | Yes | **The single feature gate that actually matters for 360 editing is stabilization, not viewing, reorientation, or cleanup, all of which work in the free version.** If your footage is already smooth, you may never need to open your wallet for this specific workflow at all. ## How do you stitch 360 footage before bringing it into DaVinci Resolve? You don't stitch in Resolve at all. DaVinci Resolve has no built-in multi-camera stitching engine, so you stitch your raw multi-lens footage into a single equirectangular file using your camera manufacturer's own software, or a dedicated tool like SGO Mistika VR for professional multi-camera rigs, before the file ever touches a Resolve timeline. This trips people up because Resolve's own VR tools, PanoMap especially, look and sound like they might handle stitching, and they don't. PanoMap converts between projection formats (LatLong, cube cross, cube strip); it doesn't blend overlapping lens data from multiple raw camera feeds into a seamless sphere. That's a separate, earlier step in the pipeline, and every consumer 360 camera on the market handles it with dedicated software: | Camera | Stitching software | What it exports | Notes | | --- | --- | --- | --- | | Insta360 X5 (dual 1/1.28-inch sensors, 8K30, 5.7K60, 4K120) | Insta360 Studio | Equirectangular MP4/MOV | Free, bundled, also has a Premiere Pro stitching plugin | | GoPro Max 2 (8K30, 5.6K60, 4K100) | GoPro Player | Equirectangular MP4 | Successor to GoPro Fusion Studio, priced from $499.99 | | Kandao QooCam 3 Ultra (8K30 10-bit, dual 1/1.7-inch sensors) | Kandao Raw+ | Equirectangular MOV | IP68 waterproof to 10m, 96MP stills | | Multi-camera professional rigs | SGO Mistika VR | Equirectangular or cubemap | Handles overlapping lens blending manually or automatically | Prices and resolutions on that table come from [Notebookcheck's coverage of the GoPro Max 2 launch](https://www.notebookcheck.net/GoPro-Max-2-released-to-surpass-DJI-Osmo-360-and-Insta360-X5-as-only-true-8K-360-action-camera.1121741.0.html), [Gizmodo's report on Insta360 X5 pricing](https://gizmodo.com/forget-gopro-the-insta360-x5-shoots-8k-in-360-and-amazon-just-quietly-slashed-the-price-2000758612), and [Notebookcheck's writeup of the Kandao QooCam 3](https://www.notebookcheck.net/New-360-camera-Kandao-QooCam-3-challenges-Insta360-GoPro-Max-with-larger-sensors-and-brighter-lenses.748005.0.html). GoPro calls the Max 2 the "only true 8K 360 camera," implying competitors lean on upscaling, according to Notebookcheck's reporting on that claim; treat marketing language like that with the same skepticism you'd apply to any spec sheet war, and check a specific camera's actual sensor resolution rather than the marketing number if pixel-accurate 8K matters for your delivery. One practical habit worth adopting before you even open Resolve: rough-stitch every shot on set or immediately after, even at a lower preview quality. It's genuinely difficult to judge framing, subject position, or whether you accidentally left a light stand in frame from raw, unstitched fisheye footage. A rough stitch gives you a real 360 reference to cut against instead of guessing. If your camera came with a plugin for your NLE, GoPro's Reframe tools already existed for Adobe Premiere Pro and After Effects before GoPro brought a dedicated plugin to DaVinci Resolve in a public beta in September 2025, which we'll cover in detail in the reframing section below. That plugin handles reframing, not stitching, but it's worth knowing it exists before you assume Resolve needs third-party help for every part of a GoPro 360 workflow. ## How do you set up a DaVinci Resolve project for 360 footage? Set your project and timeline resolution to exactly match your stitched equirectangular source, before you import a single clip. This single setting prevents the most common visible defect in Resolve-edited 360 video: a black column appearing right at the stitch line on export. This isn't a hypothetical. A user named Peter Robertson, posting on the [Creative COW forum](https://creativecow.net/forums/thread/360-video-stitching-problem/), described exactly this problem after stitching 5.7K files from a Yi 360 VR camera in Mistika: the footage played cleanly in VLC, but exporting from DaVinci Resolve 16 at the original 5760x2880 resolution produced a black column right at one of the stitch lines. He found the fix himself: "I had to change the timeline resolution to that of the clip. No stitching problem anymore." A second poster, Richard Dolbeare, confirmed the same fix worked for him, writing "I had the same problem and don't think I would have figured out the issue were it not for your post." **A black column at the stitch line on export is a timeline resolution mismatch almost every time, not a flaw in your original stitch.** Before you assume you need to re-stitch the footage, open Timeline Settings and compare the project resolution against your source clip's actual resolution. They need to match exactly, not just be "close." Beyond resolution, a few project settings are worth locking in specifically for 360 work: 1. **Timeline resolution**: exactly match your stitched source (commonly 5760x2880, 6144x3072, or 7680x3840 for 8K equirectangular, always at a 2:1 aspect ratio). 2. **Timeline frame rate**: match your camera's capture frame rate, since retiming spherical footage in post is far more visually obvious than retiming flat footage. 3. **Color science**: most consumer 360 cameras shoot Rec.709 or a flat log profile; check your camera manufacturer's documentation rather than assuming Resolve Color Managed defaults are correct for your source. 4. **Proxy generation**: strongly recommended at 8K. We'll cover why in the GPU section below, since equirectangular footage is unusually punishing on playback performance even by Resolve's normal standards. One more setup detail specific to Resolve 21: if you're building an immersive timeline rather than a flat one, the timeline type itself needs to be set to Immersive at creation, since [Newsshooter's coverage of the DaVinci Resolve 21 release](https://www.newsshooter.com/2026/06/02/davinci-resolve-21-final-release/) confirms Resolve 21 lets you "mix and match VR180 and VR360 in immersive timelines," which is a genuinely different timeline type from a standard 2D one, not just a viewing mode layered on top. ## How do you view 360 footage correctly inside DaVinci Resolve? You send the clip through Fusion, add a PanoMap node set to display mode, and view it in the 2D viewer as a navigable sphere rather than a flat, distorted rectangle, or, on DaVinci Resolve 21, toggle Resolve's new native immersive viewport directly on an immersive timeline without touching Fusion at all. Before Resolve 21, this Fusion detour was mandatory. You'd open your clip on the Fusion page, drop a PanoMap node into the node graph, and use its display controls to click-and-drag around the sphere in the viewer, essentially looking through a virtual window that you could point anywhere in the 360 space. It works, but it means every reorientation decision happens inside Fusion, a page a lot of editors are less fluent in than the Edit or Cut pages. **DaVinci Resolve 21's immersive timeline removes the Fusion detour for basic viewing and reorientation, letting you navigate a 360 clip directly on the Edit page timeline for the first time.** According to [Coremicro's breakdown of DaVinci Resolve 21's new features](https://www.coremicro.com/blogs/news/davinci-resolve-21-new-features-explained), the update brings "Initial VR180 and VR360 standard immersive workflow support," letting you "View VR180 and VR360 source clips as immersive or viewport" and apply "immersive transform controls" directly on a standard immersive timeline. That said, Fusion still matters, and matters more the more advanced your 360 work gets. Cleanup work like patching out a tripod, stabilization, and any 3D compositing (adding graphics that live inside the sphere rather than sitting flat on top of it) still happens in Fusion's VR node suite. Think of Resolve 21's native immersive timeline as handling the 80% of 360 editing that's cuts, basic reorientation, and delivery, while Fusion remains the tool for the harder 20%: stabilization, patching, and 3D compositing inside the sphere. ## What's new for VR180 and VR360 editing in DaVinci Resolve 21? DaVinci Resolve 21, released in June 2026, added a native immersive timeline that mixes VR180 and VR360 clips, more intuitive PanoMap rotation controls in Fusion, new Meta Quest and YouTube VR delivery presets, and Apple Immersive Video support with foveated rendering for Vision Pro delivery. This is the single biggest change to Resolve's 360 workflow since the original VR tools launched in Fusion 9 and Resolve 15 back in 2018, and it's worth understanding in detail because it changes which parts of this guide you actually need to touch, depending on your Resolve version. **Standard immersive timelines**, confirmed by both [Newsshooter](https://www.newsshooter.com/2026/06/02/davinci-resolve-21-final-release/) and [Coremicro's feature breakdown](https://www.coremicro.com/blogs/news/davinci-resolve-21-new-features-explained), let you drop VR180 and VR360 clips onto the same timeline, view either format as an immersive sphere or a flat viewport, and apply immersive transform controls without a Fusion round-trip. Practically, that means a mixed-format project (some clips from a 180-degree stereo rig, others from a full 360 camera) no longer needs separate Fusion comps to reconcile the two projection types before they can share a cut. **Delivery presets for Meta Quest and YouTube VR** are new to the Deliver page specifically for VR180 and VR360 output. Before Resolve 21, setting correct 360 export parameters, resolution, aspect ratio, codec, and metadata, was a manual process, often requiring a third-party metadata injector after export (more on that in the export section below). A built-in preset that targets a specific delivery destination removes a step that used to be a common source of "why won't YouTube recognize my 360 upload" support threads. **Spherical PanoMap rotation** got more intuitive controls in Fusion itself. According to [Digital Camera World's coverage of the release](https://www.digitalcameraworld.com/photography/video-editing/photo-editing-grabs-headlines-but-davinci-resolves-big-ai-and-vr-upgrades-will-matter-most-to-its-core-video-users), Resolve 21 adds "spherical Panomap rotation said to provide more intuitive pitch, tilt, pan, yaw and roll" adjustments, which directly targets the reorientation workflow covered in the next section. **Apple Immersive Video with foveated rendering** is the feature aimed squarely at Vision Pro delivery, a format distinct from both VR180 and VR360. Foveated rendering, per the same Digital Camera World coverage, is "designed to mimic the human eye's rendering to reduce GPU processing," concentrating render quality where a viewer is actually looking and cutting quality (and GPU cost) in their peripheral vision. If you're delivering to Apple Vision Pro specifically, this is the feature that makes that pipeline realistic inside Resolve rather than requiring a separate Apple-specific tool. **ILPD retargeting data** rounds out the release. Coremicro's writeup describes it as letting "ILPD retargeting data... now be applied in the Fusion page for advanced stereoscopic compositing," a detail that matters mainly if you're working with stereoscopic 3D 360 content rather than standard monoscopic footage. | Resolve 21 feature | What it replaces or improves | Who needs it | | --- | --- | --- | | Native immersive timeline | Fusion PanoMap detour for basic viewing/reorientation | Anyone editing a 360 or 180 cut, even a simple one | | Meta Quest / YouTube VR delivery presets | Manual export settings plus third-party metadata injection | Anyone delivering to those two platforms specifically | | Improved PanoMap rotation controls | The older, less intuitive PanoMap rotation UI in Fusion | Anyone reorienting a shot in Fusion rather than the native timeline | | Apple Immersive Video + foveated rendering | No prior first-party Vision Pro pipeline in Resolve | Vision Pro-specific delivery only | | ILPD retargeting | Older stereoscopic compositing workflow in Fusion | Stereoscopic 360/180 productions specifically | **If you're on DaVinci Resolve 21, a large share of what used to require a Fusion detour for basic 360 editing now happens directly on the timeline.** That doesn't make Fusion's VR nodes obsolete, since stabilization, patching, and 3D compositing inside a sphere still live there, but it does mean the entry-level bar for a first 360 cut in Resolve is meaningfully lower than it was even a year ago. ## How do you reorient a 360 shot so the horizon is level? Use PanoMap's rotation controls in Fusion, or Resolve 21's improved native pitch, tilt, pan, yaw, and roll controls on an immersive timeline, to rotate the sphere itself until the horizon sits level and the "front" of the video points where you want a viewer to land when playback starts. Reorientation solves two separate problems that both look like "the shot is crooked." The first is a genuinely tilted camera, where the actual horizon in the footage isn't level, usually from a rig that wasn't perfectly plumb during the shoot. The second is viewer default orientation, meaning where a viewer's headset or phone points the instant they hit play, before they've had a chance to look around. A perfectly level shot can still start pointed at a blank wall if you don't set the default forward direction deliberately. PanoMap handles both through the same rotation parameters, according to [VFXstudy's breakdown of the tool](https://vfxstudy.com/tutorials/vr-tools/): pitch controls up-down tilt, yaw controls left-right rotation (which sets your default forward direction), and roll corrects a camera that wasn't level side to side. In practice, the workflow looks like this: 1. Add a PanoMap node after your source clip in Fusion, or open the immersive transform controls on Resolve 21's native timeline. 2. Use roll first, watching the horizon line as you rotate, until it sits flat regardless of which direction you're currently looking. 3. Use yaw to choose the default forward direction, ideally something visually interesting rather than a wall, doorway, or your own camera bag. 4. Use pitch sparingly. Most shots don't need vertical reorientation at all, and over-correcting pitch on a shot that's actually level can introduce more visible warping at the zenith and nadir than it fixes. **Reorientation is not a cosmetic afterthought in 360 editing. It's the decision that determines what the first three seconds of your video actually show a viewer before they've moved their head at all.** Treat picking your default forward direction with the same care you'd give a first shot in a traditional edit, because for a meaningful chunk of your audience, it's the only shot they'll actively choose to look at before glancing around. If you're cutting between multiple 360 clips, reorientation also needs continuity thinking that flat editing doesn't require: a hard cut from one clip's forward direction to a completely different one can genuinely disorient a viewer wearing a headset in a way a flat jump cut never does. Match your outgoing and incoming forward directions loosely, or use a short cross-dissolve, on cuts where viewer comfort matters more than punch. ## How do you stabilize shaky 360 footage in DaVinci Resolve? Add a Spherical Stabilizer node (Studio only) after your source clip in Fusion. It automatically tracks visible features across the footage to identify pan, tilt, and roll rotation, then lets you smooth or fully remove that rotation using Stabilization Strength and Smoothing controls. According to the [DaVinci Resolve manual's page on the Spherical Stabilizer](https://www.steakunderwater.com/VFXPedia/__man/Resolve18-6/DaVinciResolve18_Manual_files/part2549.htm), the node "automatically identifies and tracks visible features in the footage, and then analyzes their movement to identify pan, tilt, and roll rotations," after which "it is then possible to smooth out or stabilize the rotation of the footage." That's a meaningfully different job than the ordinary Stabilizer you'd use on flat footage, since it's working in three rotational axes across a full sphere rather than tracking a 2D point on a flat frame. The node's key parameters, per the same manual page: - **Reject Dominant Motion Outliers While Tracking**: on by default. It filters out anomalous feature movement, helping the tracker distinguish a moving subject from the environment you actually want to track against. - **Stabilization Strength**: 0.0 (no effect) to 1.0 (maximum stabilization). - **Smoothing**: 0.0 fully locks the viewpoint, removing all camera movement; 1.0 preserves natural panning and tilting while only removing jitter. - **Offset Rotation**: manual pitch (X), pan/yaw (Y), and roll (Z) corrections you can dial in on top of the automatic pass. **Maxing out Stabilization Strength and setting Smoothing to zero doesn't produce the smoothest possible result. It produces a locked-off, artificial-feeling shot that fights against footage that was genuinely meant to have some camera movement in it.** Start with moderate Strength and Smoothing values around the middle of each range, review the result, and push toward the extremes only if the footage genuinely needs it. A wedding videographer walking through a reception hall wants the jitter removed, not the walk itself erased. One documented friction point worth knowing about before you rely on this node for a deadline-driven project: a thread on the Blackmagic Forum titled "Spherical Stabiliser User Guide" describes a user frustrated by the lack of detailed official documentation for the node's parameters beyond the basic manual entry, reporting Blackmagic support essentially pointed them back to the sparse existing docs rather than offering deeper guidance. That's consistent with our own experience teaching this tool inside our editing community: the Spherical Stabilizer works well on straightforward handheld shake, but tuning it for a difficult shot is trial and error more than following a documented recipe, since Blackmagic hasn't published the kind of detailed parameter guide it has for some of its other Neural Engine tools. ## How do you remove the tripod, selfie stick, or crew from a 360 shot? Use the LatLong Patcher to unwrap the nadir (straight down) or zenith (straight up) region of your equirectangular footage into a flat, undistorted 2D view, paint out what you don't want using Fusion's Paint node, then let the Patcher re-wrap your edit back onto the sphere. This is the fix for the single most recognizable giveaway of an amateur 360 shot: a tripod, selfie stick, or gimbal grip sitting right in the nadir, directly below the camera. Every 360 camera has to be held or mounted by something, and unless that something is invisible or deliberately part of the shot, it ends up in frame in a way no camera angle can avoid, because the camera is capturing every direction simultaneously. The workflow, according to [VFXstudy's coverage of Fusion's VR nodes](https://vfxstudy.com/tutorials/vr-tools/): 1. Add a LatLong Patcher node after your source (and after PanoMap reorientation, if you're using it, so your patch aligns with the final orientation). 2. Set the Patcher to target the nadir region specifically, which unwraps that heavily distorted pole into a flat rectangle you can actually work with. 3. Add a Paint node downstream, and use it to clone or paint over the tripod, selfie stick, or grip, the same way you'd retouch a still photo. 4. The LatLong Patcher then transforms your painted area back into the 360 format and merges it over the original footage at the correct position. The reason this two-step unwrap-and-rewrap process exists, rather than just letting you paint directly on the distorted sphere view, is that painting accurately on heavily warped pixels near a pole is nearly impossible to judge by eye. A brush stroke that looks correctly shaped in the distorted spherical view can come out as a stretched, wrong-shaped smear once it's actually part of the sphere. Unwrapping the region to flat first means you're painting on geometry that looks normal, and the Patcher handles the re-distortion math for you on the way back. This same technique extends past tripod removal. Drone operators use it to paint out the drone's own shadow or reflection when it inevitably shows up in a downward-facing shot. Crews shooting narrative or documentary 360 content use it to paint out lighting stands, boom mics, or a director standing just outside the "action" but still technically inside the sphere. **The LatLong Patcher turns the hardest part of 360 cleanup, painting on a distorted pole, into an ordinary flat-image retouching job, which is the entire reason it exists as a separate node instead of just letting you paint directly on the sphere.** If your tripod or crew member moves across multiple frames rather than sitting static, you'll need to track the paint fix across the clip's duration, either with Fusion's built-in tracker feeding position data to your paint strokes, or by keyframing the paint manually on shorter clips where the movement is simple enough to hand-key. That kind of frame-by-frame cleanup is exactly the moment editors in our community tell us they get stuck, not because the concept is hard, but because the node chain (source, PanoMap, LatLong Patcher, Paint, back through the Patcher) has several places to make a small connection mistake. If you're working through this live and something isn't wrapping back correctly, that's the kind of specific, on-screen question TryUncle is built to answer while you're still looking at your own node graph. ## What causes stitching artifacts, and how do you actually fix them? Most visible stitching problems that show up after a clip reaches DaVinci Resolve fall into three categories: a timeline resolution mismatch (the black column bug covered earlier), leftover parallax ghosting from the original stitch that Resolve can't fix on its own, and pole distortion at the zenith or nadir that gets worse, not better, when you apply ordinary 2D effects to a 360 clip. **Timeline resolution mismatch** we've already covered in detail, but it's worth repeating as the first thing to check, because it's the single most common cause and the easiest to fix: match your timeline resolution exactly to your source clip's resolution before you troubleshoot anything more complicated. **Parallax ghosting** is a problem baked in at the stitching stage, not something Resolve introduces, but it's the kind of defect people bring into Resolve hoping a color or effects pass can hide. It happens when an object passes close to the boundary between two overlapping lenses during the original stitch; because each lens sees that near object from a slightly different position (the definition of parallax), the stitching algorithm can't perfectly merge the two views, and you get a faint double-image or warping ghost right at the seam. This is genuinely difficult to fix after the fact. Your realistic options inside Resolve are the LatLong Patcher technique covered above, manually painting out the ghosted seam frame by frame if it's a short, static section, or accepting the limitation and re-shooting with more distance between the subject and your camera's stitch line next time. There's no settings toggle that removes stitching-stage parallax after the fact. **Pole distortion** gets worse when 2D-native effects are applied to spherical footage without accounting for the projection. A vignette, a lens flare, or a text overlay that looks correctly positioned in a flat rectangle preview can appear wildly distorted, stretched into a bowtie shape or smeared across an entire pole, once that same rectangle gets wrapped back onto a sphere. This is exactly why Fusion's dedicated VR nodes exist as a separate category from its ordinary 2D tools: a Spherical Camera node placed inside Fusion's 3D environment renders graphics with the sphere's actual geometry accounted for, according to [JayAreTV's documentation of Fusion's VR nodes](https://jayaretv.com/fusion/vr-nodes/), rather than pasting flat 2D elements onto curved space and hoping they read correctly. | Symptom | Likely cause | Fix | | --- | --- | --- | | Black column exactly at the stitch line on export | Timeline resolution doesn't match clip resolution | Set Timeline Settings resolution to match the source clip exactly | | Faint double-image or warping near a seam, close subjects only | Parallax ghosting from the original stitch | LatLong Patcher plus manual paint fix, or re-shoot with more subject distance | | Text or graphics look stretched or bowtie-shaped near the top/bottom of frame | 2D elements applied without accounting for spherical projection | Use Fusion's Spherical Camera node in the 3D environment instead of flat 2D overlays | | Tripod, selfie stick, or crew visible in the nadir | Unavoidable camera mount, not a stitching defect | LatLong Patcher plus Paint node cleanup | | Entire clip looks correctly flat but wrong in the 360 viewer | Clip isn't actually equirectangular, or projection metadata is missing | Confirm your stitching software exported true 2:1 equirectangular, not a raw fisheye dual-lens file | **A defect that shows up right at the stitch line usually traces back to a Resolve project setting, not a bad original stitch, while a defect that shows up on a moving subject near the seam usually traces back to the stitch itself and needs cleanup work rather than a settings fix.** Separating those two categories before you start troubleshooting saves a lot of wasted time re-stitching footage that was never actually the problem. ## How do you reframe a 360 video into a flat or vertical video? Two realistic paths inside DaVinci Resolve: GoPro's ReFrame plugin, which gives you direct pan, tilt, zoom, and lens curvature controls on the Edit page, or a manual Fusion comp using a Spherical Camera node aimed into your equirectangular footage like a virtual camera operator choosing a shot in real time. Reframing 360 footage into a flat delivery is one of the most common practical uses of a 360 camera, arguably more common than delivering actual navigable 360 video. A lot of creators buy a 360 camera specifically because it lets them capture an entire scene and decide the actual shot in post, without needing a second camera operator or a gimbal rig on set. **GoPro ReFrame plugin.** GoPro brought a public beta of its ReFrame plugin to DaVinci Resolve in September 2025, alongside the launch of the GoPro Max 2 camera. According to [GoPro's own press release](https://www.prnewswire.com/news-releases/gopro-makes-it-easy-to-turn-360-video-into-stunning-immersive-content-with-powerful-new-editing-tools-302566786.html), the plugin gives users "full creative control over their 360 content, from experimenting with infinite perspectives like pan, tilt, rotate, and zoom to adjusting the lens curvature to give photos and videos the desired look." Nicholas Woodman, GoPro's founder and CEO, framed the release directly: "Our new easy-to-use editing software marks a significant milestone in GoPro's commitment to make it simple for anyone to take their 360 footage to next level." The same release notes the Resolve plugin joins existing GoPro Reframe support for Adobe Premiere Pro and After Effects, making DaVinci Resolve one of the two leading professional editing suites GoPro now directly supports for 360 reframing. Practically, this means you can select a 360 clip on a normal 2D timeline, apply the ReFrame plugin, and keyframe a virtual camera's pan, tilt, and zoom across the clip's duration, all without opening Fusion or thinking about spherical math yourself. It's the fastest realistic path from a 360 source to a flat 16:9 or 9:16 deliverable if you're working with GoPro footage specifically, though the plugin isn't restricted to GoPro-branded files, since it's operating on any properly formatted equirectangular clip. **Manual Fusion reframe with Spherical Camera.** If you're not on GoPro footage, or you want frame-by-frame control the ReFrame plugin's presets don't give you, build the reframe manually in Fusion. Add a Spherical Camera node, per the [Fusion manual's Spherical Camera documentation](https://www.steakunderwater.com/VFXPedia/__man/Fusion18-6/Fusion18_Manual_files/part1182.htm), which lets you "film your scene" inside Fusion's 3D environment the way you'd operate a normal virtual camera, except the "scene" is your equirectangular footage mapped onto a sphere around that camera. Keyframe the camera's rotation to pan, tilt, and dolly through the space, then render out through a Render3D node at your target flat resolution. This manual approach is slower, but it's the only option that gives you true creative control over focal length and camera movement curve, rather than working within a plugin's preset parameter set. It's also the technique Hugh Hou, whose free YouTube tutorials on Resolve's VR tools are widely referenced across the 360 editing community, has taught in multiple videos covering reframing footage from Qoocam 8K, Insta360 One R, and GoPro Max sources specifically, positioning DaVinci Resolve as a genuinely free alternative to paid reframing plugins for creators willing to build the Fusion comp by hand. **A 360 camera on set doesn't commit you to delivering 360 video. It commits you to deciding your shot in post instead of on the day, and both the GoPro ReFrame plugin and a manual Fusion Spherical Camera comp exist to make that decision after the fact rather than during the shoot.** If your ultimate deliverable is a vertical short for Reels or TikTok rather than navigable 360, our guide on [DaVinci Resolve's Smart Reframe tool](https://tryuncle.com/learn/davinci-resolve/davinci-resolve-smart-reframe-not-working) covers the separate, flat-footage version of automated reframing, worth knowing about even though it's a different tool built for a different kind of source. ## How do you add 3D text and graphics inside a 360 scene? Build your text and graphics inside Fusion's 3D environment and render them through a Spherical Camera and Render3D node together, rather than placing flat 2D text on top of your footage the way you would on an ordinary timeline. This follows directly from the pole distortion problem covered earlier. Flat text and 2D graphics assume a flat, rectangular frame; a 360 delivery has no such thing, only a sphere a viewer navigates freely. Text placed as an ordinary 2D overlay might read correctly the instant a viewer happens to be looking directly at it, and appear stretched into an unreadable smear the moment they turn their head even slightly, because the "flat rectangle" it was designed for doesn't actually exist in the delivered format. The fix is to treat your graphics the same way you'd treat any 3D object in a scene: place them at a specific position and distance inside Fusion's 3D environment, using a Text3D node rather than a flat Text node, and let the Spherical Camera capture them the same way it captures the rest of your 360 world. According to [JayAreTV's coverage of Fusion's VR nodes](https://jayaretv.com/fusion/vr-nodes/), "Your Render3D node can then directly render out the 360 video," meaning the entire composite, your original footage remapped onto a sphere plus any 3D graphics you've added, gets flattened back to equirectangular in a single render pass rather than requiring a separate compositing step to merge the two. Practical guidance for this kind of work: - **Distance matters more than size.** Text placed too close to the virtual camera reads as uncomfortably large and can trigger the same kind of visual discomfort flat cinema rarely causes; placing it farther away and sizing it up in 3D space, rather than sizing it up close to the camera, usually reads more naturally. - **Anchor graphics to a fixed world position when they represent information about the scene**, like a location label or a directional indicator, so they stay put as a viewer turns their head, rather than following the camera around. - **Test in an actual headset or Resolve's immersive viewport whenever possible**, not just the flat 2D preview. Text that looks perfectly placed in a flat equirectangular preview can sit at an uncomfortable viewing angle once you're actually inside the sphere looking around. This is also where Fusion's Camera 3D node and the broader 3D compositing environment genuinely earn their complexity. A flat graphics overlay you could build in five minutes on a normal timeline might take considerably longer to get right inside a 360 scene, not because the tools are worse, but because you're solving a harder spatial problem: where does this graphic exist in a space a viewer can look at from any angle, rather than where does it sit on a rectangle they're guaranteed to be facing. ## Why does 360 editing crush your GPU, and how do you keep Resolve responsive? Equirectangular footage is unusually demanding on your GPU because every frame carries far more pixel data than an equivalent flat delivery (an 8K equirectangular frame covers an entire sphere, not just what's in front of the lens), and Fusion's VR nodes, especially the Spherical Stabilizer, add real-time analysis on top of that already-heavy decode and render load. If you've read our guide on [DaVinci Resolve running high GPU usage with low FPS](https://tryuncle.com/learn/davinci-resolve/davinci-resolve-high-gpu-usage-but-low-fps), the core lesson applies here even more directly: your GPU has separate compute and decode engines, and a 360 project can max out both simultaneously in a way most flat timelines never do. Decoding an 8K H.265 equirectangular source is already a heavy decode-engine job; running a Spherical Stabilizer pass, a LatLong Patcher unwrap, or a Fusion 3D composite on top of it adds real compute-engine load at the same time. Practical steps that actually help, roughly in order of effort: 1. **Generate proxies at import, every time, for 360 footage.** This isn't optional the way it might be for a simple 1080p flat edit. An 8K equirectangular source at full resolution will make ordinary scrubbing painful on most consumer hardware, and Resolve's Optimize Media workflow handles this the same way it does for any other footage. 2. **Do reorientation and cleanup work at a lower proxy resolution**, then switch to full resolution only for final review and export, the same tradeoff covered in our GPU guide for Optical Flow and noise reduction on flat footage. 3. **Render intermediate checkpoints.** If you're stacking PanoMap, LatLong Patcher, Spherical Stabilizer, and a 3D graphics comp in a single Fusion chain, consider rendering the stabilized-and-patched result to an intermediate file before adding the graphics layer, so you're not recomputing every earlier node every time you scrub. 4. **Check your GPU's decode support for your specific footage's codec**, exactly as our GPU troubleshooting guide details, since a decode bottleneck on H.265 8K footage will masquerade as a "Resolve can't handle 360 video" problem when it's actually a codec hardware-acceleration gap specific to your GPU generation. **A 360 project is functionally a heavier version of every GPU-bound workflow Resolve already has, run simultaneously on footage that's larger than a flat delivery at the same nominal resolution.** If your timeline stutters specifically when you add a Spherical Stabilizer or a 3D graphics comp, that's not a sign something's broken; it's the expected cost of the extra analysis those tools are doing, and proxies plus staged rendering are the realistic way through it rather than around it. ## What are the correct DaVinci Resolve export settings for 360 video on YouTube and Meta Quest? Render at your project's native equirectangular resolution and exact 2:1 aspect ratio, then either use one of Resolve 21's new native VR360 delivery presets, or, on an older Resolve version, run your exported file through Google's free Spatial Media Metadata Injector before uploading, since YouTube and most 360 platforms need explicit spherical metadata to display your video as navigable rather than a flat, warped rectangle. This metadata requirement is the step that catches people off guard most often, because a 360 file with no spherical flag isn't broken exactly, it just uploads and plays as an ordinary flat video, distorted and useless, with no indication anything's wrong until a viewer actually tries to drag around inside it and can't. **Resolve 21's native delivery presets.** According to [Newsshooter's coverage](https://www.newsshooter.com/2026/06/02/davinci-resolve-21-final-release/), Resolve 21 adds "VR180 and VR360 deliver presets for Meta Quest and YouTube," which handle the correct resolution, aspect ratio, codec, and metadata flagging in a single preset selection on the Deliver page. If you're on Resolve 21, this is the recommended path; it removes an entire category of "why isn't my export being recognized as 360" troubleshooting that plagued earlier versions. **The manual path (Resolve 20 and earlier, or any workflow needing extra control).** Export your equirectangular file as MP4 with H.264 or H.265, matching your project's native resolution and exact 2:1 aspect ratio, no letterboxing or pillarboxing. Then open [Google's Spatial Media Metadata Injector](https://github.com/google/spatial-media), free, open-source software built specifically to add spherical metadata to already-exported MP4, MOV, and MKV/WebM files. The process is: open your exported video in the tool, check the 360 checkbox (and the stereoscopic 3D checkbox if applicable), and press Inject Metadata. [YouTube's own help documentation on uploading 180 or 360 degree video](https://support.google.com/youtube/answer/6178631) confirms this metadata step is a required part of the pipeline for files that don't already carry it, recommending you "encode your video at a high resolution" and follow YouTube's advanced upload specifications before this metadata step. A quick reference for the two main delivery targets: | Platform | Format expected | Resolution guidance | Metadata requirement | | --- | --- | --- | --- | | YouTube | Equirectangular MP4, H.264/H.265, 2:1 aspect ratio | Match your source; higher resolution scales better once viewers zoom or turn their head | Spatial metadata required (native preset in Resolve 21, or Spatial Media Metadata Injector on older versions) | | Meta Quest / YouTube VR headset playback | Equirectangular, same container requirements as above | 4K to 8K equirectangular recommended for headset clarity, since a viewer's effective resolution at any moment is a fraction of the full frame | Same spatial metadata requirement applies | One YouTube-specific nuance worth knowing: a viewer navigating a 360 video in a headset only ever sees a portion of the full frame at any given instant, roughly the equivalent of a normal field-of-view video, even though the underlying file carries the entire sphere's resolution. That's why 360 sources are shot and delivered at meaningfully higher nominal resolution (4K to 8K equirectangular is now the consumer camera baseline, per the camera specs covered earlier in this guide) than an equivalent flat delivery; a chunk of that resolution is effectively "wasted" outside whatever direction a viewer happens to be looking at any given moment. **Getting a 360 export rejected or misrendered by YouTube is almost never a codec problem. It's a missing spherical metadata flag, and it's the single most fixable step in this entire pipeline once you know it exists.** If Resolve 21's native preset covers your delivery target, use it; if you're on an older version or delivering somewhere the built-in presets don't cover, the free Spatial Media Metadata Injector closes that gap in under a minute per file. ## DaVinci Resolve vs Premiere Pro vs other tools for 360 video, which should you use? DaVinci Resolve's advantage for 360 editing is that its VR toolset, PanoMap, LatLong Patcher, Spherical Stabilizer, and now a native immersive timeline, is built into a free-to-start application, with only stabilization gated behind a one-time $295 Studio purchase. Premiere Pro has a longer track record with native equirectangular preview and a more mature third-party plugin ecosystem, but that ecosystem comes with per-plugin costs Resolve users mostly avoid. It's worth naming the honest comparison rather than pretending Resolve is the only serious option, because it isn't, and editors who've worked in other NLEs deserve a straight answer about what they'd be trading. Film editor Jonny Elwyn, writing a widely referenced [guide to editing 360 and VR video](https://jonnyelwyn.co.uk/film-and-video-editing/editing-360-and-vr-video/), documented the plugin landscape editors were choosing between: Adobe's native VR preview viewer in Premiere Pro, paired with Mettle's Skybox 360/VR plugin for color correction and effects; Tim Dashwood's 360VR Toolkit for Final Cut Pro X, available through FXFactory; and The Foundry's Cara VR for Nuke on the high end, aimed at stitching and stereo work rather than a full edit. Those specific prices are now dated (Elwyn's piece is from 2016), but the underlying pattern hasn't changed much: Premiere and FCPX both rely on third-party plugins for the deeper 360-specific tools, purchased and licensed separately from the NLE itself, where Resolve bundles its equivalent tools directly into the application. Boris FX's Continuum plugin suite, which works across After Effects, DaVinci Resolve, and Nuke according to [CG Channel's coverage of the Continuum 2026.5 release](https://www.cgchannel.com/2026/05/boris-fx-releases-continuum-2026-5/), used to include a dedicated VR Unit with filters built specifically for 360-degree problems like unwanted seams and distorted stitching lines, made available for free in 2018 according to [CG Channel's coverage at the time](https://www.cgchannel.com/2018/05/boris-fx-makes-continuum-vr-unit-available-free/). That VR Unit's specific tools have since folded into the broader Continuum suite, which now runs anywhere from $365 to $2,195 for a perpetual license, or $32 to $112 a month by subscription, per CG Channel's 2026.5 pricing coverage. It's a real option if you want VR-specific effects filters beyond what Resolve's native VR nodes offer, but it's an added cost on top of your NLE rather than a bundled feature. | Tool | 360 support built in? | Cost beyond the base app | Best fit | | --- | --- | --- | --- | | DaVinci Resolve (free) | Yes, viewing, reorientation, cleanup, basic Fusion 3D compositing | $0 | Editors who want 360 tools with zero added plugin cost | | DaVinci Resolve Studio | Yes, adds Spherical Stabilizer and full Studio feature set | $295 one-time | Anyone stabilizing handheld 360 footage, or who wants Studio for other reasons anyway | | Premiere Pro | Native equirectangular preview; deeper tools need plugins | Mettle Skybox or similar, priced separately | Editors already inside the Adobe ecosystem who need mature third-party VR effects | | Final Cut Pro X | Needs a third-party toolkit for full VR support | Tim Dashwood's 360VR Toolkit or similar, priced separately | Mac-native editors already committed to FCPX | | Boris FX Continuum (any host) | VR-specific filters within a broader effects suite | $365-$2,195 perpetual, or $32-$112/month | Editors who want dedicated 360 effects filters layered on top of any of the above | **Choose DaVinci Resolve if you want a genuinely capable 360 pipeline without buying a separate plugin for every stage of it, and you're willing to invest time learning Fusion's node-based workflow for the deeper cleanup and compositing work.** Choose Premiere Pro or Final Cut Pro if your team is already standardized on one of them for other reasons and the added plugin cost is a rounding error against switching costs. Neither choice is wrong; they represent a genuine tradeoff between bundled tools plus a steeper Fusion learning curve, versus a familiar NLE plus per-feature plugin spending. ## What do free training, YouTube channels, and forums say about editing 360 in Resolve? Blackmagic's own free training doesn't currently include a dedicated 360-specific course, which is exactly why independent YouTube creators and forum threads have become the de facto reference material for this workflow, and it's worth being honest about who's actually teaching this well before assuming any single resource, including this guide, is the last word. Hugh Hou's free YouTube tutorials are the most consistently referenced independent resource in this space specifically. His catalog includes dedicated videos on viewing 360 footage in the free version and Fusion, removing a tripod or drone with the LatLong Patcher, stabilizing shaky footage with the Spherical Stabilizer, adding 3D text and graphics, and reframing footage from Qoocam 8K, Insta360 One R, and GoPro Max sources, according to a listing of his catalog on [Class Central](https://www.classcentral.com/course/youtube-edit-3600-video-w-davinci-resolve-tripod-removal-panomap-spherical-stabilizer-150859). His tutorials consistently frame DaVinci Resolve as a genuinely cost-effective alternative to Adobe's paid ecosystem for 360 work, a framing this guide's own cost comparison above largely supports. Boris FX's own published guide to [360 video editing for 2026](https://borisfx.com/blog/360-video-editing-guide/) covers a five-step general workflow, stitch, import, basic edit, apply VR-specific effects, render, that maps closely to the structure of this guide, and it's worth reading as a second, independently written perspective on the same pipeline, particularly if Continuum's effects filters are already part of your toolkit. Forum threads, particularly on the Blackmagic Forum and Creative COW, remain where the sharpest, most specific troubleshooting actually happens, exactly the kind of real, dated, named-user reports (Peter Robertson's stitch-line fix, the Spherical Stabilizer documentation complaint) cited throughout this guide. That's not a knock on official documentation; it's simply how a genuinely niche, fast-evolving workflow like 360 video tends to accumulate its best practical knowledge, in scattered threads rather than a single canonical manual. **No single source, ours included, covers every edge case in 360 editing, because the format itself is young enough, and Resolve's own toolset changed enough between Resolve 15 and Resolve 21, that a lot of the best practical fixes still live in forum threads rather than official documentation.** If you're serious about this workflow, plan to supplement any single tutorial, video series, or guide with active searching when you hit something specific and undocumented, rather than expecting one resource to have anticipated your exact shot. If your interest in 360 is really the first step toward a broader question of the best way to learn DaVinci Resolve as a whole, rather than this one specific workflow, our [DaVinci Resolve learning roadmap for beginners](https://tryuncle.com/learn/davinci-resolve/davinci-resolve-learning-roadmap-for-beginners) covers that wider path, since 360 editing is genuinely an advanced-track skill worth coming back to once the fundamentals of cuts, color, and export are solid. ## Where does an AI assistant fit into a 360 editing workflow? TryUncle is the on-screen assistant for DaVinci Resolve on macOS, ask in plain words and Uncle points at the exact control on your screen. For a workflow this node-heavy, with PanoMap, LatLong Patcher, Spherical Stabilizer, and Spherical Camera nodes all chained together in ways generic tutorials rarely walk through step by step, that's a genuinely different kind of help than a pre-recorded video. A 360 Fusion comp is exactly the situation where a tutorial video's fixed order stops matching your actual project. You might be three nodes into a stabilization pass when you realize your PanoMap rotation from an earlier step needs adjusting first, or your LatLong Patcher's unwrap region doesn't line up with where your tripod actually sits in frame. A video can't see your specific node graph or answer "why isn't this wrapping back correctly" about your exact project; it can only show you a different project that happened to work. It's worth being clear-eyed about where TryUncle sits against the other tools already covering pieces of this same problem, since the honest answer matters more than a sales pitch. Tools like Sottocut and cutagent.ai automate parts of the edit itself, cutting footage or applying effects on your behalf rather than teaching you the manual process. Chat-based helpers like heyeddie.ai answer questions in a side panel, without a live view of your actual Fusion node graph or timeline. Uncle instead watches your actual screen while you work inside DaVinci Resolve and points at the specific node or control you're asking about, closer to a tutor sitting behind you than either an autopilot editing for you or a chatbot answering in the abstract. That distinction matters most exactly in a workflow like this one: if you're the kind of editor who wants to actually learn Fusion's VR node system, rather than have a plugin handle the entire reframe or stabilization pass for you, an assistant that answers questions about your own project, live, teaches the skill rather than replacing the need for it. TryUncle is a paid app, currently $29.99 a month at founder pricing for the first 100 seats, cancel anytime; check [TryUncle](https://tryuncle.com) directly for the current rate, since founder pricing is time-limited by nature. It's macOS only, and it needs an internet connection to reason about what's on your screen. If a Spherical Stabilizer pass isn't smoothing the way you expect, or a LatLong Patcher region won't line up with your tripod no matter how you adjust it, that's the kind of specific, on-screen stuck point where asking Uncle to look at your actual node graph beats hunting through a forum thread for a shot that isn't quite yours. ## The verdict 360 video editing in DaVinci Resolve is a real, well-supported workflow, not a workaround bolted onto a flat-video editor. As of June 2026, DaVinci Resolve 21 made it meaningfully more approachable, with a native immersive timeline that handles basic viewing, reorientation, and delivery without a mandatory Fusion detour, while Fusion's older VR node suite, PanoMap, LatLong Patcher, Spherical Stabilizer, and Spherical Camera, remains exactly where you go for the harder work: stabilization, cleanup, and true 3D compositing inside a sphere. **The workflow that actually goes wrong most often isn't a Resolve limitation at all. It's skipping the external stitching step, mismatching your timeline resolution to your source, or applying flat 2D tools to spherical footage without accounting for the projection.** Every one of those is preventable once you know it's coming, which is the entire point of walking through the pipeline in this much detail rather than a five-minute overview. If you're starting from raw camera footage today, stitch externally in your camera's own software, match your timeline resolution before you touch anything else, reorient and clean up in Fusion or Resolve 21's native immersive timeline depending on your version, and reach for GoPro's ReFrame plugin or a manual Spherical Camera comp the moment your actual deliverable turns out to be flat rather than navigable 360. That's the real order this work happens in, gotchas included, and it's the order that gets a first 360 project across the finish line without a re-stitch. ## FAQ ### How do I edit 360 video in DaVinci Resolve? Stitch your footage first in your camera's own software (Insta360 Studio, GoPro Player, Kandao Raw+, or Mistika for multi-camera rigs), since Resolve has no built-in multi-lens stitcher. Import the stitched equirectangular file, set your timeline resolution to match it exactly to avoid a black stitch-line bug, then use Fusion's PanoMap, LatLong Patcher, and Spherical Stabilizer nodes, or Resolve 21's native VR360 immersive timeline, to reorient, clean up, and stabilize the shot before exporting with 360 metadata. ### Does DaVinci Resolve stitch 360 footage automatically? No. Resolve can view, edit, reorient, patch, and stabilize already-stitched equirectangular or cubemap footage through its VR tools, but it has no automated multi-camera stitching engine of its own. You stitch in your camera manufacturer's software, or a dedicated tool like SGO Mistika VR for professional rigs, before the footage ever touches a Resolve timeline. ### Why does my 360 video have a black line at the stitch point after exporting from Resolve? This is almost always a timeline resolution mismatch, not a stitching problem in your source file. A DaVinci Resolve user on the Creative COW forum traced an identical black column to a timeline resolution that didn't match the clip's native resolution, and fixed it by setting Timeline Settings to the exact resolution of the stitched clip. Check that before you re-stitch anything. ### Do I need DaVinci Resolve Studio for 360 video editing? You can view, reorient, and do basic cuts on 360 footage in the free version. But the Spherical Stabilizer node, which is the tool that actually smooths shaky handheld 360 footage, is Studio-only, the same tier gate as Magic Mask and advanced noise reduction. If stabilization matters to your footage, budget for the $295 one-time Studio license. ### How do I upload a 360 video to YouTube from DaVinci Resolve? Export your equirectangular file at 2:1 aspect ratio (matching your project resolution), then either use one of Resolve 21's new native VR360 delivery presets for YouTube, or run the exported file through Google's free Spatial Media Metadata Injector before upload if you're on an older Resolve version, since YouTube needs that spherical metadata flag to display the video as navigable 360 rather than a flat, distorted rectangle. ### Can I reframe a 360 video into a normal flat video in DaVinci Resolve? Yes, two ways. Manually, by building a Fusion comp with a Spherical Camera node aimed into your equirectangular footage like a virtual camera operator choosing a shot. Or with GoPro's ReFrame plugin, released for Resolve in September 2025, which gives you pan, tilt, zoom, and lens curvature controls directly in the Edit page without touching Fusion. ### What's new for VR180 and VR360 editing in DaVinci Resolve 21? DaVinci Resolve 21 added native immersive timelines that mix VR180 and VR360 clips together, view them as immersive or flat viewport, apply immersive transform controls, and export through new Meta Quest and YouTube VR delivery presets. Fusion also gained more intuitive PanoMap rotation controls and Apple Immersive Video support with foveated rendering for Vision Pro delivery. ### Is DaVinci Resolve or Premiere Pro better for editing 360 video? Premiere Pro has a longer track record with native equirectangular preview and a mature third-party plugin ecosystem (Mettle Skybox, for one). DaVinci Resolve's advantage is that its VR toolset, PanoMap, LatLong Patcher, Spherical Stabilizer, and now a full immersive timeline, is built into a free-to-start application with no per-plugin purchases required beyond the $295 Studio license for stabilization. ## Sources - [VR Tools in Resolve & Fusion for 360 Video, VFXstudy](https://vfxstudy.com/tutorials/vr-tools/) - [DaVinci Resolve 360 video editing tutorial, 360 Rumors](https://360rumors.com/edit-360-videos-davinci-resolve/) - [google/spatial-media (Spatial Media Metadata Injector), GitHub](https://github.com/google/spatial-media) - [Upload 180 or 360 degree videos, YouTube Help](https://support.google.com/youtube/answer/6178631) - [360 video stitching problem thread, Creative COW](https://creativecow.net/forums/thread/360-video-stitching-problem/) - [VR Nodes in Fusion, JayAreTV](https://jayaretv.com/fusion/vr-nodes/) - [Sphere Map Node, JayAreTV](https://jayaretv.com/fusion/sphere-map-node/) - [Spherical Stabilizer, DaVinci Resolve 18 Manual (mirrored)](https://www.steakunderwater.com/VFXPedia/__man/Resolve18-6/DaVinciResolve18_Manual_files/part2549.htm) - [Spherical Camera [3SC], Fusion 18 Manual (mirrored)](https://www.steakunderwater.com/VFXPedia/__man/Fusion18-6/Fusion18_Manual_files/part1182.htm) - [DaVinci Resolve 21 final release, Newsshooter (Matthew Allard ACS)](https://www.newsshooter.com/2026/06/02/davinci-resolve-21-final-release/) - [DaVinci Resolve 21: Every Major New Feature, Explained, Coremicro](https://www.coremicro.com/blogs/news/davinci-resolve-21-new-features-explained) - [Photo editing grabs headlines, but DaVinci Resolve's big AI and VR upgrades will matter most, Digital Camera World](https://www.digitalcameraworld.com/photography/video-editing/photo-editing-grabs-headlines-but-davinci-resolves-big-ai-and-vr-upgrades-will-matter-most-to-its-core-video-users) - [Editing 360 and VR Video, Jonny Elwyn (Film Editor)](https://jonnyelwyn.co.uk/film-and-video-editing/editing-360-and-vr-video/) - [360 Video Editing Guide for 2026, Boris FX](https://borisfx.com/blog/360-video-editing-guide/) - [GoPro Max 2 released to surpass DJI Osmo 360 and Insta360 X5, Notebookcheck](https://www.notebookcheck.net/GoPro-Max-2-released-to-surpass-DJI-Osmo-360-and-Insta360-X5-as-only-true-8K-360-action-camera.1121741.0.html) - [Forget GoPro, the Insta360 X5 Shoots 8K in 360, Gizmodo](https://gizmodo.com/forget-gopro-the-insta360-x5-shoots-8k-in-360-and-amazon-just-quietly-slashed-the-price-2000758612) - [New 360 camera Kandao QooCam 3 challenges Insta360, GoPro Max, Notebookcheck](https://www.notebookcheck.net/New-360-camera-Kandao-QooCam-3-challenges-Insta360-GoPro-Max-with-larger-sensors-and-brighter-lenses.748005.0.html) - [GoPro Makes it Easy to Turn 360 Video into Stunning, Immersive Content with Powerful New Editing Tools, PR Newswire](https://www.prnewswire.com/news-releases/gopro-makes-it-easy-to-turn-360-video-into-stunning-immersive-content-with-powerful-new-editing-tools-302566786.html) - [Boris FX releases Continuum 2026.5, CG Channel](https://www.cgchannel.com/2026/05/boris-fx-releases-continuum-2026-5/) - [Boris FX makes Continuum VR Unit available free, CG Channel](https://www.cgchannel.com/2018/05/boris-fx-makes-continuum-vr-unit-available-free/) - [DaVinci Resolve - Studio, Blackmagic Design](https://www.blackmagicdesign.com/products/davinciresolve/studio) - [TryUncle](https://tryuncle.com)