Thanks for your reply.
What do we need to do to gain access to this technology?
Search found 8 matches
- Fri Dec 02, 2016 10:58 am
- Forum: OctaneVR Questions & Discussion
- Topic: How is the street example scene in the ORBX player built?
- Replies: 4
- Views: 3501
- Wed Nov 30, 2016 9:27 am
- Forum: OctaneVR Questions & Discussion
- Topic: How is the street example scene in the ORBX player built?
- Replies: 4
- Views: 3501
Re: How is the street example scene in the ORBX player built?
Anyone any idea how animations can be implemented in VR-Experiences?
- Mon Nov 28, 2016 12:31 pm
- Forum: OctaneVR Questions & Discussion
- Topic: How is the street example scene in the ORBX player built?
- Replies: 4
- Views: 3501
How is the street example scene in the ORBX player built?
Hey,
I want to recreate the example scene in the ORBX Media Player App in the Oculus Store. How was is created?
I guess a stereo cubemap was used however how does one implement animations like the car driving by in the background? Is it just rendered into these frames?
What format should the ...
I want to recreate the example scene in the ORBX Media Player App in the Oculus Store. How was is created?
I guess a stereo cubemap was used however how does one implement animations like the car driving by in the background? Is it just rendered into these frames?
What format should the ...
- Wed Jun 08, 2016 4:18 pm
- Forum: Help / Tutorials
- Topic: Rendering Object straight with Alpha Shadows
- Replies: 1
- Views: 1738
Rendering Object straight with Alpha Shadows
Hello guys,
I've been through several Videos about Layer Masks but I haven't found a quick solution to generate images directly without enviroment but with their alpha shadows. I somehow just can't figure it out.
I tried it with a floor and a matte object on it but then the HDRI enviroment shines ...
I've been through several Videos about Layer Masks but I haven't found a quick solution to generate images directly without enviroment but with their alpha shadows. I somehow just can't figure it out.
I tried it with a floor and a matte object on it but then the HDRI enviroment shines ...
- Thu Mar 10, 2016 3:57 pm
- Forum: Help / Tutorials
- Topic: Exterior Render Gravel / Pebble Instances
- Replies: 7
- Views: 4749
Re: Exterior Render Gravel / Pebble Instances
Hmmm looking a bit at scatter I realized it is the cloner but just a lot better (and damn it is good!)...but sadly it doesn't solve my question how terrain is painted with multiple materials.
- Thu Mar 10, 2016 12:11 pm
- Forum: Help / Tutorials
- Topic: Exterior Render Gravel / Pebble Instances
- Replies: 7
- Views: 4749
Re: Exterior Render Gravel / Pebble Instances
Always bet on beppe!
Thanks a lot! Didn't knew there are test versions.
Is there any explanation yet on how scatter works?
Thanks a lot! Didn't knew there are test versions.
Is there any explanation yet on how scatter works?
- Thu Mar 10, 2016 8:49 am
- Forum: Help / Tutorials
- Topic: Exterior Render Gravel / Pebble Instances
- Replies: 7
- Views: 4749
Re: Exterior Render Gravel / Pebble Instances
That leads me to the question on how to properly paint terrain in C4D? Currently I just use a large tileable grass-dirt texture but it is no problem since I have lots of grass covering it.
- Wed Mar 09, 2016 5:20 pm
- Forum: Help / Tutorials
- Topic: Exterior Render Gravel / Pebble Instances
- Replies: 7
- Views: 4749
Exterior Render Gravel / Pebble Instances
Hello guys,
this is my first posting here. I made my first serious exterior scene with octane now with Instances. Grass f.e. is completely made out of instances with just two meshes for variation. A cloner with random is then applied to them so it distributes all across the surface.
My question ...
this is my first posting here. I made my first serious exterior scene with octane now with Instances. Grass f.e. is completely made out of instances with just two meshes for variation. A cloner with random is then applied to them so it distributes all across the surface.
My question ...