Thanks, glad to hear you are enjoying, Vr is still very new, I see that on all the different sites I post to, a couple people have adopted, but still early days. Can't wait for the haptic suits to get the full body contact. If given the opportunity to turned into a battery for the Matrix, I would most likely be the Cypher character, don't care what I am eating just make me think it is a steak!
the lodestar to creating these images: use your normal 3dCG render program, be it poser, daz, blender, etc but you need to set your camera lens to Spherical, anything released in the past year or two will have the option to select a Lens distortion type of spherical in the camera settings. I typically use a 50MM lens. This will give you a 360 degree image for a wrap around, BUT if you are going to do VR why just do a mono image in 360, you want stereo so the action is right on top of you! For that you want a camera that is two clicks off right or left, you can do 2.5 or sometimes 3 for the 3D effect, but be careful of objects to close to the back of the camera as they will be too far apart and look like you are crosseyed when you look behind you. Once you get them set up you can parent the two cameras to move them around together, or more often times I have found it is just as easy to delete one eye, set up your right or left eye camera and then do a duplicate node and drag the other eye two clicks over NOW you have a stereo picture. If you are doing Top Bottom (which I recommend for 360) SBS you will really only get a good result doing a 180 image, then remember left eye goes on top, other wise you are really crosseyed when you load it into your headset. Render your images so they will be a square when added together. I set my aspect to 2:1 but you can do whatever resolution you want and it will look ok, But once you get comfortable I also recommend rendering as high a resolution as possible without going insane on the time to render. 5000x2500 will give you a 5KX5K image. Hope that makes sense to those who are inquiring.