Google Cardboard VR and OctaneRender™ 2.0

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Re: Google Cardboard VR and OctaneRender™ 2.0

Postby Jorgensen » Mon Jun 22, 2015 8:05 pm

Jorgensen Mon Jun 22, 2015 8:05 pm
ok - i just found out there is a texture limit by apple / iphone at 2048x2028 - so a side by side image can be max 2048x1024.
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Re: Google Cardboard VR and OctaneRender™ 2.0

Postby bepeg4d » Tue Jun 23, 2015 8:38 am

bepeg4d Tue Jun 23, 2015 8:38 am
Hi,
if you do side-by-side stereo pano renders, the aspect ratio should be 4:1 like 2048x512. In this case is better to do over-and-under stereo pano render with an aspect ratio of 1:1 so you can use all the 2048x2048 pixels ;)
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Re: Google Cardboard VR and OctaneRender™ 2.0

Postby Jorgensen » Thu Jun 25, 2015 5:08 pm

Jorgensen Thu Jun 25, 2015 5:08 pm
hi beppe

thanks for the info - 2048 x 2048 sure is better :-)

i wonder what effect "St. dist. falloff" is - should it be a 1,0?

thanks
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Re: Google Cardboard VR and OctaneRender™ 2.0

Postby bepeg4d » Fri Jun 26, 2015 9:20 am

bepeg4d Fri Jun 26, 2015 9:20 am
hi,
the Eye Distance Falloff is used to control the distance effect at the poles, in theory, you should reduced it below 1 if flat surfaces seem to be curved at the poles.
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