Octane Render lightfield Unity VR

Forums: Octane Render lightfield Unity VR
A public forum for discussing and asking questions about OctaneVR.

Octane Render lightfield Unity VR

Postby Jolbertoquini » Tue Nov 15, 2016 10:34 am

Jolbertoquini Tue Nov 15, 2016 10:34 am
Hi Guys,

I'm interesting to test and see more about Octane render with Unity to calculate lightfield for VR, or have more idea about a workflow I saw a lot videos about it.

Best,
JO
Octane Render for Maya.
https://vimeo.com/jocg/videos
https://www.linkedin.com/in/jocgtd
http://www.hmxmedia.com/
--------------------
Join MAYA OCTANE USERS Skype discussion here :
https://join.skype.com/LXEQaqqfN15w
User avatar
Jolbertoquini
Licensed Customer
Licensed Customer
 
Posts: 1067
Joined: Sun Aug 31, 2014 7:08 am
Location: London

Re: Octane Render lightfield Unity VR

Postby Goldorak » Wed Nov 16, 2016 5:12 am

Goldorak Wed Nov 16, 2016 5:12 am
Jolbertoquini wrote:Hi Guys,

I'm interesting to test and see more about Octane render with Unity to calculate lightfield for VR, or have more idea about a workflow I saw a lot videos about it.

Best,
JO


There's a lot of details you can read about in this thread:

https://www.reddit.com/r/oculus/comment ... important/

We plan to release a Unity+Octane build as soon as the version we showed at Unite is a little more stable. Any scene node you can turn into an ORBX package today can be turned into a light field volume on ORC and streamed back into Unity game mode as a baked LF layer. For an LF render job, you don't need a render target, the bounding scene or object is default. If you do include a camera/RT node, it will be through a new render job node. The automatic conversion for LF rendering uses IPD you set in the stereo camera + a radius (50 cm typically).

The medium term goal is for Unity Editor + Octane integration to be used by a creator to set up the layers/elements/viewpoints that bake into Unity meshes (w/ Octane 3 current baking) and/or ORBX lightfields/glTF streams (more advanced baking outside Unity mesh system - placed on a fixed URL GUID as ORBX media streams or files). Those load into game mode in place of proxy bbox or shape when played back with ORBX media runtime, and are blended with Unity elements correctly. At some point after the first beta release, we plan to enable the ORBX exporter to also package your Unity project into an ORBX media file, which will play back via baseline OMP runtime form a URL as-is, even when Unity updates to new versions. So far this is looking promising on most platforms.
User avatar
Goldorak
OctaneRender Team
OctaneRender Team
 
Posts: 2321
Joined: Sun Apr 22, 2012 8:09 pm

Re: Octane Render lightfield Unity VR

Postby Jolbertoquini » Wed Nov 16, 2016 10:48 am

Jolbertoquini Wed Nov 16, 2016 10:48 am
Goldorak wrote:
Jolbertoquini wrote:Hi Guys,

I'm interesting to test and see more about Octane render with Unity to calculate lightfield for VR, or have more idea about a workflow I saw a lot videos about it.

Best,
JO


There's a lot of details you can read about in this thread:

https://www.reddit.com/r/oculus/comment ... important/

We plan to release a Unity+Octane build as soon as the version we showed at Unite is a little more stable. Any scene node you can turn into an ORBX package today can be turned into a light field volume on ORC and streamed back into Unity game mode as a baked LF layer. For an LF render job, you don't need a render target, the bounding scene or object is default. If you do include a camera/RT node, it will be through a new render job node. The automatic conversion for LF rendering uses IPD you set in the stereo camera + a radius (50 cm typically).

The medium term goal is for Unity Editor + Octane integration to be used by a creator to set up the layers/elements/viewpoints that bake into Unity meshes (w/ Octane 3 current baking) and/or ORBX lightfields/glTF streams (more advanced baking outside Unity mesh system - placed on a fixed URL GUID as ORBX media streams or files). Those load into game mode in place of proxy bbox or shape when played back with ORBX media runtime, and are blended with Unity elements correctly. At some point after the first beta release, we plan to enable the ORBX exporter to also package your Unity project into an ORBX media file, which will play back via baseline OMP runtime form a URL as-is, even when Unity updates to new versions. So far this is looking promising on most platforms.


Thanks Goldorak,

So if I understand well ,I do not need Unity to use Lightfield on VR, my question would be how I do to have a full product scene create at standalone to be display at Samsung VR with the lightfield?
Or what I do if I want create viewer on the web of the product on lightfield and have the option to activate a VR view.

I was think simple like a car or a laptop what I mean is only a product?

Best,
JO
Octane Render for Maya.
https://vimeo.com/jocg/videos
https://www.linkedin.com/in/jocgtd
http://www.hmxmedia.com/
--------------------
Join MAYA OCTANE USERS Skype discussion here :
https://join.skype.com/LXEQaqqfN15w
User avatar
Jolbertoquini
Licensed Customer
Licensed Customer
 
Posts: 1067
Joined: Sun Aug 31, 2014 7:08 am
Location: London

Re: Octane Render lightfield Unity VR

Postby Goldorak » Thu Nov 17, 2016 6:55 am

Goldorak Thu Nov 17, 2016 6:55 am
Jolbertoquini wrote:
Goldorak wrote:
Jolbertoquini wrote:Hi Guys,

I'm interesting to test and see more about Octane render with Unity to calculate lightfield for VR, or have more idea about a workflow I saw a lot videos about it.

Best,
JO


There's a lot of details you can read about in this thread:

https://www.reddit.com/r/oculus/comment ... important/

We plan to release a Unity+Octane build as soon as the version we showed at Unite is a little more stable. Any scene node you can turn into an ORBX package today can be turned into a light field volume on ORC and streamed back into Unity game mode as a baked LF layer. For an LF render job, you don't need a render target, the bounding scene or object is default. If you do include a camera/RT node, it will be through a new render job node. The automatic conversion for LF rendering uses IPD you set in the stereo camera + a radius (50 cm typically).

The medium term goal is for Unity Editor + Octane integration to be used by a creator to set up the layers/elements/viewpoints that bake into Unity meshes (w/ Octane 3 current baking) and/or ORBX lightfields/glTF streams (more advanced baking outside Unity mesh system - placed on a fixed URL GUID as ORBX media streams or files). Those load into game mode in place of proxy bbox or shape when played back with ORBX media runtime, and are blended with Unity elements correctly. At some point after the first beta release, we plan to enable the ORBX exporter to also package your Unity project into an ORBX media file, which will play back via baseline OMP runtime form a URL as-is, even when Unity updates to new versions. So far this is looking promising on most platforms.


Thanks Goldorak,

So if I understand well ,I do not need Unity to use Lightfield on VR, my question would be how I do to have a full product scene create at standalone to be display at Samsung VR with the lightfield?
Or what I do if I want create viewer on the web of the product on lightfield and have the option to activate a VR view.

I was think simple like a car or a laptop what I mean is only a product?

Best,
JO


If you start with a pano camera - simple L/R or T/B for stereo, and export to mp4 for a 360 video, that pipeline is easy for people to understand. When you send this render job to ORC, you can do things beyond an MP4 file - you can render to an ORBX media file in 18K-72K stereo cubemap @120 fps in HDR. the ORBX file is an extra URL you can grab for higher resolution format beyond MP4, with stereo baked into the VR render already in Octane.

Next, imagine this same cloud render job on ORC had a checkbox for one more resolution type, similar to the stereo cube map at 72K detail, but not dual eye stereo render, rather a bubble of light rays. This format can be sent as a live stream to the VR or 2D client at 1.5- 25 Mbs, where you can move anywhere in the bubble and the results are exactly like moving through the scene in Octane in the viewport, but without noise. This is the light field (+extras like AOV) thay extend stereo cube map we have now with volume boundaries with a few checkboxes.

When the render is done, It will be added to the JSON manifest of your VR render jobs on ORC, and the stream will be viewable on any device, and fall back to .mp4 or OpenGL compressed cube map video in ORBX media file if you need to run it offline. We can also offer a baked mesh option for near field content if the scene is under 15 million polys.

The above works with any ORBX scene, no matter what host app exported for rendering, so Unity is not the only option. We expect it might the most used since it will be free for ~7 million Unity users next year, and even include the SE node graph and UX panels for Octane users not familiar with Unity, that want dynamic element control beyond what we do in current standalone app.
User avatar
Goldorak
OctaneRender Team
OctaneRender Team
 
Posts: 2321
Joined: Sun Apr 22, 2012 8:09 pm

Re: Octane Render lightfield Unity VR

Postby Jolbertoquini » Mon Nov 21, 2016 10:35 am

Jolbertoquini Mon Nov 21, 2016 10:35 am
Goldorak wrote:
Next, imagine this same cloud render job on ORC had a checkbox for one more resolution type, similar to the stereo cube map at 72K detail, but not dual eye stereo render, rather a bubble of light rays. This format can be sent as a live stream to the VR or 2D client at 1.5- 25 Mbs, where you can move anywhere in the bubble and the results are exactly like moving through the scene in Octane in the viewport, but without noise. This is the light field (+extras like AOV) thay extend stereo cube map we have now with volume boundaries with a few checkboxes.

When the render is done, It will be added to the JSON manifest of your VR render jobs on ORC, and the stream will be viewable on any device, and fall back to .mp4 or OpenGL compressed cube map video in ORBX media file if you need to run it offline. We can also offer a baked mesh option for near field content if the scene is under 15 million polys.


Hi Goldorak,

Thanks for all information I'm really interested to work with lightfield, For our company "HMXMedia" would be a great value we already try to join ORC but nothing seams to work , I think our Manager also contact and no answers I would like to try one of our products and see what we can do for On-line presentation of the Model sounds interesting.Could you tell who I need to contact to get ORC working?

Best,
JO
Octane Render for Maya.
https://vimeo.com/jocg/videos
https://www.linkedin.com/in/jocgtd
http://www.hmxmedia.com/
--------------------
Join MAYA OCTANE USERS Skype discussion here :
https://join.skype.com/LXEQaqqfN15w
User avatar
Jolbertoquini
Licensed Customer
Licensed Customer
 
Posts: 1067
Joined: Sun Aug 31, 2014 7:08 am
Location: London

Re: Octane Render lightfield Unity VR

Postby ristoraven » Tue Nov 22, 2016 6:19 am

ristoraven Tue Nov 22, 2016 6:19 am
Jolbertoquini,

My advice is that don't promise to your clients anything yet and don't make any plans yet. This tech is not ready, it is cooking and looking good. Nevertheles, even when it seems to be ready, it still needs to be tested trough and trough, before it has matured enough so that it can be offered to a paying client.. This all will take time. Also, how much a five minute LightField animation would cost to render in the cloud, is still a mystery.

So, hold your horses. Your company is not the first one interested in this tech. :)
ristoraven
Licensed Customer
Licensed Customer
 
Posts: 390
Joined: Wed Jan 08, 2014 5:47 am

Re: Octane Render lightfield Unity VR

Postby Jolbertoquini » Tue Nov 22, 2016 10:03 am

Jolbertoquini Tue Nov 22, 2016 10:03 am
ristoraven wrote:Jolbertoquini,

My advice is that don't promise to your clients anything yet and don't make any plans yet. This tech is not ready, it is cooking and looking good. Nevertheles, even when it seems to be ready, it still needs to be tested trough and trough, before it has matured enough so that it can be offered to a paying client.. This all will take time. Also, how much a five minute LightField animation would cost to render in the cloud, is still a mystery.

So, hold your horses. Your company is not the first one interested in this tech. :)



yes I understand, but I think this one of the main reason would be good to see now from the beginning to help on the process to, Of course we know is not yet there so understand before is come is a positive way to get a better product on the end.

Well for my side we have any access on "ORC" for testing... or just VR testing. We use our on farm for that. The light field is something interesting yes but as the guys said we can test, but again for that we need access...
Octane Render for Maya.
https://vimeo.com/jocg/videos
https://www.linkedin.com/in/jocgtd
http://www.hmxmedia.com/
--------------------
Join MAYA OCTANE USERS Skype discussion here :
https://join.skype.com/LXEQaqqfN15w
User avatar
Jolbertoquini
Licensed Customer
Licensed Customer
 
Posts: 1067
Joined: Sun Aug 31, 2014 7:08 am
Location: London

Re: Octane Render lightfield Unity VR

Postby Skyt8000 » Mon Mar 20, 2017 7:26 pm

Skyt8000 Mon Mar 20, 2017 7:26 pm
May i know why is Unreal Engine left out of this? Will there be integration with Unreal after Unity?
Skyt8000
 
Posts: 3
Joined: Mon Mar 20, 2017 7:19 pm

Re: Octane Render lightfield Unity VR

Postby Goldorak » Tue Mar 21, 2017 5:02 am

Goldorak Tue Mar 21, 2017 5:02 am
Skyt8000 wrote:May i know why is Unreal Engine left out of this? Will there be integration with Unreal after Unity?


Yes. It's been in active development since V2, but needed some V3 baking improvements to be done right (+ full bone/skinning API which is coming very soon in 3.0.x). It will be out in the 3.1 timeframe:

https://twitter.com/OTOY/status/836758543734726656
User avatar
Goldorak
OctaneRender Team
OctaneRender Team
 
Posts: 2321
Joined: Sun Apr 22, 2012 8:09 pm

Re: Octane Render lightfield Unity VR

Postby Skyt8000 » Tue Mar 21, 2017 11:13 am

Skyt8000 Tue Mar 21, 2017 11:13 am
3.1 alpha was supposed to be out 2016 Summer ?!! viewtopic.php?f=98&t=54674

But till now no release yet.

Any latest dates for 3.1 release?
Skyt8000
 
Posts: 3
Joined: Mon Mar 20, 2017 7:19 pm
Next

Return to OctaneVR Questions & Discussion


Who is online

Users browsing this forum: No registered users and 23 guests

Thu Apr 25, 2024 1:36 am [ UTC ]