
Stereoscopic rendering for Oculus ;)
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NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
- Seekerfinder
- Posts: 1600
- Joined: Tue Jan 04, 2011 11:34 am
That's exciting Thomas!stratified wrote:Just for the fun, we hooked up the rift in Octane some time ago and it was quite cool. We still have lots of things to do but we can dust off the old code if we have some time. We just can't promise when.
Cheers,
Thomas
Seeker
Win 8(64) | P9X79-E WS | i7-3930K | 32GB | GTX Titan & GTX 780Ti | SketchUP | Revit | Beta tester for Revit & Sketchup plugins for Octane
- dionysiusmarquis
- Posts: 159
- Joined: Mon Nov 04, 2013 9:29 pm
I'm in! Maybe Brigade is siutable for it, as a realtime solution?
- r-username
- Posts: 217
- Joined: Thu Nov 24, 2011 3:39 pm
Oculus was just at the sxsw festival in autin tx and they had rented a loft to demo the rift. Quite impressive given the end user price.
At a Q and A session I was under the impression that they ran out of source components for the first round of headsets. it's great to hear that you could get in a que for one.
One other thing, there seemed to be some talk about Apple now having a patent for such a device. Not sure how that happened, hasent this been around since the 1980's?
The sad thing is that it is quite common for apple to just sit on patents so others can't develop the technology, very far from the Apple that I grew up with.
sxsw http://sxsw.com/
apple http://gizmodo.com/apple-patents-oculus ... 1480987894
At a Q and A session I was under the impression that they ran out of source components for the first round of headsets. it's great to hear that you could get in a que for one.
One other thing, there seemed to be some talk about Apple now having a patent for such a device. Not sure how that happened, hasent this been around since the 1980's?
The sad thing is that it is quite common for apple to just sit on patents so others can't develop the technology, very far from the Apple that I grew up with.
sxsw http://sxsw.com/
apple http://gizmodo.com/apple-patents-oculus ... 1480987894
- DayDreamer
- Posts: 48
- Joined: Fri Mar 07, 2014 10:00 pm
Hello there,
well, Octane 2.0 is out, but I can't seem to find any information regarding Oculus Rift? The usual stereoscopic camera makes my eyes hurt
Manuals are also not much help.
Is there a way to distort pictures Oculus way within the Preview window (would be great if it worked for Cinema4d as well)
well, Octane 2.0 is out, but I can't seem to find any information regarding Oculus Rift? The usual stereoscopic camera makes my eyes hurt

Is there a way to distort pictures Oculus way within the Preview window (would be great if it worked for Cinema4d as well)
CPU: 5930K i7, GPU: 2x iChill Nvidia 780Ti, 980, RAM:32GB, Win 7, SSD.
Use parallel stereo, set the IPD to .65 mm, use 125 degree thin lens camera + distortion at ~100%. Then use lens shift to swap the left and right views (on my Rift -.7 works). We're going to support the Rift more robustly via Lua. Please let me know if the prior info is helpful.
- DayDreamer
- Posts: 48
- Joined: Fri Mar 07, 2014 10:00 pm
Hey there,
the best choice was to get something working and mimic it
So I got the Tuscana demo from Oculus Homepage and DLed Unity bundle which has fbx of everything inside. So I recreated roughly the demo and from my experience:

http://doc-ok.org/'s blog may answer many of your questions about VR.
Also it would be great the ability to go above 1 for Distortion, I'm not sure about the relationship between the Distortion and closeness to an object, but very close Distortion value 1 is not enough. (Maybe it's just CinemaPlugin limitation, can't tell)
the best choice was to get something working and mimic it

- FOV is irrelevant for 3d-vision. Use it as if it was usual photo-related slider (in the demo there is 80-100 degree)
- Distortion values of 1 matches Oculus' Tuscana demo
- Parallel cameras and Sidebyside should be used as Oculus' SDK says
- Stereo Distance at 0 gives you "flat" picture and as it increases, objects closer to the camera get more shifted.
- Important is to mimic size of the Octane-render-window like Oculus does, fullscreen as it is today doesn't work. Window has to be smaller. I suppose, it would be best, if a black mask surrounding the picture would be added. Like many Oculus' devs do.

http://doc-ok.org/'s blog may answer many of your questions about VR.
Also it would be great the ability to go above 1 for Distortion, I'm not sure about the relationship between the Distortion and closeness to an object, but very close Distortion value 1 is not enough. (Maybe it's just CinemaPlugin limitation, can't tell)
CPU: 5930K i7, GPU: 2x iChill Nvidia 780Ti, 980, RAM:32GB, Win 7, SSD.
Distortion maxes out at 1, it is the FOV that is too low. To match the Tuscany demo, use 125 degree FOV. You also need to set the IPD at .65, not .25.
Could you post an orbx package of this scene? I canl modify it to create an OCS that works with my Rift.
Could you post an orbx package of this scene? I canl modify it to create an OCS that works with my Rift.