Adobe’s VR editing interface for Premiere Pro is now available as part of this week’s Creative Cloud release. Project CloverVR is optimised for editing immersive media within Premiere while wearing a VR headset.

Revealed at the annual creativity conference Adobe MAX in Las Vegas today, Project CloverVR is now integrated into the latest Creative Cloud release as part of the Immersive Environments feature set in Premiere Pro.

The VR interface was originally previewed at last year’s Adobe MAX in San Diego, one of 11 experimental technologies demonstrated as part of the ‘Sneaks’ session. Not all ‘Sneaks’ make it to release, but Project CloverVR has, as it addresses a fundamental problem with editing 360 video or other immersive media in Premiere.

Currently, editing immersive video content using software designed for conventional monitors is tedious; it’s not only difficult to visualise the imagery correctly, but you constantly have to check your changes with a headset. CloverVR aims to improve the workflow for this type of content, allowing users to access familiar Premiere tools and timeline within VR, with the ability to perform edits using an interface optimised for motion controllers.

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The feature is fully available to anyone with Creative Cloud as part of this year’s Adobe MAX release. Adobe MAX is already underway in Vegas, following two days of preconference labs, with the main sessions, labs, and creativity workshops starting today through October 20th. This includes several sessions relating to VR, such as “Creating Virtual Reality Video” and “Project Felix: 3D for Graphic Designers and a Journey into AR/VR”.

According to this recent blog entry from Nvidia, also published on the Adobe MAX blog, Nvidia GPUs will be used to demonstrate “real-time 8K editing in Adobe Premiere Pro CC” and “10x faster motion graphics and 360/VR design in After Effects CC”.

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The trial version of Microsoft’s Monster Truck Madness probably had something to do with it. And certainly the original Super Mario Kart and Gran Turismo. A car nut from an early age, Dominic was always drawn to racing games above all other genres. Now a seasoned driving simulation enthusiast, and former editor of Sim Racer magazine, Dominic has followed virtual reality developments with keen interest, as cockpit-based simulation is a perfect match for the technology. Conditions could hardly be more ideal, a scientist once said. Writing about simulators lead him to Road to VR, whose broad coverage of the industry revealed the bigger picture and limitless potential of the medium. Passionate about technology and a lifelong PC gamer, Dominic suffers from the ‘tweak for days’ PC gaming condition, where he plays the same section over and over at every possible combination of visual settings to find the right balance between fidelity and performance. Based within The Fens of Lincolnshire (it’s very flat), Dominic can sometimes be found marvelling at the real world’s ‘draw distance’, wishing virtual technologies would catch up.
  • Luke

    is it oculus rift compatible?

    • Seth Walker

      Yes, current Oculus Rift and HTC Vive are supported.

      • Luke

        thx very nice

    • Laurence Nairne

      Haha, if you watch the video, he’s using an Oculus Rift to demo it :D

      • Luke

        busted. lol

  • Miqa

    They obviously should name it CloVR. Duh

  • StephenW

    How exactly is this enabled? I have premiere pro with a 360 video loaded in and a rift setup but am unable to get the immersive editor started. I’ve looked over the adobe website and there doesn’t seem to be any specifics on making this work.