ORBX viewer 2.0

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Re: ORBX viewer 2.0

Postby Goldorak » Sun Nov 22, 2015 4:38 am

Goldorak Sun Nov 22, 2015 4:38 am
360precision wrote:
Jax wrote:Hi All,

We have an updated ORBX Media Player app on the Oculus Store.

Here are some of the new features in this release:

V2.1.13
- Zip file support for packaging project folders (warning - does not yet support embedded .mp4)
- VR Cinema scenes - automatic export from Octane
- VR navigation paths - automatic export from Octane/ORC
- minor bug fixes


Please let us know if you are running into any bugs with this build. If everything looks good and there are no update bugs, we plan to provide samples next week.


These all sound good but without documentation and samples what's the point in updating and adding new features. You're just wasting yours and everyones time. I mean what the heck are VR navigation paths and how do we create them. Why not just add the following:

1. Holographic teleportation - automatic export from Octane
2. Quantum time travel - automatic export from Octane
3. Blah blah blah - automatic export from Octane

Matt


Samples are coming now that app updates correctly. We are building the authoring into Octane via script nodes, and it will export lua/JSON, publish to ORC for you. Once that is done we can finalize the documentation.

It is maybe 60% there:
ORBX_VR.png
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Re: ORBX viewer 2.0

Postby malcriado3d » Sun Nov 22, 2015 11:21 am

malcriado3d Sun Nov 22, 2015 11:21 am
+1 Matt, its necessary and basic documentation to know which possibilities does the the software gives. We are looking at Otoy on the studio for a while, but until we don't see compromised effort from the devs in terms of documentation, we are not having intentions to migrate from the gpu renderer we are currently using. Just saying this for you to know what would be great to catch a piece of market ;)

Greetings.
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Re: ORBX viewer 2.0

Postby deflix » Mon Nov 23, 2015 7:41 pm

deflix Mon Nov 23, 2015 7:41 pm
This all sounds very exciting for OTOY internal development but............. has anyone managed to get a 18k cubemap sequence longer than 11 frames to run. Whatever I try this appears to be the limit. (didn't work at all on Note 4 but does on S6)

Also how do we know where to place the hotspot arrows in the sample templates?

Any help for us mere minions will be hugely appreciated so thanks in advance...
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Re: ORBX viewer 2.0

Postby Goldorak » Mon Nov 23, 2015 11:13 pm

Goldorak Mon Nov 23, 2015 11:13 pm
malcriado3d wrote:+1 Matt, its necessary and basic documentation to know which possibilities does the the software gives. We are looking at Otoy on the studio for a while, but until we don't see compromised effort from the devs in terms of documentation, we are not having intentions to migrate from the gpu renderer we are currently using. Just saying this for you to know what would be great to catch a piece of market ;)

Greetings.


Stick with Octane and the current features we have exposed in 2.24 for any commercial work.

Creating interactive ORBX Player content beyond this should be experimental as we refactor the authoring tools beyond 2.24and to support V3, ORC, Vive/CV1, PSVR et al . We are moving high level features to node based authoring - check out the above post to see how that is shaping up. Those nodes will ship in final form with Octane 3 (we will support as many as we can in 2.24+), and will be documented fully at that point.

Lua API on the player will become a lower level dev toolbox similar to script nodes today.
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Re: ORBX viewer 2.0

Postby Goldorak » Mon Nov 23, 2015 11:18 pm

Goldorak Mon Nov 23, 2015 11:18 pm
deflix wrote:This all sounds very exciting for OTOY internal development but............. has anyone managed to get a 18k cubemap sequence longer than 11 frames to run. Whatever I try this appears to be the limit. (didn't work at all on Note 4 but does on S6)

Also how do we know where to place the hotspot arrows in the sample templates?

Any help for us mere minions will be hugely appreciated so thanks in advance...


To load more than a few dozen SCM frames you need to compress and package as OKX compressed textures, which we do on ORC right now for each specific platform/GPU combo we support in the player (right now GVR only). OKX for mobile takes a while to encode - up to 9 mins per frame. But if you render on ORC, this can be done between frames.

We are adding script nodes (see above post) that accept camera node inputs for a set of keyframes on a path, and ORC can generate the in between frames for you. Right now, if you send a stereo cube map ORBX to orc, and render it, you can also have it packaged and compressed to ORBX file which can be loaded in your scene or played back as a video file in the player.
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Re: ORBX viewer 2.0

Postby deflix » Wed Nov 25, 2015 7:55 pm

deflix Wed Nov 25, 2015 7:55 pm
To load more than a few dozen SCM frames you need to compress and package as OKX compressed textures, which we do on ORC right now for each specific platform/GPU combo we support in the player (right now GVR only). OKX for mobile takes a while to encode - up to 9 mins per frame. But if you render on ORC, this can be done between frames.

We are adding script nodes (see above post) that accept camera node inputs for a set of keyframes on a path, and ORC can generate the in between frames for you. Right now, if you send a stereo cube map ORBX to orc, and render it, you can also have it packaged and compressed to ORBX file which can be loaded in your scene or played back as a video file in the player.


Would it be possible for me to submit a rendered cubemap sequence (created in another renderer) for encoding? would it be necessary to get an Octane license to do this? thanks again...
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Re: ORBX viewer 2.0

Postby 360precision » Wed Nov 25, 2015 8:07 pm

360precision Wed Nov 25, 2015 8:07 pm
How do you position .mp4 video overlays ?

Also what determines the starting position of a cubemap when it's opened ? Some cubemaps open at the front cube others the left cube. It all seems pretty random :( Also can you set the initial view when coming from different links into the same cube ?

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Re: ORBX viewer 2.0

Postby C360 » Sun Dec 06, 2015 2:34 pm

C360 Sun Dec 06, 2015 2:34 pm
Looks the same as before, just wondering if that code shows all possibilities. So far I've been using this scene-setup for several presentations combining 360 Video as well as 360 photos, sounds, videos and hotspots. I'm just wondering if there are more options.

Here's my example with 20+ scenes;

return
{
settings =
{
-- settings and callback fields are experimental and will be deprecated by final settings API in 3.00 player

do_tex_caching = true,
do_tex_preload = true,
max_tex_cache = 220, -- max texture mem in mb

--navlink_ypos = -400, -- move navlink arrows down
},
callbacks =
{
},
scenes =
{
{
title = "hands",
url = "Hands.mp4",
onRollover =
{
[45] = { link = "Space", image = "arrow_trackpad.png", },
[135] = { link = "Space", image = "arrow_trackpad.png", },
[-45] = { link = "Space", image = "arrow_trackpad.png", },
[-135] = { link = "Space", image = "arrow_trackpad.png", },
},
},
{
title = "Space",
url = "C360_Space.mp4",
audio_intro = "home_intro.wav",
onAudioDone = "home1",
},
{
title = "home1",
url = "Hoekzaal.jpg",
audio_intro = "home_explain.wav",
--audio = "ambience.wav",
onRollover =
{
[0] = { link = "wgf_intro", image = "home_wgf.png", fov = "50", },
[45] = { link = "baron", image = "home_baron.png", fov = "20", },
[90] = { link = "dam_leader", image = "home_adam.png", fov = "50", },
[180] = { link = "eo_intro", image = "home_eo.png", fov = "50", },
[270] = {link = "c360_web", image = "home_web.png", fov = "20", },
-- built in URL that exits the user to the parent home menu
--[180] = { link = "exit_to_home", image = "arrowglow.png", title = "title12345", },
},
},
{
title = "baron",
url = "baron.mp4",
--audio_intro = "eo_intro.wav",
onDone = "home",
},
{
title = "home",
url = "Hoekzaal.jpg",
audio_intro = "home_more.wav",
--audio = "ambience.wav",
onRollover =
{
[0] = { link = "wgf_intro", image = "home_wgf.png", fov = "50", },
[45] = { link = "baron", image = "home_baron.png", fov = "20", },
[90] = { link = "dam_leader", image = "home_adam.png", fov = "50", },
[180] = { link = "eo_intro", image = "home_eo.png", fov = "50", },
[270] = {link = "c360_web", image = "home_web.png", fov = "20", },
-- built in URL that exits the user to the parent home menu
--[180] = { link = "exit_to_home", image = "arrowglow.png", title = "title12345", },
},
},
{
title = "c360_web",
url = "c360_web.mp4",
audio_intro = "web.wav",
onRollover =
{
[45] = { link = "hands", image = "restart.png", },
[135] = { link = "hands", image = "restart.png", },
[-45] = { link = "hands", image = "restart.png", },
[-135] = { link = "hands", image = "restart.png", },
},
},
{
title = "eo_intro",
url = "EO_intro.mp4",
audio_intro = "eo_intro.wav",
onDone = "karussel",
},
{
title = "karussel",
url = "EO_karussel.mp4",
audio_intro = "eo_help.wav",
onDone = "duskdawn",
onRollover =
{
[180] = { link = "duskdawn", image = "more.png", },
},
},
{
title = "duskdawn",
url = "EO_duskdawn.mp4",
onDone = "clowns",
onRollover =
{
[-170] = { link = "clowns", image = "more.png", },
},
},
{
title = "clowns",
url = "EO_clowns.mp4", fovh=15*2,35, fovy=22,
background = "EO_clowns.jpg",
onDone = "home",
onRollover =
{
[310] = { link = "home", image = "home.png", },
},
},
{
title = "wgf_intro",
url = "wgf_intro.mp4",
audio_intro = "wgf.wav",
onDone = "wgf_menu1",
},
{
title = "wgf_menu1",
url = "wgf_film.mp4", fovh=31*2,35, fovy=31,
background = "wgf_menu.jpg",
onRollover =
{
[67.5] = { link = "wgf_zh", image = "wgf_rollover.png", fov=38 },
[112.5] = { link = "wgf_gh", image = "wgf_rollover.png", fov=38 },
[202] = { link = "home", image = "main.png", fov=38 },
},
},
{
title = "wgf_menu2",
url = "wgf_menu.jpg",
onRollover =
{
[67.5] = { link = "wgf_zh", audio = "whoosh04.wav", image = "wgf_rollover.png", fov=38 },
[112.5] = { link = "wgf_gh", audio = "whoosh04.wav", image = "wgf_rollover.png", fov=38 },
[202] = { link = "home", image = "main.png", fov=38 },
},
},
{
title = "wgf_zh",
url = "wgf_zh.jpg",
audio_intro = "wgf_help.wav",
audio = "steps.wav",
onRollover =
{
[180] = { link = "wgf_menu2", image = "wgf_back.png", },
[0] = { link = "zh_elephant", image = "wgf_more.png", },
},
},
{
title = "wgf_gh",
url = "wgf_gh.jpg",
audio_intro = "wgf_help.wav",
audio = "steps.wav",
--audio_intro = "gh.wav",
onRollover =
{
[180] = { link = "wgf_menu2", image = "wgf_back.png", },
[90] = { link = "gh_aaf", image = "wgf_more.png", },
},
},
{
title = "zh_elephant",
url = "zh_elephant.jpg",
audio = "zh_elephant.wav",
--audio_intro = "elephant_intro.wav",
onRollover =
{
[180] = { link = "wgf_menu2", image = "wgf_back.png", },
[90] = { link = "zh_brightday", image = "wgf_more.png", },
},
},
{
title = "zh_brightday",
url = "zh_brightday.jpg",
audio = "zh_brightday.wav",
--audio_intro = "brightday_intro.wav",
onRollover =
{
[180] = { link = "wgf_menu2", image = "wgf_back.png", },
[90] = { link = "zh_tnw11", image = "wgf_more.png", },
},
},
{
title = "zh_tnw11",
url = "zh_tnw11.jpg",
audio = "zh_brightday.wav",
audio_intro = "final.wav",
--audio_intro = "gh.wav",
onRollover =
{
[180] = { link = "wgf_menu2", image = "wgf_back.png", },
},
},
{
title = "gh_aaf",
url = "gh_aaf.jpg",
audio = "steps.wav",
--audio_intro = "gh.wav",
onRollover =
{
[180] = { link = "wgf_menu2", image = "wgf_back.png", },
[90] = { link = "gh_tnw", image = "wgf_more.png", },
},
},
{
title = "gh_tnw",
url = "gh_tnw12.jpg",
audio = "steps.wav",
audio_intro = "gh_tnw12.wav",
onRollover =
{
[180] = { link = "wgf_menu2", image = "wgf_back.png", },
[90] = { link = "gh_itay", image = "wgf_more.png", },
},
},
{
title = "gh_itay",
url = "gh_itay.jpg",
audio = "steps.wav",
audio_intro = "final.wav",
--audio_intro = "itay_intro.wav",
onRollover =
{
[180] = { link = "wgf_menu2", image = "wgf_back.png", },
},
},
{
title = "dam_leader",
url = "dam.mp4",
audio_intro = "amsterdam.wav",
onAudioDone = "dam",
--onDone = "dam",
},
{
title = "dam",
url = "dam.jpg",
audio = "dam.wav",
audio_intro = "help.wav",
onRollover =
{
[180] = { link = "inaug_l", image = "more.png", },
[0] = { link = "home", image = "home.png", },
},
},
{
title = "inaug_l",
url = "inaug.mp4",
onDone = "inaug",
},
{
title = "inaug",
url = "inaug.jpg",
audio = "inaug.wav",
onRollover =
{
[220] = { link = "felix_l", image = "more.png", },
[0] = { link = "home", image = "home.png", },
},
},
{
title = "felix_l",
url = "felix.mp4",
onDone = "felix",
},
{
title = "felix",
url = "felix.jpg",
--audio = "inaug.wav",
onRollover =
{
[180] = { link = "oudekerk_l", image = "more.png", },
[0] = { link = "home", image = "home.png", },
},
},
{
title = "oudekerk_l",
url = "oudekerk.mp4",
onDone = "oudekerk",
},
{
title = "oudekerk",
url = "oudekerk.jpg",
audio = "oudekerk.wav",
onRollover =
{
[-90] = { link = "zuidas_l", image = "more.png", },
[0] = { link = "home", image = "home.png", },
},
},
{
title = "zuidas_l",
url = "zuidas.mp4",
onDone = "zuidas",
},
{
title = "zuidas",
url = "zuidas.png",
--audio = "zuidas.wav",
onRollover =
{
[180] = { link = "noord_l", image = "more.png", },
[0] = { link = "home", image = "home.png", },
},
},
{
title = "noord_l",
url = "noord.mp4",
onDone = "noord",
},
{
title = "noord",
url = "noord.png",
--audio = "noord.wav",
onRollover =
{
[180] = { link = "vondelpark_l", image = "more.png", },
[0] = { link = "home", image = "home.png", },
},
},
{
title = "vondelpark_l",
url = "vondelpark.mp4",
onDone = "vondelpark",
},
{
title = "vondelpark",
url = "vondelpark.png",
audio = "vondelpark.wav",
onRollover =
{
--[180] = { link = "vondelpark_l", image = "more.png", },
[0] = { link = "home", image = "home.png", },
},
},
}
}
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Re: ORBX viewer 2.0

Postby C360 » Sat Jan 09, 2016 11:40 pm

C360 Sat Jan 09, 2016 11:40 pm
Hi, any updates over here on possibilities, documentation, anything?
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Re: ORBX viewer 2.0

Postby Chriz » Sun Jan 10, 2016 8:10 am

Chriz Sun Jan 10, 2016 8:10 am
Same question. Quiet here last weeks... :roll:
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